Discussion in 'Engineering & Reverse Engineering' started by flamewing, Nov 2, 2010.
Really? I always thought it was a squirrel on the first scene, but I'm unsure.
That's indeed the squirrel, not Tails.
This would be awesome to see implemented. It would make more sense too.
I like the transition, but like someone mentioned before, maybe the Death Egg should fly up out of the ground into space or something. I wouldn't take it as being capable of flying itself in any other direction besides up or down, especially that fast. I mean it came nothing close to that speed even with all the propulsion it used to rocket up to Sky Sanctuary, so seeing it go sideways moving that fast doesn't make sense.
I do indeed like the ideas as said here; but if you have the go-ahead with the first idea (as long as the DE is moving a *lot* slower), it'd be cool to see it getting darker quite quickly - as though the Death Egg is blotting out the sun as it moves.
Perhaps there could be something towing the Death Egg someplace? We certainly know how fast he can build huge fleets and stuff (eg. like in Unleashed's intro)
Something I've just noticed, why is he entering the Wing Fortress? He's going to be seen as the boss for the next level (Emerald Hill), after all...
...Or is Eggrobo in charge again? :v:
To get faster at Emerald Hill :v:
And to get the new eggpod.
Instead of breaking up the flow of the game, try this:
After fighting Robotnik in FZ and delivering the final blow to the S1 eggpod have a cutscene right then and there.
The S1 eggpod explodes and goes off screen, THEN he re-emerges in his fresh new S2 eggpod. They follow him to an outside part of Scrap Brain where you can see the launch of the Death Egg in the background.
I'm against removing original stuff. Keep the ending cutscene.
Oh. It looked a lot like Tails to me when I saw it.
That's the problem I see with the current transition idea with the video. How does Sonic, Tails and Knuckles get from one island to the other? An idea for this would be have the screen turn dark after they pose (like for the S3 final boss) and have some kind of machine or boss from S1/S2 come swoop in and kidnap all three but during the flight they break free and land in the area of Emerald Hill Zone? Something like that to explain the move from island to island.
Of course you'd have to handle the Chaos Emeralds from Sonic 1 (restored in the ending then the posing) to the Emeralds from Sonic 2 coming into play.
So many variables!
By jumping on a teleport monitor, obviously.
Fuck you, Firefox, teleport is so totally a word.
In the up-coming version, whilst three people are playing, would you be willing to implement a way that everyone could switch characters? Two people pressing a button at the same time for example.
Working on something for the hell of it, and thought you guys might find it useful. :P It's not finished yet, as PSG isn't complete, but http://www.hapisan.com/longCredits.vgz (please ignore the terrible Aquatic Ruin modulation, I do know why it's doing that)
I had been thinking of doing something like that, but I kept putting it off because I probably wouldn't be able to do a decent transition between the S1 and S2 songs. It is sounding good at this point, but I think that the SYZ->MTZ transition is sounding a bit off. Maybe remixing the MTZ song earlier and removing the drum beats between them (around 1:39) would sound better?
In any case, I'd love to include the final version on the hack if you will allow it.
Edit: there also seems to be a stray note in EHZ portion, at about 2:01-2:02.
I dunno if this has been resolved but I think the Sonic 2 boss music might work.
Would the Sonic 1 final zone music be ok? I mean, I know that its after the zone is completed... but still, I think it'd be kinda nice, if right after you beat the zone, and all seems well and over. The music hits again... and then you see the doctor escape. That said though, I do like the choice of S3K's final boss theme. It does fit.
Yeah, I know I need to get that transition working better, but I'm kinda unsure what to do. I'm tempted to remove SYZ altogether, considering the different time signature, the length of the full song, and the fact Sonic 2's credits doesn't have every song anyway.
That's on the PSG channels, which aren't done for Sonic 2 yet. I thought I'd get the transition finalised between the games on FM first before worrying about that.
Of course. :P I wouldnt've offered otherwise.
If the two of you are talking about the S1->S2 transition: I cut one of the starting loops of the S3&K final boss song and adjusted the timings so that the Death Egg and the Wing Fortress come on-screen earlier; the timing seems a lot better now. I may post a video when I got the time to finish the emerald sequence. I am extremely unlikely to change the song to another song, especially one that -- like the Sonic 2 boss, Sonic 2 final boss or Final zone songs -- do not fit the cutscene at all.
I could also add some of the S1 credits to the mix whenever they are different from those of S2, and not speed up the credits slightly as I have been doing. It will also allow me to expand a bit on the hack credits, as well as maybe add some S3/S&K credits (several graphics, some songs, ported over code). But even with all that, I guess you are right -- the song is likely to be too long.
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