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Sonic 3: D.A. Garden Edition Initial Release

#16 User is offline D.A. Garden 

Posted 19 October 2015 - 06:33 AM

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Jayextee:
Spoiler


EDIT: I don't know how to use spoiler tags.
This post has been edited by Overlord: 19 October 2015 - 12:46 PM
Reason for edit: I know how to use spoiler tags. =P

#17 User is offline Jayextee 

Posted 19 October 2015 - 08:27 AM

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Yeah, problem there was all mine. That I immediately thought "did he forget this bit?" instead of looking for the answer just tells on how many unfinished games I play, indie gamedev scene and all that. I should've had more confidence in you and your abilities. ;)

#18 User is offline Jeffery Mewtamer 

Posted 19 October 2015 - 10:32 AM

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Really wish I could play this hack. Definitely sounds like one of the most interesting of the hacks being released for the contest.

#19 User is offline Dark Sonic 

Posted 19 October 2015 - 02:20 PM

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So, two things I've noticed so far.

1. Carnival Night's transition is a little strange. Since you fight against what is normally Knuckles' boss as Sonic, shouldn't you run into Carnival Night Act 1 rather than have Tails fly you in?

2. This may have been a hardware related glitch. In Marble Garden Act 2, I was running through the earthquake part as Super Sonic, and suddenly the screen went black and the Special Stage tally came up with all the chaos emeralds on it. Once the tally completed, I was brought back to the last check point I touched. Not game breaking thankfully, but certainly weird.

#20 User is offline D.A. Garden 

Posted 19 October 2015 - 02:29 PM

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Dark Sonic:

Issue 1 - I've already stated this before (not in this thread, though) but I'm not too worried about the transitions making little sense. It's an aesthetical issue that doesn't affect gameplay, so I don't think I'll be changing it. Well, not unless I learn how the entire scripted scene works for both the end of MGZ2 and the start of CNZ1. Which I doubt I will.

Issue 2 - That issue is actually in the original S3K, albeit quite rare. Not too sure what causes it, either. Nothing I can do about that, sorry.

#21 User is offline Dark Sonic 

Posted 19 October 2015 - 02:32 PM

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View PostD.A. Garden, on 19 October 2015 - 02:29 PM, said:

Issue 2 - That issue is actually in the original S3K, albeit quite rare. Not too sure what causes it, either. Nothing I can do about that, sorry.

Really? Wow in all my time playing Sonic 3 and Knuckles I don't think I've ever encountered that glitch. Oh Sonic 3, fun game, but buggy :specialed:

Sonic 3 Complete has spoiled me, but I'm loving this hack so far... Hey S3C team can you port these levels into a seperate DA Garden mode in the next release, it'd be beautiful :eng101:

#22 User is offline Felik 

Posted 19 October 2015 - 03:13 PM

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So I gave the hack a try and I'd say it was a pleasant experience. Level layouts are pretty good albeit feel a little bit claustrophobic.
Got up to Launch Base and then entered special stage 3. The game froze.

#23 User is offline Blue Blood 

Posted 19 October 2015 - 03:32 PM

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I'm only on AIZ2 as Knuckles with 2 Emeralds. So far, this is great. Really, really happy to be playing through this. I'll agree that even at this early stage the levels feel a bit more "compacted" than S3K-vanilla is, but they're still great fun. The second Special Stage had me running in circles for God-knows how long trying to find the find 18 spheres.

EDIT: Stopped playing at MGZ1. Personally, I thought HCZ was brilliant. It was nice to see the fans turned into a more common gimmick throughout the stage and dialling back on the rotating cylinders. It felt like a fresh take on an old stage, which I guess is exactly what you were going for with this entire hack. I love what I've played so far. There's a couple of little niggles (some cheap Blastoids and Jawz in HCZ), but all in all they are minor problems.

Dude, this hack is wonderful. Do I wish it had new art? Kind of but not really. The meat is definitely in these well-designed, fun and original layouts. It's like a DLC-pack done right. Or S3K, but again. I really can't wait to go back and play it as Sonic and Tails, or even as Knuckles again and see what more depth there is to the stages. I've not explored much yet at all.

EDIT 2: Just a random thought... considering what this hack is all about, it would be really good fun to play through it with Leila Wilson's Sonic 3 Alternate soundtrack. I'm sure it would fit. Might have to give it a go later on.
This post has been edited by Blue Blood: 19 October 2015 - 04:03 PM

#24 User is offline Dark Sonic 

Posted 19 October 2015 - 03:33 PM

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That Super Emerald stage to the far right. :argh:

How could you.

#25 User is offline D.A. Garden 

Posted 19 October 2015 - 04:04 PM

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View PostFelik, on 19 October 2015 - 03:13 PM, said:

So I gave the hack a try and I'd say it was a pleasant experience. Level layouts are pretty good albeit feel a little bit claustrophobic.
Got up to Launch Base and then entered special stage 3. The game froze.


This is the second time I've heard of it freezing on someone on Special Stage 3, and yet I can't replicate the issue or know what's happening. Very strange.

View PostDark Sonic, on 19 October 2015 - 03:33 PM, said:

That Super Emerald stage to the far right. :argh:

How could you.


They couldn't all be easy, right? To be fair, as soon as you notice the right path, it's not too bad. I had MainMemory test the Special Stages for me, and he had no issues with it on his second attempt.
This post has been edited by D.A. Garden: 19 October 2015 - 04:06 PM

#26 User is offline Dark Sonic 

Posted 19 October 2015 - 04:24 PM

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View PostD.A. Garden, on 19 October 2015 - 04:04 PM, said:

View PostDark Sonic, on 19 October 2015 - 03:33 PM, said:

That Super Emerald stage to the far right. :argh:/>

How could you.


They couldn't all be easy, right? To be fair, as soon as you notice the right path, it's not too bad. I had MainMemory test the Special Stages for me, and he had no issues with it on his second attempt.

Yea 5th time I figured out the trick but that was the last Hyper Ring of the game I found.

Speaking of which, I beat the game. Quite good sir, quite good. It was a nice twist on my favorite game of all time. Personally I would have liked some different palettes to break up the experience a bit more (Like the soft edits you did for Ice Cap Act 2 and Sandopolis Act 1, they were quite nice. I'm not talking about like purple Angel Island or something like that), but I still had a fun time playing this game. Thank you for wrapping this up and finishing it it's great.

#27 User is offline Blue Blood 

Posted 20 October 2015 - 08:45 AM

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I got caught in Robotnik's traps a few times playing this. Most easily repeatable was at the start of HCZ1 as Knuckles. Just hold left from moment the stage starts, and bingo! This happens.
Posted Image
It happened at a few other points that I didn't screenshot, usually when rolling through the air and then landing on a platform.

Also ICZ2 as Knuckles. I couldn't access the first loop (that exits into a tunnel) as Knuckles got blocked by a wall in front of it. No worries though, I took the upper route instead. But then the exact same thing happened again:
Posted Image

I can't progress with the level. I've tried dying, but the layering is still off and I'm now blocked by the broken loop and a (seemingly unnecessary) ice wall that closes one you're past it. :(

#28 User is offline Jayextee 

Posted 20 October 2015 - 09:36 AM

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RE: palettes

I for one was really looking forward to that MGZ one, the pretty desaturated and miserable-looking one. Seemed to be in the spirit of your earlier hack, Sonic 1 Westside Island to remix the palettes as well as the layouts.

Speaking of which, no remixed boss layouts? I coulda swore you did something with LRZ2 and had a nasty-looking spiked ceiling for the Knuckles fight.

#29 User is offline D.A. Garden 

Posted 20 October 2015 - 01:15 PM

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Blue Blood:

The monitor issue is easily fixable, although I don't know why the game pushes you behind it like that. The IceCap Zone issue, however, is something I can't seem to replicate. I have checked all path swappers lower path and can't see any issues, so I don't know how that happened. If I can figure out the issue, I will put path swappers in place to fix this.

EDIT: I've looked into the IceCap issue, and have to wonder how you could get onto path 1 in the first place by this point. There's no path swappers that do so in Act 2 until after each of these loops, so I'm a little baffled. I can easily fix it, by adding another path swapper before these 2 loops that forces you onto path 0, however.

Jayextee:

Another reason for the palettes remaining the same was due to consistency. I could only edit a few without breaking things and felt it would be a bit odd having half of the levels with a changed palette, and the other half with the original. I changed all of them to the default, but forgot about Sandopolis 1, and IceCap 2 is as a result of changing the code for the boss being defeated.
This post has been edited by D.A. Garden: 20 October 2015 - 01:20 PM

#30 User is offline Blue Blood 

Posted 20 October 2015 - 03:49 PM

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View PostD.A. Garden, on 20 October 2015 - 01:15 PM, said:

Blue Blood:

The monitor issue is easily fixable, although I don't know why the game pushes you behind it like that. The IceCap Zone issue, however, is something I can't seem to replicate. I have checked all path swappers lower path and can't see any issues, so I don't know how that happened. If I can figure out the issue, I will put path swappers in place to fix this.

EDIT: I've looked into the IceCap issue, and have to wonder how you could get onto path 1 in the first place by this point. There's no path swappers that do so in Act 2 until after each of these loops, so I'm a little baffled. I can easily fix it, by adding another path swapper before these 2 loops that forces you onto path 0, however.

I replayed Ice Cap (to beat it) and everything went fine. I think that when I first played the stage, I glided over the the area where one of those blue 'swings' breaks off it's chains. Maybe that had something do with it? Either way, I didn't come across it a second time and can't even be sure that that is what I did to cause it the first time.

I also noticed an issue in LBZ2, again as Knuckles. This one's only cosmetic mind you, but if you climb the walls near the start of the stage by the first Big Ring you can clearly see the the supposedly underwater BG but of course there's no water at this point.
Posted Image

Also, didn't screenshot it but the final checkpoint in Knuckles' LBZ1 was already activated before I even reached it. Didn't die at the boss though, so can't say where I'd have restarted from either.

I'm now up to SZ1, looking for the final super Emerald entrance. These new special stages are generally more routed than the S3K originals. The difficulty comes from successfully mastering the more linear routes rather than getting lost and managing to find your way. The Silver and Light Blue Super Emeralds were particularly brutal for all the right reasons.

Still absolutely loving this hack. It's delightful. Some of the ideas put into the stage are so well-done that they're really making me grin like an idiot. The looping maze in MGZ1 for example. It's simple and uses an existing mechanic from the original game, but this time around it's still a surprise and requires that little bit of thought. Also those black orb things in FBZ2. That was really, really fun.
This post has been edited by Blue Blood: 20 October 2015 - 03:58 PM

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