don't click here

Sonic Classic

Discussion in 'Fangaming Discussion' started by Hez, Apr 9, 2008.

Thread Status:
Not open for further replies.
  1. muteKi

    muteKi

    Fuck it Member
    7,858
    138
    43
    ^^
    Glad to know I'm not the only one who thinks that.

    Ah, the internet. Where anything copyrighted is fair game, but if it's someone else's noncommercial work, you can't do nothing with it!
    Always found the dichotomy a bit odd.
     
  2. jman2050

    jman2050

    Teh Sonik Haker Tech Member
    634
    4
    18
    I think the logic is that everyone who isn't a total retard or under 50 knows that Sonic the Hedgehog and all related original graphics belong to Sega. Ownership is implied simply by its usage. For custom sprites and graphics like above, however, such implication doesn't exist. So when people just grab custom art for their own use, they can get away with people thinking it is their own work, which irritates the people who actually made it.
     
  3. I think jacking someone's sprites and editing them poorly constitutes some form of theft. Yes sonic is owned and created by sega, but when you do a pretty heavy edit, I think you're owed just a little bit of credit if someone uses them.

    My 2 cents.

    Also, those backgrounds you posted twice? The one on the right is probably better because the level of detail is similar in both the foreground and background, while the one on the left is bigger, but lacks the same detail.
     
  4. Hez

    Hez

    Oldbie
    and to get back on topic...yeah I could do that, but is that what everyone wanted? There are also ? mark boxes that can give you 10 rings...extra credit?
     
  5. muteKi

    muteKi

    Fuck it Member
    7,858
    138
    43
    I like the S2 system that ignores them.
     
  6. MK

    MK

    Hacker Oldbie
    310
    0
    0
    New England, USA
    Secret :o o:
    a) There's no such thing as theft on the internet. The instant you upload anything it's public domain. Fucking period.

    b) As for the 10 ring boxes, S2 Delta had that problem. It shouldn't be that difficult to code though, as you have access to the source code obviously.
     
  7. Hez

    Hez

    Oldbie
    Well the question is, would that be better? Because I can definately do it. Basically lets vote....

    A) Total rings is set to how many rings are in the level. You collect a ring, Total Ring goes down. (currently in the game)
    B) Total rings is set to how many rings are in the level PLUS the ring monitors. You collect a ring or ring monitor, total ring counter goes down.
    C) Total rings is set to how many rings are in the level PLUS the rings you currently have, making it that if you lose rings, it accounts for that.
    D) Total rings is set to how many rings are in the level and monitors PLUS the rings you currently have, making it that if you lose rings, it accounts for that.
    E) Total rings is set to how many rings ar ein the level. Never goes down, stays the same, period.
    F) Total rings is set to how many rings are in the level PLUS monitors. It says the same, period.

    Vote now bitches
     
  8. FraGag

    FraGag

    Tech Member
    These remarks assume the contents of the random monitors are not known when the rings are counted.

    A) This solution is not affected by random monitors. This is how Sonic 2 Delta works.
    B) With this one, the total ring counter should not go down when a super ring comes out of a random monitor.
    C) The total counter will go UP if you get rings from a monitor.
    D) Doesn't have the problem C) has, but it is still counter-intuitive.
    E) You can get more rings than the supposed total if you get rings from a monitor.
    F) The total counter will be wrong if you get a super ring from a random monitor, unless it increases if such a situation happens.

    My vote: A, or B if the contents of the random monitors are known when the rings are counted (in that case, these rings should be counted in the total ring counter).
     
  9. muteKi

    muteKi

    Fuck it Member
    7,858
    138
    43
    Yeah, I definitely think A is the best solution, a la Delta. That said, B is also a nice idea. Either one is okay by me.
     
  10. nineko

    nineko

    I am the Holy Cat Tech Member
    6,327
    490
    63
    italy
    When you are in doubt, the best solution is always the same: Options Screen. Let the player decide.

    For me, I think it should be: (Total Rings in the Level) + (Total Ring Monitors in the Level * 10) + (Add 10 each time you get 10 rings from a random monitor). So, at the end of the level, it says how many rings you were given the chance to get, which is the thing that makes more sense to me.
    Like, it starts at 0/273, you get some rings, it gets to 85/273, you get rings from a random monitor, it gets to 95/283, then you lose your rings, it goes back to 0/283, you grab some more rings and you beat the level with 15/283. You have 15 rings, you could have had 283.
    You hit two random monitors? 15/293, etc.

    Just my two cents. But the Options Screen is the way to go.
     
  11. Puto

    Puto

    Shin'ichi Kudō, detective. Tech Member
    2,013
    0
    16
    Portugal, Oeiras
    Part of Team Megamix, but haven't done any actual work in ages.
    "Turn off" option pls.
     
  12. Sir Euan

    Sir Euan

    Member
    65
    0
    0
    Glasgow, Scotland
    http://www.iameuangallacher.co.uk
    Actually my sprites were made in TGF by animating separate body parts (head, legs, body etc) and overlaying them onto of each other and taking screens of those. The parts where a mix of recoloured sonic 2/3 and 2beta sprites and custom ones, the sonic 2 sprites came from Cinossu's library of sonic sprites on sfghq and the sonic 3 sprites came from a sprite sheet on the same page. for the s2beta swirly run I just ripped it myself with gens and then added 4 extra frames to make it smoother just using the legs with the other body parts I made. So I don't know what you mean by me basing it on your work.


    Anyways, you game is shaping up rather nicely! I really like the look of the labyrinth style zone and your final level has a nice metallic madness vibe about it.
     
  13. Hez

    Hez

    Oldbie
  14. Adamis

    Adamis

    Gimme waffles! Oldbie
    1,168
    121
    43
    Belgium
    Lammy and "Fafnir"
    [​IMG]

    The second one looks better.
     
  15. Tweaker

    Tweaker

    Banned
    12,387
    2
    0
    I like the pink one better. Much easier on the eyes.
     
  16. Squints

    Squints

    All souped-up. And DESECRATED! Member
    1,131
    0
    0
    Poughkeepsie, NY
    RIIIIIIIIIIDGE RACERRRRRRRRRRRR
    Seconded. The darker palette contrasts the gold better
     
  17. Malevolence

    Malevolence

    Tech Member
    274
    0
    16
    I have boss ideas for Mystic Mines:
    1. Sonic gets trapped in an "arena" like the Winged Fortress zone from Sonic 2. A poison gas comes out from an area on top, and floats back and forth. After a few seconds, several bombs come out of the ground, which detonate after a short period of time. They either do damage or knock the gas make down to hit and do damage to. After, the process repeats.
    2. Dr. Robotnik has a sheild around him and swoops at Sonic several times. The same bombs from the previous one come, and after they detonate, Dr. Robotnik's sheild goes down temporarily goes down, and at this point can take damage. After a few seconds, the sheild goes up, and the process repeats.

    1 http://i270.photobucket.com/albums/jj103/C...ant/MMBoss1.jpg
    2 http://i270.photobucket.com/albums/jj103/C...ant/MMBoss2.jpg
    3 http://i270.photobucket.com/albums/jj103/C...ant/MMBoss3.jpg
    4 http://i270.photobucket.com/albums/jj103/C...ant/MMBoss4.jpg
    5 http://i270.photobucket.com/albums/jj103/C...ant/MMBoss5.jpg
    6 http://i270.photobucket.com/albums/jj103/C...ant/MMBoss6.jpg
    7 http://i270.photobucket.com/albums/jj103/C...ant/MMBoss7.jpg

    All the ideas that I have posted for this topic are original. I have never played Sonic Advance before. If I have other ideas, should I post them, or keep them to myself?
     
  18. Sir Euan

    Sir Euan

    Member
    65
    0
    0
    Glasgow, Scotland
    http://www.iameuangallacher.co.uk
  19. muteKi

    muteKi

    Fuck it Member
    7,858
    138
    43
    Besides, Castlevania did that last level rehash long before either of you guys.

    "Die Monster! You don't belong in this world! [etc.]"
     
  20. Hez

    Hez

    Oldbie
    Fuck em, It's not like the collision is life threatening! Our games will live long!

    Oh...and purple it is =P
     
Thread Status:
Not open for further replies.