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Sonic 2 Adventure Edition a thing happened

#16 User is offline Truner 

Posted 19 October 2012 - 06:41 PM

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Homing Attacking bumbers that shoots you sideways seems to get Sonic stuck in an endless rolling loop. Using spin dash gets him out of it and moves forward with the bumber's speed. Some of the act transitions look really weird. That's all the bad stuff I found in the game.

Now for the good part: I absolutely adore the idea of this. An old game with progression based elements, challenges and a new control method? MUST PLAY. Just toss in an idle animation similar to SA's Sonic, cut the LSD charging time (either with an item ala SA or as an option) and you have a something that I personally would consider a masterpiece. What the hell, I already consider it one! Good job.

#17 User is offline Brain Burner 

Posted 20 October 2012 - 12:29 PM

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Now I agree partially with Truner about the act transitions; the first time I played the hack I thought the game suffered from severe lag and skipped itself to the next act. Realizing that it was intentional, I could help but think of it as a lazy "I don't want two/three acts per stage, so I'll merge theme via instant transitions" way of doing things. Couldn't you just merge the stages entirely, This would have course, exclude Metropolis zone 3 in general.

I would also like to point out that when the player uses the spindash while Sonic is at the top of the loop, He'll most of the time, stay put in that area where he began the dash. After the dash prepares the light dash only then he will fall to the ground.

In any underwater stage, you can abuse the spindash to reach an incredible speed; while underwater, you can step out of the boundaries of a wall, running through it and die.

There are also instances where Sonic can Spindash in the air. I'm unsure if anyone has mentioned any other problems yet.

#18 User is offline MainMemory 

Posted 20 October 2012 - 01:23 PM

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The lazy way would have been to keep all the acts separate. Sonic 2 levels have a fixed size, and I'm pretty sure some (maybe even most) of the levels have a combined size greater than that. The transitions are the absolute best I can do without resorting to decompressed layouts, so I guess that's what I'm doing next. The transitions aren't going away, because they're a part of the "Sonic Adventure" aspect of the hack.

#19 User is offline Truner 

Posted 20 October 2012 - 02:06 PM

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Also, while sliding down the Oil, it's possible to Spin Dash. Maybe that was in the original game, I can't recall. The act transition in my opinion is a good idea, but I don't remember it being this fast and sudden in Adventure. I think it still took like a second to load? Or the black screen before the transition? Oh well, I still enjoy it.

This just in:
Dropboxing it because I'm lazy

I'm AN IDIOT: don't mind the death, I was using savestates. The important stuff is the route where that strange no-oil/camera moves up when you jump out glitch is.
This post has been edited by Truner: 20 October 2012 - 02:20 PM

#20 User is offline Brain Burner 

Posted 20 October 2012 - 02:36 PM

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View PostMainMemory, on 20 October 2012 - 01:23 PM, said:

The lazy way would have been to keep all the acts separate. Sonic 2 levels have a fixed size, and I'm pretty sure some (maybe even most) of the levels have a combined size greater than that. The transitions are the absolute best I can do without resorting to decompressed layouts, so I guess that's what I'm doing next. The transitions aren't going away, because they're a part of the "Sonic Adventure" aspect of the hack.
Alright you got me there MainMemory. I had completely forgot about the transitional system they used in the adventure games. Sorry for bringing that up. Carry on.

#21 User is offline Mr Lange 

Posted 20 October 2012 - 05:50 PM

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Suggestions:
Having to collect upgrades for your special moves, as in Sonic Adventure.
Adding the ability to use the light dash instantly as it is in Sonic Adventure 2, whether as an upgrade or an option.
5, 20, and Random Ring amount monitors.
Collectable small animals (even if they serve no purpose).
Inward light trails when charging the spindash.
Nights pinball table somewhere in Casino Night Zone.
Add the Red Mountain volcano wtf hoopy ghosty jail guys somewhere in Hill Top Zone.
Somehow include a sample of Robotnik saying "Get a load of this!" which is repeated constantly during the final boss.

#22 User is offline MainMemory 

Posted 20 October 2012 - 05:55 PM

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View PostMr Lange, on 20 October 2012 - 05:50 PM, said:

Suggestions:
Having to collect upgrades for your special moves, as in Sonic Adventure. Maybe.
Adding the ability to use the light dash instantly as it is in Sonic Adventure 2, whether as an upgrade or an option. Probably not in this hack.
5, 20, and Random Ring amount monitors. Where would I put them? Also I'd need new graphics.
Collectable small animals (even if they serve no purpose). No.
Inward light trails when charging the spindash. No.
Nights pinball table somewhere in Casino Night Zone. No.
Add the Red Mountain volcano wtf hoopy ghosty jail guys somewhere in Hill Top Zone. No.
Somehow include a sample of Robotnik saying "Get a load of this!" which is repeated constantly during the final boss. No.

This post has been edited by MainMemory: 20 October 2012 - 05:56 PM

#23 User is offline Truner 

Posted 20 October 2012 - 06:14 PM

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Having the inward light thingy for the spin dash would be really nice. However, the hack is better off without new graphics and instead should use everything the game offers.

I think Sonic should be a little bit lighter when he's charged up. Also, when homing attacking a bumper that points up from the sides also creates the loop effect.

#24 User is offline MainMemory 

Posted 20 October 2012 - 07:03 PM

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I think you're confusing the Spring and Bumper. Sonic should bounce right off any bumpers, but I have yet to figure out how to get the homing attack properly working with springs. Lucky for you the jump cancel still works during a homing attack.

#25 User is offline Truner 

Posted 20 October 2012 - 07:13 PM

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For some reason, I ALWAYS confuse them... sorry about that. But hey, those springs still bump you... right? #ifail

On Mystic Cave Zone, the homing attack also works on the big moving crates. And now that you mention it, some of the BUMBERS are also homing attack compatible. Makes going through the stages really easy this way.
Btw, I think you are missing something from this hack: camera problems. Seriously, how Adventure could this game get without camera problems? The only one I managed to find is the one on Oil Ocean.

#26 User is offline Mr Lange 

Posted 21 October 2012 - 11:48 AM

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I could draw the alternate ring monitor sprites in my sleep but ok. And you could put them anywhere, or whatever seems strategic, as is how it goes in Adventure and Advance.

Perfectly fine to let go the rest of those features, except I do really request some kind of visual effect showing a spindash charge, and a way to insta-light dash.

#27 User is offline Truner 

Posted 21 October 2012 - 01:10 PM

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So, I stopped playing yesterday (exactly at the place I pictured above), and decided to continue today. After I finished Oil Ocean, Casino Night greeted me. After that, Hill Top. Now either I have a really bad memory, or the game threw me back quite a bit. Did I miss something?

On CNZ act 1 part, close to the beginning, there are two blue blocks moving up and down with a small space between them. This is the second time I spin dashed in that middle part and Tails is now stuck his idle animation. If I jump to the bottom (where one of the boxes would move into) and jump back, Tails moves through the floor with his idle animation. Hell, this is hard to explain. I have a couple of pictures and a picodrive PSP savestate if that would help.

EDIT: making Tails jump (moving around a bit), he resets.

EDIT2: after beating CNZ again, it went to MCZ instead of HTZ... wut
This post has been edited by Truner: 21 October 2012 - 01:21 PM

#28 User is offline MainMemory 

Posted 21 October 2012 - 02:12 PM

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View PostTruner, on 20 October 2012 - 07:13 PM, said:

On Mystic Cave Zone, the homing attack also works on the big moving crates.

He's probably attacking something on the other side of the crates.

View PostTruner, on 21 October 2012 - 01:10 PM, said:

So, I stopped playing yesterday (exactly at the place I pictured above), and decided to continue today. After I finished Oil Ocean, Casino Night greeted me. After that, Hill Top. Now either I have a really bad memory, or the game threw me back quite a bit. Did I miss something?

I just played through the whole game, resetting the emulator after every level, and everything worked fine. Maybe an emulator glitch?

View PostTruner, on 21 October 2012 - 01:10 PM, said:

On CNZ act 1 part, close to the beginning, there are two blue blocks moving up and down with a small space between them. This is the second time I spin dashed in that middle part and Tails is now stuck his idle animation. If I jump to the bottom (where one of the boxes would move into) and jump back, Tails moves through the floor with his idle animation. Hell, this is hard to explain. I have a couple of pictures and a picodrive PSP savestate if that would help.

EDIT: making Tails jump (moving around a bit), he resets.

That happens in the original game as well.

#29 User is offline Truner 

Posted 21 October 2012 - 02:27 PM

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Yes, I'm leaning towards an emulator problem, but PicoDrive rarely does anything like that.
Only problems I encountered was the music problem in Sonic VR (where only one or two tracks would play) and the last zone in Sonic 1@Sage 2010. Other than these, nothing really happened. Either way I use savestates at the beginning of every act (quicksave style, so if I have to halt the game, I can still continue from that stage... silly, since most hacks save progress). That means that I didn't load my save at the beginning of the stage. Maybe the savestate got corrupted.

As for the crates, there might've been a spring somewhere near, so yeah. By the way, Spin Dash mapped to a different button is so much win.

EDIT: I made a savestate after the CNZ boss and went continued the stage. Oil Ocean came up. Loaded the save back, ended the stage, Metropolis. Yup, probably the emulator fucks up somewhere.

EDIT2: Sky Chase after that. WF and Death Egg after a few more reloads.

EDIT3: finished the game like that, missing half of the emblems/scores.
This post has been edited by Truner: 21 October 2012 - 02:40 PM

#30 User is offline Elratauru 

Posted 22 October 2012 - 10:44 AM

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This is awesome. I'm at work right now so I cant play it for real, but it's features are pretty nice! :D

Also, I'd love one design choice if possible on this hack... Green eyes :v:

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