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Sonic Lost World: Nonexistent Six/Fixed Edition Think tank/release thread

#1 User is offline Dark Sonic 

Posted 09 November 2015 - 08:43 PM

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Hey everyone. The purpose of this thread is to come up with ideas for a Sonic Lost World: Fixed Edition (Current version of "Nonexistent Six" can be downloaded here). I would like to crowd source ideas so the game can be as fun as possible. I'm not sure why, but I'm really interested in this game. It's not perfect but I think it has a lot of untapped potential that's held back by some poor decisions. As such I want to do what I can to make this as fun as possible within the means of the tools available. Here are some of the ideas I had planned:

  • Add additonal wisps to levels
  • Replace all small egg capsules with item boxes
  • Remove unnecessary dash panels, camera angles, and springs
  • Replace all yellow springs with regular springs
  • Completely remove all in game voices save for Dr. Robotnik
  • Change all of Sky Road's Green Hill esq brown colors to blue to simulate a Hill Top Zone esq palette
  • Disable missions
  • Disable Time trial and leaderboards (not really fair because of hacks)
  • UI Improvements
  • Replace Extra World Zone 1 and 4 with the extra stages from World 3 and 6 (those levels aren't fun)


And then there are some things that I'm not sure are currently possible

  • Edit Sonic/Super Sonic's physics
  • Remove unnecessary in game prompts (Wisp instructions, etc)
  • Eliminate the item tier system and set all items at 4 star ranking


I may not be able to do it alone, but I'd love some other ideas. What about this game has bugged you that you'd like to see replaced? Maybe I'll make the edits once a better version of Sonic Glvl comes out (No disrespect, I could not code that thing to save my life, but at the moment it screws up some level objects. Since I'm not super technical I don't know how to fix that).

#2 User is offline RGamer2009 

Posted 09 November 2015 - 09:08 PM

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I don't know if it is possible, but please add some form of momentum back in! Sonic stops on a dime no matter how fast he is going, and its really jarring. At least make it so he can reach top speed through simple movement instead of requiring a button to do it.

In fact, If you could make it so that wall running was way easier to do and keep, that would be amazing. That was the hardest thing, I couldn't seem to figure it out. Maybe make it so you have to hold a button to "stick" to the wall while running so that you don't just fall off!

Those are my biggest gripes with Lost World.

#3 User is offline Josh 

Posted 09 November 2015 - 09:35 PM

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Here are a few ideas...

-Make the run button a walk button. Run by default.
-Remap Spin Dash to Y, as on the 3DS version. (Controller remapping may be on PC, anyway, but I only have the Wii U version.)
-If possible, import Yoshi/Zelda/NiGHTS stages from Wii U.
-Remove ice skating sections. Just make it normal ground.

#4 User is offline Lobotomy 

Posted 09 November 2015 - 09:49 PM

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I need advice on how to use pacpack, and then I'm going to do a lot of tweaking physics and remapping controls.



I want an alternate control scheme with the Spindash on X, Dash on B, Kick on Y, and seriously fuck SEGA for thinking it was a good idea to put the mission menu on L3. What the shit is that?! I'd put it on Back.
This post has been edited by Lobotomy: 09 November 2015 - 09:58 PM

#5 User is offline Shade Vortex 

Posted 09 November 2015 - 10:40 PM

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Some things I'd want if they're possible:
Fix Super Sonic. The two mouths thing, the reusing Sonic's animations (you can tell sometimes his hair isn't sticking up), and his magnetic ring shield seems to break between transitions. Also since you want to enable Super Sonic in autorun sections, also enable the transformation on clouds (as you can't transform into Super Sonic on clouds but you can detransform, and it won't detransform you when you enter a cloud section so it's even weirder than the mach speed areas limitation)

Remove the butterflies/spider killing/blend fruits/clucker squishing to progress mechanics from stages like Tropical Coast and Silent Forest.

Change the Mario-style time limit to a Sonic style timer (with 10 minutes being the game over again, so the time running out music could still have a purpose).

Allow Super Sonic in the pinball table.

Make the DLC zones permanently accessible, instead of "one per 100,000 points" thing.

#6 User is offline KaBlamJamDan 

Posted 09 November 2015 - 10:49 PM

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Here's my ideas

-Make sonic has consistent speed because if you aren't going straight, sonic will just randomly lose speed for some reason. (If it possible, anyway)

-I would like getting the third red ring to be way more easier in FF act 3 because that Pinball table is horrible

-If possible, I would like to use the normal homing attack on any enemy because using the kick break the flow imo

-Fix the animation for Super Sonic (I believe there's a mod for this already)

View PostJosh, on 09 November 2015 - 09:35 PM, said:

-If possible, import Yoshi/Zelda/NiGHTS stages from Wii U.


We already have the NiGHTS stage in the PC version.

#7 User is offline Josh 

Posted 09 November 2015 - 11:23 PM

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View PostKaBlamJamDan, on 09 November 2015 - 10:49 PM, said:

-If possible, I would like to use the normal homing attack on any enemy because using the kick break the flow imo


I agree wholeheartedly. I mean, sure, keep the kick in as an option, but the game would be far less frustrating if you didn't have to figure out which attack kills enemies via trial and error. They both have advantages. The homing attack is faster and chains, but the kick allows you to take out clusters of enemies... which the homing attack also does because it chains... and... there you go, that's why it's arbitrary. God, this game design...

What they could have done is NOT have the homing attack auto-chain. I never understood that, anyway. It takes away player control.

#8 User is offline Paraxade 

Posted 09 November 2015 - 11:32 PM

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View PostLobotomy, on 09 November 2015 - 09:49 PM, said:

I need advice on how to use pacpack, and then I'm going to do a lot of tweaking physics and remapping controls.



I want an alternate control scheme with the Spindash on X, Dash on B, Kick on Y, and seriously fuck SEGA for thinking it was a good idea to put the mission menu on L3. What the shit is that?! I'd put it on Back.


For the record, AFAIK the physics stuff is hardcoded, not controlled by external XML files like Generations. So pacpack probably won't help you there.
This post has been edited by Paraxade: 09 November 2015 - 11:33 PM

#9 User is offline Dark Sonic 

Posted 10 November 2015 - 07:48 AM

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Yea I took a look into the Sonic pac files, no physics editing to speak of, which means I don't know how feasible some of these things are, such as readding momentum and things like that.

I'm having a dilemma with the missions. Part of me wants to change the missions and the rewards received to only 4 star shields, since those can't be placed in levels as far as I know (Speed shoes and invincibility can be though). I wanted to reimplement the animal reward system to reward items instead of RCs, but that may be hard coded as well. Problem with the missions is that you can't reactivate them once they've been beaten, unless there's a way to alter the save file (maybe there is, not sure yet). So I'm wondering if it's even worth it. Disabling the missions entirely seems to be another alternative, which is actually stupidly easy. Go into the omochao mission lua file and just delete a ',' from anywhere. The game gets confused and the missions are glitched out of existence. The icon no longer appears on screen and pressing L3 doesn't do anything.

My idea for missions would be to change each mission into some ring increment, but have them all enabled at once. So for example, the first 3 missions would be collect 100, 200, and 300 rings respectively, but since the tally would be running the whole time it would just be collect that many rings in total and not having to collect 100 rings, then 200 rings after that, then 300 rings after that. Basically the idea would be to have the missions function how I'd like the animal prizes to function, only it uses rings instead of animals.
This post has been edited by Dark Sonic: 10 November 2015 - 07:52 AM

#10 User is offline Dark Sonic 

Posted 10 November 2015 - 10:17 AM

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Sky Road preview:

Spoiler


Some strange graphic bugs but I'll look into those.

Oh and as a heads up, this is the only area I plan on doing level texture edits. I honestly had no problem with the game's aesthetics, I just thought this would be a nice homage to Hill Top while giving Sky Road some more unique qualities. This won't be an advance palette hack overall though. I may do some music changes too, but only a few (mainly just to change the invincibility/speed shoe themes, the end of act results theme, and Lava Mountain Zone 1's theme)
This post has been edited by Dark Sonic: 10 November 2015 - 10:31 AM

#11 User is offline Blue Blood 

Posted 10 November 2015 - 10:24 AM

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Congratulations. You've already put more effort into Sky Road than Sonic Team did.

#12 User is offline Amnimator 

Posted 10 November 2015 - 10:34 AM

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This will be nice for when I want to just play a level quickly and not deal with the dull boss battles. I'll try it out when I get time.
You should also mirror this to Nexus Mods using their upload wizard. That way a page will be made for this game and we can have a central place to upload Lost World mods as well. It would also be nice to have this as the first mod there since removing the Deadly Six is a really requested mod.
As for the missions, is it possible to add missions instead of replacing? For people who finished all of them, something you could do is copy paste 100, 200, and 300 ring missions so we wouldn't run out of bomb wisps.

#13 User is offline Atendega 

Posted 10 November 2015 - 10:35 AM

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View PostDark Sonic, on 09 November 2015 - 08:43 PM, said:

Hey everyone. The purpose of this thread is to come up with ideas for a Sonic Lost World: Fixed Edition
First of all, don't call it "fixed" edition. It makes you sound overly self-righteous. Calling SADX: Fixed Edition by that name makes sense, because it is fixing bugs. You're just tweaking things based on your personal opinions. You aren't "fixing" anything.

#14 User is offline Dark Sonic 

Posted 10 November 2015 - 10:50 AM

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View PostAtendega, on 10 November 2015 - 10:35 AM, said:

View PostDark Sonic, on 09 November 2015 - 08:43 PM, said:

Hey everyone. The purpose of this thread is to come up with ideas for a Sonic Lost World: Fixed Edition
First of all, don't call it "fixed" edition. It makes you sound overly self-righteous. Calling SADX: Fixed Edition by that name makes sense, because it is fixing bugs. You're just tweaking things based on your personal opinions. You aren't "fixing" anything.

Fair enough, I mean I just started a few days ago so most things are tentative, certainly didn't mean to come off as a dick. I was also thinking about calling it Sonic Lost World: "As you truly imagined it" edition.

#15 User is offline Azookara 

Posted 10 November 2015 - 10:52 AM

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View PostAtendega, on 10 November 2015 - 10:35 AM, said:

View PostDark Sonic, on 09 November 2015 - 08:43 PM, said:

Hey everyone. The purpose of this thread is to come up with ideas for a Sonic Lost World: Fixed Edition
First of all, don't call it "fixed" edition. It makes you sound overly self-righteous. Calling SADX: Fixed Edition by that name makes sense, because it is fixing bugs. You're just tweaking things based on your personal opinions. You aren't "fixing" anything.


Why are you getting so defensive over this (considering your member title matches your statement)? Generations was given a "Fixed Forever" edit despite it being pretty much fine, and even with that you have to acknowledge people found shortcomings in this game even if you don't agree with them. :v:/>

That said if he wants to change the name because of that that's fine too, but ¯\_(ツ)_/¯

Only thing I'm not sure I dig too much about this mod is removing the animal capsules, because I thought they were really fun to jump around on, and the requirements to get past the animal barriers in SLW almost felt non-existent on my playthrough of the PC version. I dunno, do they really have to be removed? I find 'em kinda neat.
This post has been edited by Azookara: 10 November 2015 - 10:53 AM

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