General Screenshot/Movie Thread (Archive)

Discussion in 'Showroom' started by Cinossu, Aug 16, 2007.

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  1. Animemaster

    Animemaster Lets get to work! Member

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    Not bad, I like it when people think to use objects in creative ways to make the layout more interesting. Although there are some annoyingly placed objects or odd might be the better word. The most obvious one is the speed shoe monitor just before the mini boss, seems pointless having it there. The springs, though trying to get creative with them could seem a little dickish from the way they are being used and I'm sure you know what I mean as that's what your going thought when it comes to difficulty.

    Which leads me to the whole difficulty thing, which, isn't my cup of tea but that's kind of just a s3k thing in general. Allow me to explain, I don't know if its me but whenever someone works on a Sonic 3 and Knuckles hack they feel the need to follow in a similar way to Sonic 3K Master Edition (to some extent). Its like people try to put too much into the difficulty when it comes to designing the layouts, "throw everything at you" if you see what mean. Although difficulty is needed (and I welcome it), it does not define the layout of the level. You need a good balance of gameplay and difficulty and I've yet (with maybe the exception of D.A Garden's hack) to see this in Sonic 3K hacks. But that's just my personal opinion on what I see.

    More on topic: I would personally like the difficulty to be toned down, and objects to be used differently(like alternate pathways to goodies), maybe add some more monitors, it seemed a little empty. I think chunk wise I didn't see anything particularly out of place which is good, but there seems to be a few "Precision timing" going on here and it could frustrate the player. Keep it that, I hope my insight has helped it someway.
     
    Last edited by a moderator: Jun 28, 2014
  2. Shockwave

    Shockwave 3 Time Stones Member

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    Having the time travel mechanic work identically to how it did in CD was becoming a bit... problematic to work with, so I decided to try something else:

    [​IMG]

    (No, you don't need to be Super.)

    Signposts around the level will be a bit more scarce as a result, but I'm also may have the time period remain the same once the next act starts (excluding the boss act of course). That would also probably work out better with the way I want to handle the robot generators and time stones (robot generators in the past with 1 per act, may change to 1 per zone, and time stones in the future with 1 per zone).
     
  3. Guest

    Looking great there. It's not often that I see people making signposts work like how it would in sonic 2 and I find it interesting how you used it to be able to go into the past and future. Your art edit for super sonic as well looks good too. Also from looking at your Sig at the last panel, I'm guessing you went sonic 1 GGMS style in how you get the chaos emeralds? Either way if you have it intended for something else, definitely liking what I am seeing so far.
     
    Last edited: Jun 28, 2014
  4. nineko

    nineko I am the Holy Cat Member

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    That Super Sonic stance reminds me of Orochi from King Of Fighters '97.

    [​IMG]


    Which isn't a bad thing since I love KoF97.
     
  5. Solar

    Solar What? Member

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    Decided to somehow bring color in this zone, what would it look more colorful.  
    [​IMG]
    Now this is exactly the Palm Island. :DD
     
    And now something original. 
    [​IMG]

    Comments in the Studio! :)
     
    Last edited by a moderator: Jun 28, 2014
  6. pixelcat

    pixelcat The Holy Cat Jr. Member

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    Boss looks very cool. Can't wait to see him in action.
     
  7. N30member

    N30member non-pro user btw Member

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    @Solar: Palms are everywhere. Now I really can't find at least one piece of the original GHZ. Also, it's probably 1st boss, where Eggman uses badniks as weapons. Das ist fantastisch! ;)
     
  8. DwhitetheGamer

    DwhitetheGamer You got a serious fight in your hands. Member

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    I'm surprised a lot of people like to hack Sonic 1 more than the other 16-bit games.  My guess is that it's a lot easier. 
     
  9. N30member

    N30member non-pro user btw Member

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    @DwhitetheGamer: People like to hack Sonic 1-3K, because they have own disassemblies and specific tools. Answer can't be any easier than this.
     
  10. Misinko

    Misinko Oh SHIT it's the Biolizard! Member

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    Yeah, Sonic 1 is the simplest to work with in every aspect.


    Edit: dang it Faker! Posting before I can. But anyway, you're not exactly right. If you notice, there's not a lot of Sonic 3 hacks, and even Sonic 2 hacks pale in comparison to the number of Sonic 1 hacks. Sonic 1 is the easiest to work with. It's sound driver is the simplest, it has the least amount of levels, and you can import things from the other games into Sonic 1. That's why people use Sonic 1 over the others. While yes, they all do have disassembles made for them, that doesn't make them any more appealing to hack. Sonic Adventure has a disassembly floating around somewhere, but there hasn't been many hacks for it.


    That, and I don't think you fully understood Dwhite's statement.


    Edit 2: fixed the fact that I quoted my own post.
     
    Last edited by a moderator: Jun 28, 2014
  11. N30member

    N30member non-pro user btw Member

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    @EpicElijahSpeedy: I don't know, made I'm wrong. But it is only my answer, so don't read it, if you don't like it. Also, why did you quote your own post?


    P.S. I agree with you.
     
  12. DJaftershock

    DJaftershock TWO-DEE-ECKS-GOLD Member

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    Kind of hard to 'not read it' when you have to read it to even know if you'll like it.

    Er, where did he do that?
     
  13. Misinko

    Misinko Oh SHIT it's the Biolizard! Member

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    @DJaftershock I fixed it :3 I'm on mobile and I accidentally hit "multi-quote".
     
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  14. N30member

    N30member non-pro user btw Member

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    @DJaftershock: He edited his post before you've seen these posts.

    @EpicElijahSpeedy: I wrote this via tablet, yeah.
     
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  15. FFuser

    FFuser a.k.a Darklight Member

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    Not necessarily. The ASM in the HB 2005 disassembly is shorter and is probably the best commented one out of the ones I've seen, but the disassemblies from later games have more things already put into place that you wouldn't have to worry about coding/porting in (characters, items, other objects, moves, etc.), so as a base you could just jump right into other things like layout design or art.

    I worked with S1 first because I like the S1/SCD sprite style and stage art over the later games, and I wanted to learn how to do the stuff like porting a character or moves from later games. But the S2 2007 disassembly doesn't really look that hard to work with... just less commented. I wouldn't mind trying my hand at a project from S2.

    S3K disassembly still looks a bit cryptic to me though...
     
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  16. Devon

    Devon I'm a loser, baby, so why don't you kill me? Member

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    Definitely looking great as usual! Keep up the good work!
     
  17. TheStoneBanana

    TheStoneBanana banana Member

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    [​IMG]

    *insert dolphin noises here*
     
  18. TheInvisibleSun

    TheInvisibleSun Visible Member

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    Well that should be a really interesting hack.
     
  19. Solar

    Solar What? Member

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    It was in the evening, had nothing to do.  :l

    Green Hill Zone - Bad Future

    [​IMG]
     
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  20. Shockwave

    Shockwave 3 Time Stones Member

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    Damn, pretty good for something you just did out of boredom. Reminds me that I need to get to work on more level art for the different time periods in my hack.
     
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