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Sonic Classic Heroes

Discussion in 'Engineering & Reverse Engineering' started by flamewing, Nov 2, 2010.

  1. Miles3298

    Miles3298

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    Well even as Super Tails alone without the flickies, he's a tiny bit overpowered as it is - you don't really have anything to worry about other than things that smoosh you. As soon as you walk off a ledge or something you're free to fly and live to tell the tale. If you walk off a ledge or something and Tails is an AI, switch to him quickly and you're good. I personally see no real burden with the extra speed.

    I super agree on it being a pain to get the emeralds, though.
     
  2. FeliciaVal

    FeliciaVal

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    I have a little suggestion. Since I think that the Knuckles continue icon doesn't really fit with the others (it's totally different), why not replace it with his Knuckles in Sonic 2 icon?
    I was looking for it for a while but I couldn't find it, so I made my own by looking at a screenshot I took of the game:

    [​IMG]
    hope you can find it useful
     
  3. Namo

    Namo

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    Ah, yes, good point... I suppose I was still talking with plain ol' Sonic 2 in mind even though Tails was mentioned. It's been a rough few weeks.
     
  4. flamewing

    flamewing

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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    Your Knuckles icon is nice, but it served to remind me that I still have to port the Sonic and Tails icons from S3&K (as I think they fit better with the character sprites); but thanks anyway.
     
  5. FeliciaVal

    FeliciaVal

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    ah ok, I had no idea about that. Well, sorry anyways, it's free to use anyways if someone is interested on it.
     
  6. flamewing

    flamewing

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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    Actually, looking better at it, I think I won't be using S3&K's sprites either; if I may impose on your goodwill, could you try making sprites for Tails and Knuckles based off this one: [​IMG] (edit: I included the palette for reference)

    Edit: Erm never-mind, they exist already (S3&K).
     
  7. I much prefer the big-head (Sonic 2) ones, and don't think they clash with S3&K's big sprites at all as they never matched Sonic 2's either?
     
  8. TheInvisibleSun

    TheInvisibleSun

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    Minor issue, but I got stuck in an area above the boss at the end of CPZ Act 2 by flying too high at the end of the stage.
     
  9. flamewing

    flamewing

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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    New revision is out.
    Revision v0.06d: download it here.

    Changelog:
    Enhancements over previous revision:
    • Special Stage AIs more responsive.
    • Added Cyletn Nite to credits.
    • Use continue icons from S3&K for Sonic/Tails/Knuckles.
    Bugs fixed from previous revision:
    • Wrong stats were used when super transformation ends.
    • Fixed flickys on ending sequence when Tails was present and not all emeralds had been collected.
    • Could gain lives from rings again and again after coming back from special stages.
    Bug queue:
    • Continue screen
    • Tails' tails may appear behind other characters.
     
  10. MotorRoach

    MotorRoach

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    I just played through the whole game, Special Stages really feel better with the improved AI, and it feels so better without the random freezes happening in levels as well c:

    Only one thing in the colors that feels funny, though:

    [​IMG]

    Also, I thought of this for Casino Night Zone after seeing that one unused image from Sonic & Knuckles (two versions to see which one you prefer):

    [​IMG][​IMG]

    Thought it would look better than a Yellow Sonic on the casino slots c:
     
  11. mdawgmike

    mdawgmike

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    I just finished playing the latest version. Unfortunately, I have a bug to report. The bug is that the Aquatic Ruin Zone boss does not appear when playing with anything less than all three characters. It consistently occurred for me when I tested it with Sonic/Tails and Knuckles/Tails, as well as Sonic alone.

    Otherwise, this is a great hack for me. I've always wanted to be able to play with different combinations of characters and now I can. The modified ending sequence is a sweet touch. Thank you for your work on this!
     
  12. flamewing

    flamewing

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    Grrr stupid new forum limitation prevented me from posting this as intended. There should have been 3 quote blocks, two of which were from Gsuki so I could individually reply to portions of his post. Anyways:

    Thanks, for the MTZ boss bug fix; I have fixed that for next revision. Also, that Super Sonic icon looks great, thanks! I will put this to good use as soon as I look into any depth at how the slot machine works; this will be more-or-less at the same time I add Knuckles to it too, by the way.

    That did the trick, thanks; it is about the only thing I did not think to do to try to reproduce it. I have it fixed already; I will just go over a few other things (such as the maligned continue screen) and then I will be releasing a new version.
     
  13. MathUser

    MathUser

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  14. Deef

    Deef

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    If that combo glitch is going to be addressed, I think a nice spin on it if possible would be to keep adding to the combo while the player - not character - doesn't touch the ground. It would allow the same combo method as already exists, plus allow the player to play with methods of using the switch-up to stay off the ground. Just a little idea; no-one would really notice I know.
     
  15. BSonirachi

    BSonirachi

    Wiki Sysop
    There's a funny little bug in ARZ. Make Tails the leader, go underwater and keep him topped up with air (or give him a water shield) and let Sonic or Knuckles drown. Just before the countdown ends for Sonic/Knuckles, start swimming and try to pick him up. If he drowns while you're carrying him, he'll land on the ground and can still move around, then a few seconds later he'll drop through the floor and die. If you do this then switch to the character who's supposed to have drowned, it counts as a life loss when he drops through the floor.
     
  16. flamewing

    flamewing

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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    (damn quote limitation per post, can't even have a nested quote!)
    Both fixed; the first one for good this time. Combos now work by keeping separate chain counters for each character.

    Thanks for the report; it is fixed now.
     
  17. TheInvisibleSun

    TheInvisibleSun

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    [​IMG]
     
  18. That One Jig

    That One Jig

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    I've got a couple more bugs to post! One was game breaking for me.

    1) If you grab a bubble shield and go super before it activates, the stars that are supposed to surround your team are replaced by parts of the bubble shield graphic.
    2) After beating the laser boss in WFZ as Team Super, I tried to advance the game as normal. Playing with Tails as leader, Sonic decided to jump down first. He suddenly froze in air with his jumping graphic in place. So I dropped down, Knuckles following behind me. Eggman got away...but Amy never came to continue the cutscene :( The background scrolled endlessly, and I was officially stuck.

    I hope I get to finish this hack sometime. Its incredible how much work you put into this, flamewing!
     
  19. flamewing

    flamewing

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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    Thanks for the reports; the next revision will fix both of these bugs.
     
  20. BSonirachi

    BSonirachi

    Wiki Sysop
    Also, it might be just me, but are the characters supposed to be able to use their mid-air actions when walking off ledges, running off slopes or being bounced off springs/bumpers/etc.? Shouldn't they only be allowed to do them when jumping, like in S3&K?