Cybernetic Outbreak Update/Release Thread. Woo!
Posted 16 December 2011 - 06:58 PM
Posted 19 December 2011 - 04:07 PM
Posted 19 December 2011 - 04:47 PM
Posted 20 December 2011 - 10:58 PM
He's been doing this kind of shit for years. Just ignore him and hopefully he'll quit.
Posted 20 December 2011 - 11:29 PM
Posted 23 December 2011 - 07:59 PM
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.
Posted 27 December 2011 - 04:55 PM
Posted 27 December 2011 - 06:29 PM
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.