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Sonic the Hedgehog Classic Release thread REV 03 + Level select and Debug codes released

#31 User is offline GerbilSoft 

Posted 17 March 2011 - 11:14 PM

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9001
The download for the Full package isn't responding:

CODE
$ wget "http://download748.mediafire.com/0jmqdxk59kfg/z4ljq93hnrj6zio/Sonic+ClassicFULL.rar" -O "Sonic ClassicFULL.rar"
—2011-03-18 00:12:36--  http://download748.mediafire.com/0jmqdxk59kfg/z4ljq93hnrj6zio/Sonic+ClassicFULL.rar
Resolving download748.mediafire.com (download748.mediafire.com)... 205.196.120.196
Connecting to download748.mediafire.com (download748.mediafire.com)|205.196.120.196|:80...

This post has been edited by GerbilSoft: 17 March 2011 - 11:14 PM

#32 User is offline Xilla 

Posted 17 March 2011 - 11:22 PM

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Bug:

One of the Hydrocity hand-grabbing thingies trapped Sonic as he was running backwards in Aqua Arena, and the controls stopped responding after that (couldn't even pause), he was frozen in place with the peelout animation. Eventually it returned to normal by mashing the buttons right as the grabber appeared again.

#33 User is offline Mester Keel98 

Posted 17 March 2011 - 11:27 PM

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I love Gigalopolis. I randomly decide to go left as fast as I can, bounce on an enemy and suddenly I land on a special stage ring. I make a mistake and rather than falling to my death, I land on a checkpoint. I notice those big rings when speeding by a loop, and end up going back to get them - whether the stuff in my way wanted me to or not. This particular zone is rather enjoyable. Rather than congratulate you on simply finishing a Sonic game, I shall instead complement your sweet level design here.

...At the boss, Robotnik came down to squash me. He got the AI Tails, but he didn't kill him - Tails was in the cab with him. Traitor.

Sweet stuff so far.

#34 User is online Rockman Zero 

Posted 17 March 2011 - 11:40 PM

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One of the lower checkpoints in Hazel Hills Zone Act 2 causes Sonic to spawn in the water instead of right by it on land. Was that intentional?


#35 User is offline Sparks 

Posted 17 March 2011 - 11:45 PM

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Well I'll be honest. This could have went through a fair bit amount more of bug testing (now I wish I had the time earlier!), as well as general critique of the level layouts, which could use some good tweaking. I agree with Tweaker about dick moves, especially in Gigalopolis' boss arena (speaking of, two things; one, Tails gets stuck in and around it; and two, fuck the lava zones boss and that projectile attack, I had a hard time beating it without a fire shield which is pretty annoying for a Zone 2 boss). I'll try and write a full review tomorrow (got stuck at Aqua Arena with a glitch involving the HCZ spinner things). There's some real unpolished-ness about the levels, especially in some areas where you can see the background appearing in the corner (common in the lava stage and Gigalopolis). Gigalopolis also has some pointless empty areas that could easily be patched up. I'm guessing you wanted a construction site like feel. The level in many places felt boring though, in contrast to some of its platforming sections. I also felt Sonic controlled too fast in the first special stage (didn't get past the second).

It's great to see a fan game finally "completed" and still yet for a Rev01, but right now it seems it could be polished more.
This post has been edited by Sparks: 17 March 2011 - 11:46 PM

#36 User is offline Tweaker 

Posted 17 March 2011 - 11:50 PM

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I made it up to Luster Lake (fuck you for putting in TWO goddamned water zones, by the way), died on the boss that didn't account for the terrible acceleration momentum in the engine, and then it didn't save my progress. Fuck this.

I literally cannot stand your level design. I have actually played hacks with 20 ring monitors placed vertically next to each other with less unpredictable, inconsiderate, downright fucking retarded design choices. I'm trying really hard to enjoy this game and I can't. I would love to play the rest of it but I guess there's no way of checking out the other levels without playing everything again, so I'm done. Lemme know if you have a secret level select cheat or something and I'll try giving the rest of it a shot.

#37 User is offline Endri 

Posted 17 March 2011 - 11:50 PM

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Also, Hez, you may want to change that SClassicsf.ini file, or encrypt it. Otherwise it will be very easy to hack your game or cheat your way through. For debug purposes it's fine, but for retail release, I don't think it's a good idea.

I was able to enable Super Sonic without the need of entering the Special Stages. Heck, I unlocked all the secrets changing the variables. You may want to look into that. Obviously I'm not going to use these exploits, since I want a legitimate experience, but I just had to give my feedback to assure the quality of this game.

I'm not going to comment on how many weird scenarios the gameplay ended up being, since many people are already commenting on all the bugs, but so far nothing that blocks the progress of the game.

Also, nice job on the game. This is definitely classic.

...and I perfer this over Sonic 4 any day.

#38 User is offline RGamer2009 

Posted 17 March 2011 - 11:50 PM

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Got to Luster Lake Final Boss. Game Over.

Game didn't save up to Luster Lake.

:.(

Otherwise, very nice...but I noticed that some of the platforms in Luster Lake let you stand an inch above the ground. And that some straight edges still have curves...

#39 User is offline LordOfSquad 

Posted 17 March 2011 - 11:56 PM

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Glad to see more people than me are having trouble saving. I really want to play this more, but not if it's not gonna save.

#40 User is offline Overbound 

Posted 18 March 2011 - 12:07 AM

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Guys try to be patient. Hez is working on this game almost entirely alone and its very hard do proper beta testing through the internet. Plus after playing your own levels over its hard to test your own game, trust me on that one.

Hez has released this he'll get a ton of feedback and hopefully the problems will be fixed. There's no better way to do it.

#41 User is offline LordOfSquad 

Posted 18 March 2011 - 12:15 AM

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QUOTE (Overbound @ Mar 17 2011, 11:07 PM)
Guys try to be patient. Hez is working on this game almost entirely alone and its very hard do proper beta testing through the internet. Plus after playing your own levels over its hard to test your own game, trust me on that one.

Hez has released this he'll get a ton of feedback and hopefully the problems will be fixed. There's no better way to do it.


Oh, I know. I'm just glad it's not a problem on my end. I'll wait patiently for any further fixes Hez puts out when he gets around to it.

#42 User is offline True Dude 

Posted 18 March 2011 - 12:50 AM

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I got to the final level and it got stuck at this screen:



It won't move past it, even when I quit and tried loading it again. It's just stuck at this screen.

On another note, the ending of Luster Lake Zone Act 1 with the bottomless pit sucked. I lost about 5 lives there.

#43 User is offline steveswede 

Posted 18 March 2011 - 12:52 AM

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Hez this is a good fan game from what I've played so far. Out of all the fan games I've played, this is one out of 3 fan games that I consider to have decent playability. Nice work.

QUOTE (Tweaker @ Mar 18 2011, 04:50 AM)
I literally cannot stand your level design. I have actually played hacks with 20 ring monitors placed vertically next to each other with less unpredictable, inconsiderate, downright fucking retarded design choices.


I am baffled at this comment because I've just played up to Luster Lake and I think the level design is fine and found going through levels a breeze. My only issue with level design is multiple S bends that go straight into walls in Crystal Caverns.

#44 User is offline The Shad 

Posted 18 March 2011 - 12:58 AM

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QUOTE (True Dude @ Mar 18 2011, 12:50 AM)
I got to the final level and it got stuck at this screen:



It won't move past it, even when I quit and tried loading it again. It's just stuck at this screen.

On another note, the ending of Luster Lake Zone Act 1 with the bottomless pit sucked. I lost about 5 lives there.

Yeah, I had this problem too.

#45 User is offline Hez 

Posted 18 March 2011 - 01:06 AM

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I redid the signpost programming and I'm guessing it's causing all these problems. I am litterally hitting myself for this. I'll most likely in the next ten minutes release a fixed last level....

EDIT: It was seriously a problem fixed by moving the god damn sign post in that level 3 pixels down...I want to rape children right now. Redownload for the last time, I promise.

QUOTE
I literally cannot stand your level design. I have actually played hacks with 20 ring monitors placed vertically next to each other with less unpredictable, inconsiderate, downright fucking retarded design choices.

And on the note of level design, I in no way mean to be a dick right now, but from day one I never mean't to please you with this game Tweaker. We simply have different tastes in level design. I havent ever played past the second level of megamix simply because I hated the level design so much, its all about speed. We both are on different spectrums of level design. I like platforming more, and you are more about speed. I have a feeling you will reply with something along the lines of "I have a smooth mix of both platforming and speed" but I'll beg to disagree and that's my final statement.
This post has been edited by Hez: 18 March 2011 - 01:12 AM

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