ProjectFM's Cancelled Sonic Hack

Discussion in 'Showroom Archive' started by ProjectFM, Jan 21, 2015.

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  1. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    I started hacking at the beginning of September on a project in the working name of Sonic 1: Ultimate. I abandoned the project in November for a new, for lack of a better word: better hack that I will announce once I get much more progress done on it. I am releasing this hack to the public so people can see what they can expect from me in terms of level design and music. The layouts of only GHZ 1 and MZ 1 and 2 have only been completed (mostly). GHZ 2 and 3 are unfinished. I have added new songs for almost every act though some may not be so good. I have also added new palettes to some levels, odd versions of HTZ's trees in GHZ, and DEZ from Sonic 2's background (with GHZ's deform code) to SLZ. Other alterations have also been made. Please note that a bug related to the moving platforms in LZ and SBZ 1 (and maybe 3) will cause the game to slow down a lot and platforms will be either in wrong spots or not there at all making those sections unplayable. Another thing I added is an unfinished Richter Belmont (who I added until I found out Warr1or2 was doing the same character) who is a Sonic clone and can be accessed by pressing B on the title screen.

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    Download: http://www.2shared.com/file/QVK6aGs_/Sonic_1_Ultimate_SSRG_Demo.html

    Please provide feedback.

    If an music files are wanted, I can provide downloads for them.
     
    Last edited by a moderator: Jan 22, 2015
  2. TheInvisibleSun

    TheInvisibleSun Visible Member

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    Much of the music sounds really off track/misaligned; the title screen tune's drums don't seem to match up correctly with the rest of the music. Almost all of the other tracks also seem to be quite broken as well (specifically, I recognize that SYZ 1's track is from the first stage of SOR2, and I feel that even with Sonic 1 instruments it could be done better justice.) 

    In the stages, there were more than a few glitchy moments in the chunks. I got stuck in an S-Tube numerous times in GHZ, and I died once after running across a moving platform in Marble Zone. GHZ 1 was also plagued with bottomless pits, oddly put together chunks and object placements, in addition to some really awkward design choices (why is the signpost on falling platforms floating above a bottomless pit?). At some point in GHZ 1, I fell in a pit and died, and the level restarted me in GHZ 2. The layout didn't quite work for me because it really lacks a sense of flow.

    Overall, this was a really buggy experience, and I hope your new hack doesn't inherit these issues. 

    Regarding the LZ platform bug, I had the same exact bug occur in my hack, and the fix is actually pretty simple. PM me if you still want a fix for it (as you're not working on this project any longer). 
     
  3. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    This project is ready at all to be released so there are a few bugs. In GHZ 1 you were supposed to get hurt and fall into the bottomless pit so you can be transported to GHZ 2 (I added the part where you get hurt so Sonic will do his falling animation. Also notice that Sonic doesn't loose a life when falling. I tried not put any other bottomless pits but some were still made. Also, you get stuck in a tube because I tried adding another tube block by making the second part of the tube into a normal chunk. I won't try anything like this in my new hack.
     
    Last edited by a moderator: Jan 21, 2015
  4. Spanner

    Spanner The Tool Member

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    Post screenshots or the thread gets trashed.
     
  5. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    Thanks. I didn't upload pictures earlier because it's such a pain in the neck to do and I had already written a ton of text explaining this hack.
     
  6. LordXernom

    LordXernom Well-Known Member Member

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    This hack is promising. Music is kinda simplistic, but relaxing. I like it. My only issue is a very grim palette in Mountain Zone and very buggy chunks.   :good:
     
    Last edited by a moderator: Jan 22, 2015
  7. warr1or2

    warr1or2 I AM CLG Member

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    If you're still planning on a Richter hack, I could give you what i've made so far. His moves (on mine) so far is 2 Modified jump dash codes & 1 off a spindash for the slide., while the slide jump will be off Sonic_Jump. His art,map,dplc is complete (For castlevania-style anyway - no rotated sprites) and his animations lack only one. (weapon throwing)

    on the subject...

    I noticed that some stages we're incomplete. good thing debug mode is set to on on default. & what's the deal with the S tubes? it almost seems like the way in mine was bugged out.
     
    Last edited by a moderator: Jan 27, 2015
  8. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    If you're still planning on a Richter hack, I could give you what i've made so far. His moves (on mine) so far is 2 Modified jump dash codes & 1 off a spindash for the slide., while the slide jump will be off Sonic_Jump. His art,map,dplc is complete (For castlevania-style anyway - no rotated sprites) and his animations lack only one. (weapon throwing)

    on the subject...

    I noticed that some stages we're incomplete. good thing debug mode is set to on on default. & what's the deal with the S tubes? it almost seems like the way in mine was bugged out.



    I'm completely done with Richter. Human characters look awkward in 2D Sonic games anyway. Also, the S-tubes are screwed up because the first part has the S-tube properties while the second part doesn't because I was using the properties on a different tube that's shown in GHZ acts 2 and 3.

    How is the MZ level design? I think it's pretty good.
     
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