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Level Design Test

Discussion in 'Engineering & Reverse Engineering' started by synchronizer, Mar 29, 2010.

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  1. synchronizer

    synchronizer

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    After playing through MHZ as Sonic, I am pretty sure that the structure will work out as planned. Sonic even ran across the ceiling of a section without being aided by a red spring.
     
  2. Lostgame

    Lostgame

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    Yeah, this is about what I figured. I'm glad that was a good example. :)
     
  3. Sonic had no problem running along the ceiling, but as soon as he went around the bend he just flew straight off (as predicted in your blue line)
     
  4. synchronizer

    synchronizer

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    Ah, okay. thanks for confirming that for me. Also, did you compile a rom to test it? If you did, maybe you could upload it or something. (just so I could see for myself) If not, then it doesn't matter.
     
  5. Rika Chou

    Rika Chou

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    Ah, people remember my hack. :v:

    Actually, I had to use a special object that Stealth made for me for that to work. Otherwise Sonic will fall off most of the time. Only downside is that you cant use too many or you will get slowdown.
     
  6. Ell678

    Ell678

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    For the second diagram, there is a similar section towards the end of Lava Reef Zone act 2, except there isn't a spring on the ceiling. You have to jump off yourself onto the platform.
     
  7. ColinC10

    ColinC10

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    Okay, time to do this properly! I've just done quite an extensive (and fun) test in Sonic 2 using a specially made level that looks like this:

    [​IMG]

    You can get the ROM here to try it out for yourself. Going too fast or too slow will make Sonic fall off, but with a bit of skill and practice you can manage to stick to quite a few of those insane loops and paths. There's no limit to how long he can run on a ceiling if he's moving at the right speed. It also shows that springs on the ceiling don't work properly in Sonic 2 - I think this may have been fixed in Sonic 3 if I remember correctly.
     
  8. Destructiox

    Destructiox

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    This is the single most fun/entertaining thing I've done this year.

    And I must say, it's also very intriguing when it comes down to the physics as well. But of course, that's what the test was designed for.

    Maybe some kind of ridiculous slope challenge hack is in order......~_~
     
  9. synchronizer

    synchronizer

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    WOW! Thank you so much for the physics test rom. This will be a good guide for me.
     
  10. Hanoch

    Hanoch

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    Are you by any chance using that stick to convex surface object? In most cases it looks like sonic wont leave the surface of the ground unless super high speed (like rolling on sonic 1 disc without the speed cap)
     
  11. ColinC10

    ColinC10

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    No, there aren't any physics tweaks or hidden objects - just four concave chunks, four convex chunks, one solid square chunk and some red springs.
     
  12. Overlord

    Overlord

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    That link is broken for me. =|
     
  13. DigitalDuck

    DigitalDuck

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    And no message could have been any clearer.
    If you want to make the world a better place,
    Take a look at yourself, and make a... change.

    (Nanana, nanana).

    Er... yeah... anyway, mirror.
     
  14. synchronizer

    synchronizer

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    You know what? That made me laugh. Thanks for that. :)
     
  15. Overlord

    Overlord

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    Muchos gracias DigitalDuck, just had a play with it. Awesome work, Colin - I was actually chuckling at just what the physics engine is capable of =P
     
  16. synchronizer

    synchronizer

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    I wonder if horizontal ceiling springs work in Sonic 3 and Knuckles. I sure hope so. If not, the programmer will probably have an easy fix for it.

    EDIT: Now that I think about it: Maybe the horizontal spring in the Sonic 2 physics test ROM doesn't work properly because there's no wall or rock behind it. That's probably it.
     
  17. ColinC10

    ColinC10

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    I'm getting sick of SkyDrive - it did this for S3K: The Challenges as well. Time to move on, I think.

    I thought that too, but the springs always send you the wrong way regardless of where the walls are. When Sonic is upside down and running to the left, he's actually "facing" right (you can tell because you have to hold right to keep his speed up). This is what the springs check for when choosing a direction. You're right though, it should be an easy fix.

    I'm very tempted to try and make a proper game out of this! It's exactly the kind of simple and fun hack I like. Once I finish my current project I'll play around with this and see what I can come up with.
     
  18. synchronizer

    synchronizer

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    I'm certainly looking forward to this "physics challenge hack." It should be quite fun.
     
  19. synchronizer

    synchronizer

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    In general, as some of the level design bits I've posted have shown, I have a lot of physics and platforming for this Zone I'm making. One thing I am missing is the element of speed, and I'm not sure how to achieve it. I want it to be challenging to get, or challenging to maintain. The only problem is that any sort of trap like springs and spikes are somewhat cheap, as you can't see them ahead of time for the most part, and I wish to find another method in order to stop unskilled players from maintaining their speed. I am hoping some suggestions can be posted here. Thanks.

    (By the way, the level has water in it, but not nearly as much as in Labyrinth Zone of course.)
     
  20. Snot Rocket

    Snot Rocket

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    Playing the s2 physics test rom makes me wonder how the same level would play out on a sonic 1 rom or a sonic 3 rom. Given the engine differences and tweaks made though the sequels. If I ever get soned working on this cpu I know what I"m doing.
     
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