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Sonic Classic Seperated from Sonic 1 PC

#31 User is offline Overlord 

Posted 11 April 2008 - 04:40 PM

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QUOTE (HighFrictionZone @ Apr 11 2008, 05:36 AM) [post="187843"]Posted Image
And like, Eggman, an air bubble, and one of those spike enemies from SLZ/SBZ that don't throw their spikes all randomly shoot out of the holes in the stage and fly across to the other side. And you can either hit Eggman, take a breath, or be stupid and get hurt. Erm. That is to say that all three shoot out at once, but which hole each comes out of is randomly chosen.[/quote]
Original, you say?

Posted Image
Sonic Advance 1

;) Nice try, it's bloody hard to think of an original idea for a Sonic boss.

#32 User is offline Hez 

Posted 11 April 2008 - 04:47 PM

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View PostMK, on Apr 10 2008, 11:43 PM, said:

A few suggestions:

Show how many rings are in each level, either at the end screen (you got x out of y) or on the ring counter like Sonic 2 Delta.

Add centiseconds or frames to the timer. This game looks awesome and I wanna add it to a competition site, and having that really helps.

Allow you to play as Tails & Sonic.

I'll think of more when I have food.

Debug mode shows how many rings are in the level...but I spose I could add it to the rings counter normally displayed. I can also add a centiseconds easily...

Also, HighFrictionZone, I love the boss ideas. The Dusty Dunes one is a must =P.

#33 User is offline Biofrost 

Posted 11 April 2008 - 09:45 PM

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I am working on a few levels for Sonic Classic and right now I am working on a Hill Top like level. So any suggestions about what everyone liked and disliked about Hill top zone would be very helpful. Gotta make sure these levels don't end up like hold right and jump ya know.

#34 User is offline Caitlin 

Posted 11 April 2008 - 10:46 PM

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Wasn't that Advance Casino boss slightly based on the Sonic 1 GG Labyrinth boss? I only got to that boss once though so I may be wrong here.

Dusty Dunes is epically amazing, by the way.

#35 User is offline Hez 

Posted 12 April 2008 - 01:11 AM

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QUOTE (Hez.zip @ Apr 10 2008, 09:55 PM) [post="187834"]Posted Image
So what's better? I'm trying to spice the level up.[/quote]
nobody answered =(

#36 User is offline muteKi 

Posted 12 April 2008 - 01:39 AM

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View PostThunderSpeed, on Apr 11 2008, 11:46 PM, said:

Wasn't that Advance Casino boss slightly based on the Sonic 1 GG Labyrinth boss?


If the attack pattern is what it looks like -- I've played the S1 GG boss but not Advance -- then yes, it would be.
[I'm assuming you're asking about how the S1 GG boss attacks? If so then you're right on the money.]

#37 User is offline Drex 

Posted 12 April 2008 - 03:46 AM

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QUOTE (Hez.zip @ Apr 10 2008, 10:55 PM) [post="187834"]Posted Image
So what's better? I'm trying to spice the level up.[/quote]
I wanted to find some example images from other games, google/my brain doesn't work that well at 4:00am. I was thinking styled more like this:
5min MSPaint
Posted Image

The background looks deeper into the glowing cave (why it's glowing I don't know). There would be scrolling stalactite in the foreground and background. Also, compared to your first one, the tiling would need to to be much more complex. I know that it's a cave and not a mine so you likely wouldn't want perfectly straight rails and platforms like Mystic Cave so I think terrain in Lava Reef would be a good example of how a cave should feel.

I'll try to make a better frankensprited of my example version a little later.

#38 User is offline Malevolence 

Posted 12 April 2008 - 11:40 AM

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You said that these levels were in and fully functioning. Are you thinking about adding any other levels, and if so, what design do you plan on them having? Also, I believe that Dusty Dunes was a level in Rollar Coaster Tycoon (it doen't really matter, I just thought it was funny that I remembered that).

#39 User is offline Hez 

Posted 12 April 2008 - 11:54 AM

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View PostMalevolence, on Apr 12 2008, 11:40 AM, said:

You said that these levels were in and fully functioning. Are you thinking about adding any other levels, and if so, what design do you plan on them having? Also, I believe that Dusty Dunes was a level in Rollar Coaster Tycoon (it doen't really matter, I just thought it was funny that I remembered that).

Besides Music Mania, the only other level that might make an apearance is a Hill top based level.

#40 User is offline Hez 

Posted 12 April 2008 - 12:42 PM

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QUOTE (MK @ Apr 10 2008, 11:43 PM) [post="187846"]Posted Image
This what you were looking for?

EDIT: Should the rings in the level counter stay the same, or should it subtract what you already have. Like if there is 300 rings total, when you have 10, it would read 290.

C&C of new HUD welcome lawl.
This post has been edited by Hez.zip: 12 April 2008 - 12:44 PM

#41 User is offline shobiz 

Posted 12 April 2008 - 01:06 PM

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View PostHez.zip, on Apr 12 2008, 10:42 PM, said:

EDIT: Should the rings in the level counter stay the same, or should it subtract what you already have. Like if there is 300 rings total, when you have 10, it would read 290.

IMO it should stay the same - it seems kinda odd having it subtract, especially when the HUD is of the format 9 / 12 - it seems natural to read that as nine collected out of 12 total rather than nine collected, 12 left.

#42 User is offline Hez 

Posted 12 April 2008 - 01:20 PM

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Well what if you lose rings? Then you have no idea what's left =P

#43 User is offline Malevolence 

Posted 12 April 2008 - 02:03 PM

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Yeah, if you want to know how many rings are left you should subtract so you know what you are looking for, unless you want to memorize how many you had before you got hit and lost the rings, but you shouldn't have to worry about doing that.

#44 User is offline Flare 

Posted 12 April 2008 - 02:09 PM

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Have the "out of counter" set to: Number of "Ring" Object + "Ring counter'. This means that it does subtract but adds on the amount you have, so it still shows how many rings are in the object but after you get hit and rings disappear it changes because there may be some rings destroyed that you didn't manage to collect. If you understand what I mean.

#45 User is offline SephyUK 

Posted 12 April 2008 - 02:12 PM

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Maybe you could keep it a total until you get hit, then add some code that subtracts current rings from total rings, telling you the potential maximum of rings you could get, unless of course your implementing the idea in which you can pick up dropped rings, then maybe you could make the number flash or something, and subtract the number of Ring Objects that are removed via dissapearence rather than addition. Wouldn't that work?

EDIT: Jesus christ, two other people posted at the same time as me. What the hell?
This post has been edited by Sephiroth: 12 April 2008 - 02:13 PM

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