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

#16 User is offline Atendega 

Posted 10 November 2015 - 10:55 AM

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View PostDark Sonic, on 10 November 2015 - 10:50 AM, said:

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.
I wasn't trying to make you feel bad, I just feel that it would make more sense for the "Fixed Edition" title to be used for actual fixing of things. Regardless of the fact that I think this game is fine as it is, I'm interested to see what you come up with.
This post has been edited by Atendega: 10 November 2015 - 10:57 AM

#17 User is offline Dark Sonic 

Posted 10 November 2015 - 11:04 AM

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View PostAzookara, on 10 November 2015 - 10:52 AM, said:

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.

Yea they're fun little things, but they're kinda useless. I may keep some of them, just not sure yet.

#18 User is offline Clownacy 

Posted 10 November 2015 - 12:11 PM

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But "as you truly imagined it" sounds self-righteous, too. You don't know how I think. :joking:

#19 User is offline Trunks 

Posted 10 November 2015 - 12:33 PM

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

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



MOD OF THE YEAR IF YOU CAN PULL THIS OFF.

#20 User is offline Shade Vortex 

Posted 10 November 2015 - 01:37 PM

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Also, if it's possible, allow Super Sonic in the NiGHTS stage. That stage is easy regardless, so it baffles me they'd prevent you from "breaking it".

#21 User is offline Jimmy Hedgehog 

Posted 11 November 2015 - 05:23 AM

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I'll probably try this at some point, but if you figure out how to allow Super Sonic where he's normally limited (high speed sections, etc) would it be possible to also release that as a separate mod? I can understand if you don't want to but I think it'd be neat for those who like the game as is but don't want to be gimped out of Super in sections it should be usable.
This post has been edited by Jimmy Hedgehog: 11 November 2015 - 05:24 AM

#22 User is offline Ryuki 

Posted 11 November 2015 - 05:50 AM

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Additional WIsps? Not less? D:
As much as that line bothers me, the rest of what you set out to do sounds great. Very much looking forward to hearing more of this.

#23 User is offline Dark Sonic 

Posted 11 November 2015 - 06:42 AM

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View PostRyuki, on 11 November 2015 - 05:50 AM, said:

Additional WIsps? Not less? D:
As much as that line bothers me, the rest of what you set out to do sounds great. Very much looking forward to hearing more of this.

Well additional but unnecessary wisps. You'll be able to ignore them, but I'd do something like, allow you to use Eagle in parts of Tropical Coast Zone 1 or use Hover instead of rhythm because rhythm is horrible. Things like that.

As far as textures go, I'm having some trouble, the UI is a bit more daunting than I hoped so that may be pushed back (although someone's bound to make that kinda mod at some point anyway). I still hope to edit Sky Road though. For the time being though I might wait a bit until a more stable version of Sonic Glvl is out before I continue editing, as I don't want to break things in the level randomly due to glitches.

#24 User is offline The KKM 

Posted 11 November 2015 - 08:25 AM

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If possible, can you go further with Sky Road than recolours? Like, actually altering the textures? If so I'd like to try and give it a cohesive identity it misses.

Also, one more vote for "why change the animal capsules". I dunno, I just like them :v:\

#25 User is offline Dark Sonic 

Posted 11 November 2015 - 09:02 AM

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View PostThe KKM, on 11 November 2015 - 08:25 AM, said:

If possible, can you go further with Sky Road than recolours? Like, actually altering the textures? If so I'd like to try and give it a cohesive identity it misses.

Also, one more vote for "why change the animal capsules". I dunno, I just like them :v:

Ya I can certainly play around with it. Sky Road Act 2 uses its own ground textures that are somewhat akin to Sky Sanctuary (That theme is used for the sky stages in Runners). I may use some of those to add some variety to the stage.

And ya'll really like the animal capsules, I'll keep some then. :eng101:

#26 User is offline The KKM 

Posted 11 November 2015 - 09:15 AM

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Isn't Sky Road Act 2 just using assets from Silent Forest? Regardless yeah, it's the most strikingly individual of the acts, it'd be the one to model the others on- for an example, having Act 4 use white ruins instead of the yellow ones. Having blue grass in every level would help too, maybe pale yellow sand or pale blue sand in Act 4?

#27 User is offline Dark Sonic 

Posted 11 November 2015 - 10:05 AM

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View PostThe KKM, on 11 November 2015 - 09:15 AM, said:

Isn't Sky Road Act 2 just using assets from Silent Forest? Regardless yeah, it's the most strikingly individual of the acts, it'd be the one to model the others on- for an example, having Act 4 use white ruins instead of the yellow ones. Having blue grass in every level would help too, maybe pale yellow sand or pale blue sand in Act 4?

Sorta. This game is just one big fuck you as far as themes go after world 4.

#28 User is offline The KKM 

Posted 11 November 2015 - 10:15 AM

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Posted Image

quick brute mockup of what I was imagining. tones of white and blue, since it's "sky", unifying the various levels.

EDIT:
Posted Image
maybe so the sand don't look like water

EDIT EDIT: Maybe white dirt and blue grass instead?

EDIT EDIT EDIT: How is the grass made? Is it just a texture shaped like leaves? If so, could said shape be altered?
This post has been edited by The KKM: 11 November 2015 - 10:22 AM

#29 User is offline Blue Blood 

Posted 11 November 2015 - 10:41 AM

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I think Sky Road would be really interesting if all the ground tiles were replaced with the white stone textures from SR2/SF2. Blue or light green for the grass and leaves would be a welcome change too. What you're going for at the moment with the Hill Top look is totally an improvement upon the original, but it's still rather similar to FF, which is basically a blue Windy Hill anyway. If you are able to something even more exciting, that'd be really fun.

Sonic Team really didn't try hard with the levels themes this time, did they? After Unleashed and Colours got realistic and fantasy themes down to a tee and they brought them all together in Generations, it's almost like they just stopped caring with Lost World. The artstyle is different, but that was no excuse to be so outwardly boring.
This post has been edited by Blue Blood: 11 November 2015 - 10:43 AM

#30 User is offline The KKM 

Posted 11 November 2015 - 10:47 AM

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Some of the implied themes are interesting, problem is just they weren't connected. I'd have loved to actually see something exploring a casino in an industrial area in an ice region, for an example. But then nothing outside name and hub indicate the casino level is in a cold region at all.

Anyways, white dirt and blue grass/plants might help preventing it from looking like Frozen Factory. Or gray dirt, rather.
This post has been edited by The KKM: 11 November 2015 - 10:48 AM

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