Well, it doesn't fix the load error I had with an earlier build. Anyone had the chance to test this issue on their hardware?
anyone know if you can use the patch on the copy of 3d blast you can buy on steam? (seriously, if it works with that copy, then we have a legal resource we can direct people to)
Your error seems to be down to attached hardware so he needs to pick up a 32X and Sega CD before that issue will get looked at. I patched the ROM from Steam and it seems to be working fine here.
New GameHut video, this time on how they coded the Special Stages. [media]https://www.youtube.com/watch?v=z1mcLXEJTkA[/media]
Official release of Sonic 3D Blast Directors Cut on the Steam Workshop & as a patch file: https://twitter.com/JonTt/status/944713781141159937
I really enjoyed this. It's been ages since I last played it, and the improvements helped a lot. While it doesn't exactly fit the mould of a good sonic game, it is a darn fine isometric adventure, and the levels are quite cleverly designed. I've collected all emeralds and the sonic tokens and finished all the time challenges and I'm at 90% complete. Is it just a score grind now to get to 100%? Or do I need to find and do all the Tails and Knuckles special stages?
It's mostly a brief look back on the game itself and the history of the DX project, but I made a video with my thoughts. http://youtu.be/MYw1rh8mN48
I gotta admit, I'm having fun with it, although those time trial times are a lot tighter than I anticipated. I definitely want to try and get 100%, although it would be nice to know what the reward is.
Sonic 3D: Director's Cut now has a wiki article! Since Jon Burton released it as an xdelta patch, I went and uploaded the patch onto the article, but if anyone wants to replace it with a prepatched ROM, then by all means they can do that.
He did actually say these things in one of his later videos on the topic. I think it was the one about resurrecting the crab badnik.
I do recall something in one of his commentary vids mentioning changing the Green Grove squares to match Green Hill chequered pattern. I was under the impression that that the other pallete changes were all to keep the Super Sonic colours working properly though, and less of a design choice.
Weren't the Flicky AI patterns also changed so they all try to regroup with Sonic? (Want to double check that before adding it to the wiki).
Jon Burton started a let's play of the regular version of the game, and he's talking about all kind of stuff regarding the game's development. Pretty interesting watch [media]https://www.youtube.com/watch?v=1Akj4S1xa0E&t=316s[/media]
Fascinating stuff. By the by, I've updated all the enemy articles on the wiki with their names from the level editor; would someone please be so kind as to go in and move them accordingly, as I don't have permissions myself? Thanks much.
Done. There is a guide book for Sonic 3D - I don't know if it's an officially licensed thing (I suspect not) but it would be interesting to see if it names the enemies.
Something I just noticed, at about a minute in, he mentions that he got a lot of questions about er.... "special" Sonic in the betas of the game, and explains why!