Sonic 1 NR (2017-Canceled)

Discussion in 'Showroom Archive' started by VladJester2001, Sep 15, 2015.

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  1. VladJester2001

    VladJester2001 Newcomer Member

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  2. D.A. Garden

    D.A. Garden Sonic CD's Sound Test Member

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    I thought I'd give this a look after the screenshots didn't look too bad. There seems to be a huge likeness for the colour blue in the palettes, but that's not something to worry about too much. Also, pointless me watching the release video if it's 4 minutes long, and I'm going to be playing it. The following is what I was thinking and wrote while I played:

    • The MD screen is nice, but unskippable. The other splash screens are skippable, so it feels like wasted time.
    • Skipping the SGD screen causes the music to sometimes get stuck as well.
    • The Title screen isn't bad, but it appears to be more a case of taking away art from the original, not adding in new stuff. Looks a little bland as a result.
    • The first level is still called Green Hill Zone, although it now uses a primary Turquoise colour? OK.
    • Pausing the game causes the music to fade out, permanently. I am writing this as I play, so I don't know how long this this is for.
    • Again, it seems that only steps 1-3 (Or is it 1-2, I don't know) are followed of the spindash porting guide (I presume this was used). The sfx doesn't rev up at all. (I know it's a small thing, but it's a nice inclusion that even Stealth/Taxman omitted from the iOS/Android verions of Sonic CD, Sonic 1 and Sonic 2. I'm still annoyed by that, by the way, but that's getting off-topic)
    • No object 44 (GHZ wall object) in places, meaning death is inevitable in areas it shouldn't be.
    • Oh, the music is back after dying. Only a temporary issue, then.
    • Invincibility music isn't bad. Not something I've heard too many times before.
    • What is up with that bridge? It's made of 2 individual bridge objects, with a pole in the middle? Please don't do that.
    • Half pipe in the middle of straight ground, because...? It doesn't seem to have a purpose.
    • Floating 1-up monitor. It looks quite easy to get. There's a moving platform that sometimes comes up behind it, which I think should have been a stationary platform.
    • A custom chunk. Looks OK, although the collision on it isn't perfect. (Especially the left wall).
    • ...and we're back in default Green Hill Zone. Apart from the small edits here and there, this middle section feels almost the same.
    • Double S-tunnel... How many more fucking times? Eh? (Let's see who gets this reference.)
    • Red spring to send me back up the S-Tunnel. Great, even more pointless spinning back and forth.
    • While I was spinning, I noticed the artwork change from the original GHZ checkerboard isn't too bad. Just needs some polish on the corners (shadow/highlighting).
    • So, Green Hill Zone is coming to an end... oh, wait, it's extended. Scratch that.
    • Another large ascending section across falling platforms. I am sick of seeing this. It doesn't work as a layout section, is extremely unforgiving and requires the player to leave the area far enough to make the platforms respawn if you fall. Ugh...
    • And then the level ends with cut-off. Yay. Also, I couldn't get into the Big Ring quick enough, as it was far over to the left, and I had hit a wall that was over to the right. Fun times.
    • And it's the Ristar end-of-level tune again. *sigh*
    • We start act 2 with the 'broken bridge' I've seen a lot of lately. Nothing original here.
    • The palette isn't bad for a sunset, although it's more brown than orange.
    • This levels feels like Green Hill Zone 2, with minor edits everywhere. I don't even see the need to go into detail.
    • Death by level boundary, even though the layout led me this way? Great.
    • Act 3, and ARGH! Geez, how much dark blue do you want? This is an eyesore
    • Act 3, like Act 2, feels like the original Act 3 with minor edits everywhere.
    • This boss is totally unfair. The platform placement is off-centre, the lower platforms are basically there to kill you, and it's the stock Green Hill Zone boss. I've got nothing against that last point, but with the 'layout' change, it doesn't work. I got a Game Over here.
    • OK, I'll just access the level select, and... Oh. It's not the same as the default. Well, there goes my chance of experiencing the other zones, without having to go through that boss again. *sigh*
    My experience with this hack wasn't anything special. It wasn't disappointing, but it also wasn't something I'm ever going to remember, either. My main issues are that a lot of hacks that I have seen lately use the same template of (ported) music, (badly written) code, (recycled) art, and general issues that should have been fixed from the start. This hack is one of them. It's not a bad thing to work from a template, but when your hack looks almost identical to 10-or-so others seen in the last few months, then it loses it's identity.

    This hack does have promise, like most of them do. The problem is, most hacks like this don't bother to work out the kinks, and instead chose to ignore the little things. Testing, is an example. How much of this was tested? How much was played through by you and approved before you pushed it out to the public? I know, it's a 'demo release', and that you'll 'work out the issues for later releases'. The problem is, I've heard it all before.

    Maybe I'm being sour? I don't know. But this didn't do anything for me. Sorry.
     
    Last edited by a moderator: Sep 15, 2015
  3. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    Hey, VladJester! This is not a bad hack but there are some issues that need to be fixed.

    Pros:

    - Nice music

    - Overally good layouts

    - Palettes aren't bad

    - Some nice splash screens

    - Nice art

    - Some pretty good ports (I hear Ristar is not the easiest thing to port)

    Cons:

    - Gave up because of cheap deaths in GHZ3

    - Very unfair boss

    - I suggest changing the title card art straight away! (Unless you have asked for permission)

    This hack has potential, but needs to be ironed out before any major release. Good luck in your future work and enjoy yourself!
     
  4. M.N.K.

    M.N.K. In the River of Darkness... Member

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    Why? I don't see a problem with it. There were plenty of other hacks, including my own back when I used to work on Xero that used that very same title card art.

    Now as for the hack itself In what I played so far, I also have to say that this has potential. the art work for the background in GHZ is pretty decent for a start, as well as your palette choices to, though I would suggest maybe changing the palette up a bit on GHZ3. mayby make the hue a little brighter on the foreground. moving on to the layouts, It's a bit rough around the edges (Missing Chunks, Randomly Placed Objects, Etc.), But for the most part, it's not all that bad. my only nitpick so far is the boss on GHZ3 as it is indeed difficult to beat having to worry about falling off so easily. even with the platforms at the bottom, it kinda defeats the purpose if they are just going to go past the boundary point. The music is not bad neither, some even sounded pretty good, Though My only question that had me a bit iffy about this is where exactly did you get that sega sound from? I ask this becuase I know only a few hacks such as megamix and sonic 1 remastered used that same one and seeing you use it may lead to some suspicions.

    overall, the hack is not bad. not quite there yet I can see but it's a start. best of luck to you.
     
    Last edited by a moderator: Sep 15, 2015
  5. Devon

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

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    I would like to add that the music that plays in the SSRG splash screen and the end of a level crashes the game as it plays in MD.Emu. I will have to check other emulators to see if it crashes there.
     
  6. Clownacy

    Clownacy Retired Staff lolololo Member

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    Wait, what? A screenshot of the level select? That doesn't relate to the actual game you're promoting at all. I can understand a title screen - you know, title/logo drop and all - but a hidden cheat/debug menu?
     
    Last edited by a moderator: Sep 16, 2015
  7. Unused Account

    Unused Account Well-Known Member Member

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    Looks to me like he's showing all of the levels in the game so far.
     
  8. Clownacy

    Clownacy Retired Staff lolololo Member

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    And an actual screenshot of each level couldn't suffice? How does the name matter? After all, Green Hill is still called Green Hill, and it's not the only one.

    Some other points:

    The Mega CD had a real reason to have a big loading screen whenever it's turned on. The Mega Drive doesn't; the MD splash screen's pointless.

    The pause SFX is specially designed to be a pause; you can't just swap it out for a 'fade and forget' SFX. How did you not notice the resulting bug during testing?

    Where the heck do all of these hacks with only half of the spindash guides applied come from?

    EDIT: Oh, wait. I get the feeling that S1 Hacking Studio was involved.
     
    Last edited by a moderator: Sep 21, 2015
  9. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    ​I said that because I saw other people get in to trouble for using it. The font looks almost identical to Megamix's...

    SONIC 1 MEGAMIX000.png

    Anyway, I don't want this thread to end up like my one, so I'll stop here.
     
  10. MarkeyJester

    MarkeyJester ♡ ! Member

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    Ahh, I wouldn't worry about it.  We have had a new title card since:



    Let the baby have his bottle...
     
  11. amphobius

    amphobius spreader of the pink text Member

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    Considering that the so-called problem title card font is from Sonic CD it's hardy worth crying about

    [​IMG]
     
    Last edited by a moderator: Sep 21, 2015
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  12. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    Oh... I didn't notice... I haven't played Sonic CD in forever! (Should consider playing it.)

    Carry on then!
     
  13. DJaftershock

    DJaftershock TWO-DEE-ECKS-GOLD Member

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    Ristar end-of-level song. After a six month hiatus, I'm glad to see everyone's STILL using that...

    The graphics look nice in the areas they're revamped and don't look out of place when they're not, so there's that. But the level layouts are usually not very fun to play (they feel way too similar to the original, and when they're modified, aren't any better), and I couldn't actually beat the GHZ boss. The palettes could use a tad tweak, too. Overall, I see this becoming a great thing in the future, if the levels weren't so... frustrating being the best word to describe them.
     
  14. โบวี่

    โบวี่ Tsingtao Enjoyer Member

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    Overall, this hack was an okay play, a bit frustrating at points.

    These parts made Baka sad. :sad:

    [​IMG][​IMG][​IMG]

    Getting stuck in a wall, drowning at the end of Labyrinth Act 2, and the spike pit in Labyrinth Act 3.

    This hack definitely needs work.
     
  15. VladJester2001

    VladJester2001 Newcomer Member

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    New version.
    • New name Sonic 1 hack
    • New/Edit background
    • New music
    • Removed Splash Screen SGD
    Teaser.
     
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  16. Ayla

    Ayla Sonic Hacking Contest Founder & Commentator Member

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    Just checking here, but... does the link have an updated version of the game? This is a one year old thread that got bumped from out of nowhere, so I don't know what the previous version was. I don't want to give feedback if the updated version hasn't been uploaded to the initial thread. I'm assuming that it has given that it was edited at the same time this post was made, but I'm just making sure.

    EDIT: Just in case this is the new one, Regen jumps into the m68k debugger on act 1 completion. From the first act, the finish to that level is obscene. After a platform puzzle with falling platforms, you work your way to the top of the level. You then run off solid ground and fall endlessly (at first I thought I was going to die) and land on the other side of the end of level sign and the special stage ring.

    In level design, this is called a "leap of faith", and it is bad level design.

    You should have enough time to see and react to (or be able to ascertain) any circumstance. This was all off screen, and you cannot know to hold left on the d-pad to land in the special stage ring until after you've missed it.

    Muscle memory does help for mastery, but there needs to be an understanding that the level designer won't pose any unsolvable mystery initially as well.

    Other than that, I haven't played anymore since the game crashed. Keep at it! Practice and learning are important =) Just don't practise the wrong thing ;)
     
    Last edited: Oct 19, 2016
  17. RainLancelot

    RainLancelot Newcomer Member

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    I played the game and its fine. At the end of the stage,the Ristar clear theme played and then the game froze on the Genesis Emulator I played on Android. Can the clear theme be changed so that I can hopefully play the game some more,rather than just Act 1 of "Green Hill?"
     
  18. VladJester2001

    VladJester2001 Newcomer Member

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    Hi there.

    Final Version coming in Spring cancels.
    I want to say... That my hard disk is dead. :(

    I'm almost finished and fixed designs, bugs, new tiles, and more more. If I have to keep the source code to something, such Yandex disk, MEGA or Mediafire. And now, my hack and hard drive is dead. In my hard disk it was: music, games, movies and more. But to restore the Hard disk impossible. :(

    Thanks you for playing demo version, but release and Source Code is not restore.
     
  19. DanielHall

    DanielHall Well-Known Member Member

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    Depending on how much was on your latest release, it could be easy enough to patch back into a clean disassembly. If you're interested, give me a message and I'll help.
     
  20. Soldaten

    Soldaten The Coilgun Root Admin

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    Let this be a reminder to you (and others that don't do this) that you need to use version control like SVN or Github so when shit like this happens it's not the end of the world...
     
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