Cybernetic Outbreak Update/Release Thread. Woo!
#286
Posted 03 December 2011 - 11:43 PM
No? I have a credits file. which will come with the beta when I get to releasing.
#288
Posted 16 December 2011 - 06:58 PM
Wow this looks like one heck of an achievement, I wish I was capabale of such
. Of course nit picks to be fixed but this is still incredible so yeah incredible work. Hang on wait what? he's not a tech member? why the hell not?! *Runs. Also I didn't know you were making a complete hack with all 3 sonic games, you devil! =P I'm so hyped for this hack.
#289
Posted 16 December 2011 - 07:09 PM
The Complete hack idea is still an idea, For now :P We will see what happens in the future. The next video will probably be of a boss battle and a more working Transition system.
#290
Posted 19 December 2011 - 04:07 PM
I'm actually at a bit of a loss to see what is so special in that video. All I see is a palette change, screen lock and music change in the first part, and dynamic art loading failing miserably in the second part along with a music change. Neither is particularly groundbreaking or hard to pull off. When you actually show a smooth transition between zones where the palette changes, the art changes and none of it is noticable to the player, then that will be impressive. I just don't see that video as being update worthy if I'm being honest.
This post has been edited by StephenUK: 19 December 2011 - 04:09 PM
#291
Posted 19 December 2011 - 04:25 PM
Is it really that trivial to port S1 and 2 zones to 3&K? I mean, this guy is the only person I've seen to even replace art in this game.
This post has been edited by Ritz: 19 December 2011 - 04:26 PM
#292
Posted 19 December 2011 - 04:42 PM
Hm, SA N GIL DA; E Zone, eh?
Looking pretty good so far; some things need to be fixed but otherwise great work.
#294
Posted 20 December 2011 - 10:58 PM
StephenUK, on 19 December 2011 - 04:07 PM, said:
I'm actually at a bit of a loss to see what is so special in that video. All I see is a palette change, screen lock and music change in the first part, and dynamic art loading failing miserably in the second part along with a music change. Neither is particularly groundbreaking or hard to pull off. When you actually show a smooth transition between zones where the palette changes, the art changes and none of it is noticable to the player, then that will be impressive. I just don't see that video as being update worthy if I'm being honest.
He's been doing this kind of shit for years. Just ignore him and hopefully he'll quit.
#295
Posted 20 December 2011 - 11:29 PM
If he's hacking S3&K, the system for "level transitions" is already there. If he's hacking Sonic 2, it isn't so difficult to get in anymore. If this were 5 years ago, this might be more impressive, but a video like that really isn't anything major. I made a monitor that does the exact same effect ages ago; the art reloads, along with the level, the palette, etc.
#296
Posted 23 December 2011 - 07:59 PM
MainMemory, on 19 December 2011 - 04:47 PM, said:
You mean SonED2? I'm pretty sure its export and import functions could take care of the level art and mappings. If the meta-tile size is different between the two games you'd have to remap them yourself, and the 16x16 solidity might be a bit boring to update with the new game's index, but overall I doubt it's really difficult with today's knowledge and tools.
That said, why bother porting whole levels between games in the first place? Either draw original art, or don't even bother replacing it in the first place. Stylistically, Green Hill, Emerald Hill, and Angel Island would all clash horribly if they were in a game together, or worse yet swapping in mid-level as seen in the video above.
#297
Posted 23 December 2011 - 10:23 PM
No, I mean LevelConverter.
Edit: can't even remember my own program's name.
Edit: can't even remember my own program's name.
This post has been edited by MainMemory: 23 December 2011 - 11:36 PM
#298
Posted 24 December 2011 - 12:59 AM
I'm late to the party but hahaha wow, the music in that last video
It's like the sound chip got high on something.
It's like the sound chip got high on something.
#299
Posted 27 December 2011 - 04:55 PM
Thing is, It's more technical in the code aspect, I'd show the code but I will wait till I release the public beta. I'm just doing some tests here and there, There's no reason to come down so hard because apparently everybody can hack s3k now. I will update this as I continue my progress.
#300
Posted 27 December 2011 - 06:29 PM
I don't think the reasoning for everyone's moral dislike of your work here, is near down to the sheer fact that everyone can maintain control over Sonic 3 & Knuckles as easily, no, I believe it's more to do with what you have produced and how much you have accomplished (out of the time in which you've been working on it), in comparison to what you could have done with that time.
From one perspective, you have done quite a marvelous job with your act transitioning, using transported over data from the predecessor games, and you deserve some merrit on that part, by all means, and I for one will congratulate you for it, however, from another perspective, you haven't done anything we haven't seen or anything we would want to see. Wanting all of Sonic 1 and Sonic 2's levels in Sonic 3 & Knuckles is something extremely cliché, wanting act transitions and special Sonic 3 & Knuckles like effects transposed onto other designs is cliché, why? Because everyone has had that same idea once at some point in time, it's an obvious idea and not one that really grabs people's attention, it lacks originality, and becomes a constant irritation because you're basically re-doing something that's already done, so the shock factor bearly exists.
Another concern is the incompletion and untidy outcome of a transition and port you have produced in that video, some of the best ports or remakes we've seen in this community have always been 98%/99% complete to their name (bar a few unforeseen bugs), the best works are always kept hidden until the very last minute, they keep a healthy balance between "hard work" and "quality work", you work is hard work by all means, but it doesn't seem to have the quality people can look up to, you should strongly consider putting your hard time of work into the areas that need doing to gain that quality, when I was a kid, I wasn't impressed with the technical aspects of Sonic the hedgehog, I was more impressed with the graphics, sound and gameplay, those are the three main keys to a good game, without them, the engine means fuck all and is completely useless. Those three give your engine meaning.
What "I'm" saying (and this is my personal thought here) is that you should spend more time on the game rather than the engine, the engine is already there and made, that's why you chose Sonic 3 & Knuckles is it not? More resources to use. Spend your time on using the resources provided to create the graphics, the sound, and the game play as a whole, don't sift through trying to improve it more than it needs to be, you'll just waste your time, you won't impress or please anyone, and you won't get as much positive feedback as you so desire.
From one perspective, you have done quite a marvelous job with your act transitioning, using transported over data from the predecessor games, and you deserve some merrit on that part, by all means, and I for one will congratulate you for it, however, from another perspective, you haven't done anything we haven't seen or anything we would want to see. Wanting all of Sonic 1 and Sonic 2's levels in Sonic 3 & Knuckles is something extremely cliché, wanting act transitions and special Sonic 3 & Knuckles like effects transposed onto other designs is cliché, why? Because everyone has had that same idea once at some point in time, it's an obvious idea and not one that really grabs people's attention, it lacks originality, and becomes a constant irritation because you're basically re-doing something that's already done, so the shock factor bearly exists.
Another concern is the incompletion and untidy outcome of a transition and port you have produced in that video, some of the best ports or remakes we've seen in this community have always been 98%/99% complete to their name (bar a few unforeseen bugs), the best works are always kept hidden until the very last minute, they keep a healthy balance between "hard work" and "quality work", you work is hard work by all means, but it doesn't seem to have the quality people can look up to, you should strongly consider putting your hard time of work into the areas that need doing to gain that quality, when I was a kid, I wasn't impressed with the technical aspects of Sonic the hedgehog, I was more impressed with the graphics, sound and gameplay, those are the three main keys to a good game, without them, the engine means fuck all and is completely useless. Those three give your engine meaning.
What "I'm" saying (and this is my personal thought here) is that you should spend more time on the game rather than the engine, the engine is already there and made, that's why you chose Sonic 3 & Knuckles is it not? More resources to use. Spend your time on using the resources provided to create the graphics, the sound, and the game play as a whole, don't sift through trying to improve it more than it needs to be, you'll just waste your time, you won't impress or please anyone, and you won't get as much positive feedback as you so desire.
