Super Sonic Odyssey

Discussion in 'Engineering & Reverse Engineering' started by Pacca, Apr 29, 2018.

  1. Pacca

    Pacca

    ASM amateur Member
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    Sonic 2 CD Remix
    I just realized I never got the chance to put this here, so I may as well copypasta the original hack thread before I get into the new stuff...

    I decided that it would be fun to add the Cappy capture mechanic from Mario Odyssey in Sonic 2. Then this happened:



    Only EHZ is supported, the game cuts to the Sega Screen after act 2.

    Controls:
    A: Capture nearby enemies/leave an enemy and become Sonic again

    Coconuts:
    Up/Down: Move up and down tree
    B/C: Throw Coconuts

    Masher (fish Badnik):
    Left/Right: Move left and right, jumps up and down automatically
    Controlled mashers will break when hitting the ground!

    Buzzer:
    Left/Right: Move left or right
    Up/Down: Go up or down (only while moving side to side, also rises very slowly)
    B: Dash (makes you move faster, but you can't shoot while dashing)
    C: Shoot projectiles


    Emerings:
    These are something of a call back to the purple coins in Mario Odyssey. They're red, have a unique sound effect, and grant two rings instead of 1. There are 100 to collect in both acts, but they don't do anything other then being counted on the HUD. Can you find all 100? There are many that require usage of the capture mechanic.

    Credits:
    Natsumi for some playtesting
    Clownacy for the Sound driver (which I fully admit I haven't used to it's fullest potential yet)

    Old Download


    With that out of the way, I recently released a heavily incomplete beta of this as part of a 2000 subscriber special on my youtube channel:


    It fixes some issues with the previous release, but also has a lot of unfinished and broken features. Keep in mind that all the new features are extremely unfinished. I haven't touched the code in ages, and don't plan too, so while I appreciate any feedback, it might not amount to anything in the near future.

    Beta Download
     
  2. RetroKoH

    RetroKoH

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    Seeing this with the robotic animals reminds me a LOT of Space Station Silicon Valley on the N64. If you haven't played it, I STRONGLY suggest you do so. It's a masterpiece, and I also reeckon it could give you some motivation on how to add to this. Nice work!
     
  3. Overlord

    Overlord

    I want to get off Madame Rona's wild ride Moderator
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    Hah, that's actually a really neat idea.
     
  4. Pacca

    Pacca

    ASM amateur Member
    37
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    Labyrinth Zone
    Sonic 2 CD Remix
    I just remembered something about the beta that I forgot to mention in the video:
    [​IMG]

    Just in case you really wanted to play "Buzzer in Sonic 2" :rolleyes:
     
  5. ICEknight

    ICEknight

    Researcher Researcher
    Wow, that's a cool little mod. Good work!
     
  6. Ravenfreak

    Ravenfreak

    Sucks at sprite art Tech Member
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    O'Fallon Mo
    Hacking Sonic Drift, Writer at Sonic Cage Dome
    I've seen this on YouTube about a month ago and wondered who made it, this is very creative great work!
     
  7. Pacca

    Pacca

    ASM amateur Member
    37
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    Labyrinth Zone
    Sonic 2 CD Remix
    I took a quick look at the game; it's definitely an interesting little thing. I just might take your advice ;3
     
  8. IndyCotton

    IndyCotton

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    Looks really fun! Wonder will there be creative use for the Badnicks themselves in the game somehow.

    Funnily enough, I had actually imagined about a hack like this, except with you taking a control of a Flicky that has to"invade" Badnicks in order to proceed through an act safely. Different badnicks would be needed to traverse through certain sections or gimmicks of various zones.

    Might be good time to pick hacking to see that become true I guess~
     
  9. RetroKoH

    RetroKoH

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    I think to go all in on this, you would need to be a tad creative and come up with new abilities and attributes for each badnik that relate to the badnik itself. For example, you must use Coconuts to throw projectiles to destroy armored badniks, or certain obstacles blocking hidden paths... and moving up and down may somehow modify your aim. I'm just spitballing here... again, this all sounds like SSSV and I love everything about it.
     
  10. IndyCotton

    IndyCotton

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    Yeah - I guess to concise the concept to easier management, the zones themselves could have very small acts for that puzzle platforming level designs that let you take advantage of these badniks in a good progression.
     
  11. Pacca

    Pacca

    ASM amateur Member
    37
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    Labyrinth Zone
    Sonic 2 CD Remix
    That was actually the initial plan behind the challenge mode; I wanted to preserve the original Sonic 2 layouts, so challenge mode would be where the individual badnik abilities could truly shine.