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Sonic 2 Adventure Edition a thing happened

#1 User is offline MainMemory 

Posted 16 October 2012 - 08:08 PM

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Visit http://shc.sonicresearch.org/entry/6 for the latest release.


Sonic 2 Adventure Edition is an attempt to adapt some elements of Sonic Adventure to Sonic 2, like Sonic 2 Secret Rings Edition, but more focused.

To that end, I have taken Sonic's moveset from Sonic 2 Adventure Control, and added several other things:
  • A separate character select screen.
  • Two gameplay modes: Adventure, where you play through the levels in order, and Trial, where you select a single stage.
  • The HUD has been redesigned, removing the score counter, expanding the minute counter to two digits, adding a centisecond counter, replacing the "RINGS" text with an image of a Ring, and removing the character's name from the life counter.
  • Rather than having the first act end with a signpost, you will instead be transported directly to the second act, making them function as one large level.
  • Sky Chase, Wing Fortress and Death Egg now have score tallies (SCZ and DEZ upon completing the level, WFZ upon defeating the boss).
  • Each level (barring Sky Chase and Death Egg) have three missions to complete: Level C requires you to complete the level, Level B requires you to complete the level with 50 Rings, and Level A requires you to complete the level within a certain time. Completing these objectives will earn you an Emblem.
  • Your collected Emblems, Best Score, Best Time, and Most Rings are saved and can be viewed in the Trial mode level select.
  • Clearing Emerald Hill Zone for the first time unlocks Trial mode and Tails as an AI partner.


Images:
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This post has been edited by MainMemory: 27 January 2014 - 01:21 AM

#2 User is offline MathUser 

Posted 16 October 2012 - 09:04 PM

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So why not remove th3 score tally if you cant see how many points you get anyway?

#3 User is offline Ravenfreak 

Posted 16 October 2012 - 09:28 PM

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I'm enjoying this hack MM, great work. However I came across a few bugs. First off, Aquatic Ruins' music didn't fade back in after defeating Robotnik, his theme kept playing. Another bug I've noticed is the speedshoes lasted throughout the rest of the level in EHZ, I got the power up in act 2. Other than that I can't wait to play as Tails in the next release. :)

#4 User is offline MainMemory 

Posted 16 October 2012 - 09:31 PM

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View PostMathUser, on 16 October 2012 - 09:04 PM, said:

So why not remove th3 score tally if you cant see how many points you get anyway?

As is plainly visible in the screenshot, the Trial mode level select displays your best score.

#5 User is offline MainMemory 

Posted 16 October 2012 - 10:34 PM

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View PostRavenfreak, on 16 October 2012 - 09:28 PM, said:

I'm enjoying this hack MM, great work. However I came across a few bugs. First off, Aquatic Ruins' music didn't fade back in after defeating Robotnik, his theme kept playing. Another bug I've noticed is the speedshoes lasted throughout the rest of the level in EHZ, I got the power up in act 2. Other than that I can't wait to play as Tails in the next release. :)

I was unable to replicate the bug with the music in ARZ, but I did fix the speed shoe bug and the mission text on title cards.

#6 User is offline Jimmy Hedgehog 

Posted 17 October 2012 - 04:29 AM

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Now this is awesome. It's great fun and putting those Adventure elements into a classic game gives it that little bit extra, for example with it keeping track of your best score/time and such.

Also, it might not be of interest to you but I have a Sonic Adventure style life icon you can use for this if you want:
Posted Image

EDIT: Erm...I just got to Sky Chase, having just finished Metropolis Zone...and this happened right at the start:
Posted Image

It's frozen like that, with the music still playing. No idea what caused it, all that happened was the level started and that happened less than a second in.

EDIT 2: Music eventually stopped and became more of a sort of fizzing/crackly sound, and when I reset it, Trial was no longer there and my save was gone o_O Strange stuff...will go through again later and see if it happens again.
This post has been edited by Jimmy Hedgehog: 17 October 2012 - 05:39 AM

#7 User is offline MainMemory 

Posted 17 October 2012 - 10:07 AM

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This is what I get for making last minute changes and not testing everything again. I have fixed that bug, and also a bug where the time was reset to zero if you died on the second or third part of a level without hitting a checkpoint.

Edit: You may have noticed a graphical glitch in Hill Top's score tally, that has been fixed.
This post has been edited by MainMemory: 17 October 2012 - 02:08 PM

#8 User is offline Jay T. 

Posted 17 October 2012 - 03:33 PM

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A little bug I found. I charged up the Light Speed Attack, and then went into the pipe (in "Act 2"), let go of the button while moving, and then this happened.
Posted Image
You can jump, and the spring above will move, but you cannot get out. Oddly enough, Tails actually got in the pipe and went through it backwards when it was opened. As far as I know, that is the only tube that does that. I tried most of the ones before that, and Sonic simply does the dash outside of it like normal.
This post has been edited by Jay T.: 17 October 2012 - 03:37 PM

#9 User is offline Chris Highwind 

Posted 17 October 2012 - 08:41 PM

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View PostMainMemory, on 16 October 2012 - 09:31 PM, said:

View PostMathUser, on 16 October 2012 - 09:04 PM, said:

So why not remove th3 score tally if you cant see how many points you get anyway?

As is plainly visible in the screenshot, the Trial mode level select displays your best score.


Not to mention Sonic Adventure itself does the same thing.

#10 User is offline MainMemory 

Posted 18 October 2012 - 11:33 AM

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A couple more bugfixes: lives weren't being reset to 3 on a game over, and something else I can't recall. Also it now has a page on the wiki.

Edit: it was this: playing a level in Trial mode, returning to the level select, and going back to the character select caused Sonic/Tails to not appear.
This post has been edited by MainMemory: 18 October 2012 - 11:37 AM

#11 User is offline zXReMXz 

Posted 18 October 2012 - 04:36 PM

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Are there no plans for custom levels? I kind of want to see what kind of direction that would take

#12 User is offline MainMemory 

Posted 18 October 2012 - 05:26 PM

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As a general rule, my plans rarely ever include custom levels.

#13 User is offline Jimmy Hedgehog 

Posted 18 October 2012 - 06:21 PM

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I quite like the idea of giving the same old experience in all of these different ways, giving more life and variety each time. You could go from say Sonic 2, to Secret Rings Edition, to this and while playing the same core game, the differences are enough to keep it fresh and keep the life there. Finished the main game, just gotta get the last couple emblems for Wing Fortress and Metropolis now :v:

#14 User is offline Mr Lange 

Posted 19 October 2012 - 05:16 AM

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I just played through this up to the crashed Sky Chase Zone. What I really appreciate about this is how strict you designed the homing attack, how it does and doesn't work on specific things (ie doesn't work on the firefly bots while they're lit). The light speed attack is a lot of fun, and because of its arcing motion it makes destroying the lobster bots in Metropolis a lot more awesome. I tested all kinds of situations and was surprised to find how incredibly free of bugs this is. I was only annoyed when the homing attack would get you stuck on horizontal ground level springs (such as in Aquatic Ruin) and the sides of the destructable rocks in Hilltop, but that's still solvable just by jump cancelling.

I graciously await the finished version.

#15 User is offline MainMemory 

Posted 19 October 2012 - 10:24 AM

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View PostMr Lange, on 19 October 2012 - 05:16 AM, said:

I just played through this up to the crashed Sky Chase Zone. What I really appreciate about this is how strict you designed the homing attack, how it does and doesn't work on specific things (ie doesn't work on the firefly bots while they're lit).

That specific behavior actually happened without me doing anything special. There are still things I need to fix with the homing attack, such as certain bosses not bouncing you off when you hit them.

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