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Sonic Megamix

Discussion in 'Engineering & Reverse Engineering' started by Stealth, Feb 20, 2009.

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  1. Xeric

    Xeric

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    Wow, the art looks amazing. Love the fact Carnival island's in the background.

    Is the half moon supposed to be a homage to SA2? or is it just a half moon?
     
  2. jasonchrist

    jasonchrist

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    Sonic Classic Hybrid Project
    Sonic Megamix is in fact the very reason that I found this place, and the one thing that gave me hope for a great new classic experience. I can't tell you what a joy it is to see this again!

    What a positively wood-inducing experience watching that video was! The effort and attention to detail is simply eye watering. And that music, what can I say? A brand new, original zone with an original track, but boy does it give you a rush of nostalgia! If I didn't know better, I'd believe that was a lost Sonic CD level. Yeah, I think it's that good. However I do hope the boost pads aren't laid on quite as thick in the other zones.

    So, Tweaker and the lads. Consider yourselves gods among men. Very good call getting MarkyJester on board, he truly is a ninja!
     
  3. Xylem Tube

    Xylem Tube

    I'll Take That.
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    That is a marvelous level you got there.

    This video makes me excited.
     
  4. jasonchrist

    jasonchrist

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    That music is still stuck in my head, as all good classic tunes are.
     
  5. SF94

    SF94

    Tech Member
    I can't stop listening to that song even if I try. And on top of that, the level looks awesome. Great job all around, can't wait to play it.
     
  6. Thousand Pancake

    Thousand Pancake

    Being a food you put milk on and then eat in the m Member
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    Eh, not really digging the new soundtrack. It's a little obnoxiously poppy for me, and the treble instruments in the new level are not very good IMHO. I guess it works as a game soundtrack, but then again, I haven't heard the full soundtrack yet.

    The actual level itself looks good, though. I'm really looking forward to this next installment.
     
  7. Very, very impressive. When can we play it? =P
     
  8. GasparXR

    GasparXR

    I'm back! Member
    "OMG GUYZ AN UPDATE" Well, everyone, it happens all the time. A run of updates, a run of no updates. I'm not surprised. But anyway, the main point of this post: The Stardust Speedway video.

    I'd like to say the reason I disappeared from here is because I lost my interest in Sonic hacking. It seems like all the greatest ideas were used and re-used and I could never come up with anything interesting to add to my own hack. But now that I'm back, things have seemingly changed quite a bit. No longer is everyone throwing in the most orgasmic ASM edits as the main purpose of their hack, which I admit is kinda nice, but now, the most basic thing is emphasized greatly, especially in this hack. The layouts, the controls, and the fun value seem to have been the main focus, if that's not obvious, and I love it. The art and music are astounding, and fit very well together with the fast-paced level design. This has given me a sort of inspiration I've never felt from Sonic hacking before. Not for Sonic hacking specifically, just anything, but especially music, which is my lifelong passion. It makes me feel that technicality is no where near as important as making something beautiful and enjoyable, but technical junk is a nice spice to add to something. All that being said, great job, I applaud you guys, can't wait for a new release, whenever that may be.

    TL;DR: You lazy fucks.
     
  9. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    One might consider refraining from placing dashpads directly next to slopes like that, to avert that somewhat.

    Like, include a small piece of flat land between the booster and the slope, for example.
     
  10. MarkeyJester

    MarkeyJester

    Original, No substitute Resident Jester
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    If I could shed some light on the numerous amount of dash pads everywhere.... The layout you currently see is a temp layout I made designed to test the chunks designs and collision when being slot together in different ways, it is most likely to be change by one of the other members of the team who are more experienced with layout structuring, therefore, it should put your minds at ease in the safe of knowledge that there won't be an abusive amount of boostpads everywhere come the finishing of the level. Happy? =P
     
  11. Tweaker

    Tweaker

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    I'm not happy. Fuck all the noise, I'm in love with that layout.
     
  12. neonsynth

    neonsynth

    Previously 'SonicVaan' Member
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    Pretty much what Tweaker said. I think that Markey is also good at layouts, whether he thinks he is or not - I absolutley like that layout! :)
     
  13. Demi

    Demi

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    It's like you're really Sonic Team!
     
  14. Spanner

    Spanner

    The Tool Member
    As I said to you on IRC, and I'll say it here as well: You've been playing too much of Sonic 2 Dimps Edition. =P
     
  15. Tweaker

    Tweaker

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    Not quite! Sonic Team is a commercial company that has a financial interest in catering to its fanbase; we're a group of freelancers doing what we enjoy in our own spare time. We're under no obligation to make this game the way you want, thanks. :)

    Starry Night is a speedy level. Of course it's going to have speed boosters! I can't speak for you and I don't particularly care to, but for me they really keep up the pace of the level without taking away from my ability to do whatever and go anywhere I want in the level. I took one of several paths and didn't even showcase some of the more interesting gimmicks in the level. I think the assertion that the level plays itself is pretty dumb.

    Speed boosters aren't inherently bad, anyway. Ignoring the obvious influence from Stardust Speedway, they're a very useful level gimmick and can really bring a rush from the extra burst of speed they give. I'm sure the sudden adversity is due to Sonic 4's release, but we've had speed boosters for over two years now and they've never been a problem. I should also let you know we have no interest in being Sonic 4 despite the countless assertions otherwise, so the notion of it not being in the spirit of the classics or whatever doesn't particularly apply.

    ...not like I have to defend our design choices. :rolleyes: And not like you weren't obviously joking anyway, but still! Us as a team enjoying this game is our top priority. This isn't a charity case.
     
  16. Cinossu

    Cinossu

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    Something people forget about the speed boosters in Megamix: they aren't all one-way. This makes a huge difference, guys
     
  17. Namo

    Namo

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    Tweaker's got a realistic stance on this.
    In my mind, the number one thing that leads to a successful game is that it can't be successful if the developers don't like playing it.
     
  18. GasparXR

    GasparXR

    I'm back! Member
    I bet Sonic Team hates playing Sonic 06.

    But I agree with that, that is why we never know when to expect a release. The team themselves need to enjoy playing it before they can be happy be with it. That being said, it looks fun already, but they have millions of things to add in I'm assuming.
     

  19. <Insert people's names who actually like to play the game>


    I knew it was a matter of time before people bawwed about speed boosters. Used properly there is no problem with them. They all fit well, the level seems like a blast to play! Can't wait for a release.
     
  20. Hayate

    Hayate

    Tech Member
    Two?

    We've had them since Sonic 2, which was eighteen years ago!

    They never annoyed me in Chemical Plant or Launch Base. Dimps just likes to stick them everywhere.

    Although I think I preferred Hydrocity's boosters - they actually took a couple of seconds before you got the boost, and you could easily jump out if you didn't want it for some reason.
     
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