Sonic 1 Harder Levels The first Sonic Harder Levels Project *Updated at 3/17/2010*
#16
Posted 09 April 2008 - 01:32 AM
Just asking... Why did you fix the Spike Bug? For once, I think it could be a good idea to keep it in, as it makes the levels even harder, which is the goal of your hack.
#17
Posted 09 April 2008 - 04:47 AM
nineko, on Apr 9 2008, 07:32 AM, said:
Just asking... Why did you fix the Spike Bug? For once, I think it could be a good idea to keep it in, as it makes the levels even harder, which is the goal of your hack.
I was actually going to keep it for my hack, but fixed it because I wasn't aiming for hardness.
How about, though, re-implementing the spike bug, but for a different object: the invisible MZ lava object? I always thought that lava should be more dangerous than spikes. XD
#18
Posted 10 April 2008 - 04:45 PM
nineko, on Apr 9 2008, 01:32 AM, said:
Just asking... Why did you fix the Spike Bug? For once, I think it could be a good idea to keep it in, as it makes the levels even harder, which is the goal of your hack.
love.self.hate, on Apr 9 2008, 04:47 AM, said:
nineko, on Apr 9 2008, 07:32 AM, said:
Just asking... Why did you fix the Spike Bug? For once, I think it could be a good idea to keep it in, as it makes the levels even harder, which is the goal of your hack.
I was actually going to keep it for my hack, but fixed it because I wasn't aiming for hardness.
How about, though, re-implementing the spike bug, but for a different object: the invisible MZ lava object? I always thought that lava should be more dangerous than spikes. XD
Will be released two versions of the version 0.5 Final. One weith the spikebug, other without it.
Also, about the ''lava with spikebug''... I will pay attention in this, and asbouth both you tweo have talked, I will release soon two roms with this for beta-tests.
#19
Posted 10 April 2008 - 04:54 PM
It's not a bug, it's a feature!
(No, really)
I think the Sonic 1 spike behavior better fits the theme of your hack, anyway, so it's probably best keeping the release to a single ROM with that behavior in it.
(No, really)
I think the Sonic 1 spike behavior better fits the theme of your hack, anyway, so it's probably best keeping the release to a single ROM with that behavior in it.
#20
Posted 10 April 2008 - 08:14 PM
Instead of having two separate releases, you could always use a code or an options menu to toggle between spike bug on/off.
#22
Posted 19 June 2008 - 06:16 PM
Hello my big friend! Go on hacking! You are an amazin hacker! I can't wait to play your new version of S1HL
An HD remake of Sonic 1 Harder Levels Labyrinth, in game it's very beautiful.

^^
An HD remake of Sonic 1 Harder Levels Labyrinth, in game it's very beautiful.

^^
This post has been edited by Master Emerald: 07 July 2008 - 11:51 AM
#23
Posted 08 July 2008 - 10:43 AM
Viewing the image that Master Emerald posted, here are some preview from the next (and probably the last) version of Sonic 1 Harder Levels.
Labyrinth Zone Act 1 and Act 2 with new background. It features the SMS bg of the Labyrinth Zone.


Now the Green Hill Zone with improved sky and some changes on the foreground tiles.


Labyrinth Zone Act 1 and Act 2 with new background. It features the SMS bg of the Labyrinth Zone.


Now the Green Hill Zone with improved sky and some changes on the foreground tiles.


#24
Posted 08 July 2008 - 11:12 AM
I'm not sure what you did to those PNGs, but the quality in those images is terrible.
Anyways the artwork edits you've done look awesome. The only thing I don't get is transition your doing for the color of they sky in GHZ.
1- Going from blue to white - Are you trying to go from a blue sky to clouds? If so I suppose it looks alright, but just not very detailed if the white is suppose to be clouds.
2- light yellow to orange - If you're doing a sunset/sunrise type of thing wouldn't it go from dark orange to a lighter color? example: http://www.aphoenix....tAtUcluelet.jpg
3- I like this a lot. It's like you're looking in the oposite direction of the sunset/sunrise where it's dark but getting lighter.
Anyways the artwork edits you've done look awesome. The only thing I don't get is transition your doing for the color of they sky in GHZ.
1- Going from blue to white - Are you trying to go from a blue sky to clouds? If so I suppose it looks alright, but just not very detailed if the white is suppose to be clouds.
2- light yellow to orange - If you're doing a sunset/sunrise type of thing wouldn't it go from dark orange to a lighter color? example: http://www.aphoenix....tAtUcluelet.jpg
3- I like this a lot. It's like you're looking in the oposite direction of the sunset/sunrise where it's dark but getting lighter.
#28
Posted 09 August 2008 - 10:53 AM
Looking snazzy! Do you plan on revamping the foreground art in any way as well, or are you just changing the backgrounds?
Stuff like this makes dynamic tilesets worth it.
Stuff like this makes dynamic tilesets worth it.
#29
Posted 09 August 2008 - 10:54 AM
Master3k, on Aug 9 2008, 10:52 AM, said:
GHZ2 is sexy. How did you ported that BG?
more than 10-hours editing the original bg tile by tile.
Man, my working on it was much harder than the game is.
Tweaker, on Aug 9 2008, 10:53 AM, said:
Looking snazzy! Do you plan on revamping the foreground art in any way as well, or are you just changing the backgrounds?
Stuff like this makes dynamic tilesets worth it.
Stuff like this makes dynamic tilesets worth it.
Yeah, I plan to edit smartest details in the FG from the first levels actually, but the last levels will suffer a lot of differences in both BG and FG.
This post has been edited by Eduardo Knuckles: 09 August 2008 - 10:59 AM
#30
Posted 09 August 2008 - 10:56 AM
Very nice use of the Dynamic tileset system. It certainely seems to work in this case. Keep up the good work, I really enjoy Sonic 1 Harder Levels!

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