It'd be pretty cool if this edition was as configurable as Sonic 3 Complete. I have to say I'm mostly liking all the changes except for the difficulty related ones (flickies not dropping when hit by a projectile or when Sonic has any rings, and also protecting you when you're standing still, badniks losing their spiked orb, etc). Sonic 3D was my first Sonic game and maybe I'm a bit biased but I think it's pretty easy as is, no need to make an obvious "this was too hard for some people" EZ mode.
I'm amazed at the progress he's making with the Director's Cut. A part of me initially wondered if he had made a great deal of progress before hand, and was only showing small features as he went, but all of the changes in this update were based on the ones from the last vid. It would be great to see an item-by-item checklist of the features, but the fact that there's a 'Directors Cut' option at all already makes this the definitive version of the game. RIP Green Tiles, you will be missed.
I don't really like the ability to cancel Super Sonic, it feels too fangame-ish to me. I think the new transformation animation is an improvement, though. Eh. Many of us prefer the music, special stages and visual enhancements of the Saturn version.
This. Green Grove Saturn is the shit! the flowers actually move. It's got the little mole construction guys, and the sweet, sweet Richard Jacques samba. And don't get me started on fucking Rusty Ruin and Diamond Dust mmmmm, so good! Spoiler but the genesis version's okay
https://i.imgur.com/ohw4YUC.gif This whole project is crazy. The guy still works for the company he co-founded, and he's doing this in his free time. Can't wait to try this on my Everdrive.
He could actually add Sega CD Mode 1 support for Redbook audio and thus have Saturn's soundtrack in the Genesis version. I wonder, if he would be interested in this. I prefer the Genesis soundtrack myself, but it's a pretty cool idea if you think about it.
You can hack MD games to use custom Sega CD audio without having to port them to Sega CD? Oh wow, why hasn't anyone made similar patches for S3&K and S2? I would love to play these games with remastered soundtracks.
@5:23 - "And I also think I've fixed a bug where you used to slide right through these moving platforms" THANK YOU. You have no idea how many times I used to slip right through those platforms and have to climb all the way back up by going around half the stage again. I'm looking forward to this. Also, I'm liking the new Super Sonic animation. Looks more dramatic compared to the other one.
Well for one thing, it only works in Fusion or hardware. For another thing, most people would rather spend their time making something with actual new content. Also, CDDA actually has some limitations compared to the regular sound driver: no loop points, seek times when changing music tracks, you can't speed up the music, I'm not sure if the 1up effect could be implemented properly. There's the S&KC HQ music mod, if you really want to play S3K with a remastered soundtrack.
I suggested to him a Time Attack mode on one of the videos. I figure it'd be easy to implement and a way to play levels with the Flickies turned off.
Imo I think both of these features would end up being both quite easy to implement (requiring only code, which fits Burton greatly) and fun as well. The bosses of 3D were quite interesting, not the best in terms of design, hell now that I think about it only around 3 bosses in the entire game actually moved, not counting Final Fight which moved from position to position but otherwise remained stationary. But interesting to fight, nonetheless. As for the time attack, there should be an option for having flickies and not having flickies, since as the No Flickies mod should tell you, the levels are a breeze to run through when you don't have to worry about collecting them all.
There's always streaming 32KHz 8-bit PCM to the Ricoh chip. But I'm pretty sure we both know it'd sound pretty bad, and be much more of a pain in the arse to implement.
So... the red Flicky isn't a glitch? He said it included it (3:06) and was debating on it since it's earlier than you would see it. Regardless, fantastic looking project and I can't wait for it's release, opening up and someone trying to implement new graphics.
He meant the normal red flicky, as in here: The one in the Volcano Valley was the purple flicky with the lava palette.
Ah, that's where my confusion stems from. Incidentally, I wonder if he'll redo the palette to keep the Flicky purple like what he did with Super Sonic and water.
Which is incorrect, seeing as it spawns from the caterpillar enemies in Green Grove 2. The man is clearly a hack.