Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.
Nice trailer! Very well put together (aside from glitches in Kega's video codec), you could become a good special effects artist!
Guys, I need some personal input on my level alteration of Green Hills Zone, Act 3 in Sonic 2 SMS.
How do you guys think it is? Is it good? Is it bad?
If so, could you tell me what makes it bad? Is it a difficulty thing? Is it cheap placement? Is it appearance of the level overall?
EDIT: Regarding some of the slopes having grass under it: The collision detection is a bit wonky for some reason with some of the slopes, and if the area under it doesn't have detection, it makes it easier for Sonic to get stuck. Until I find a block that ISN'T grass-covered that has the same properties, it will remain.
It looks very easy and boring. There are no enemies, no alternate paths, and the challenge seems to be limited to a few sets of spikes blocking your path. There needs to be more hazards and platforming challenges to keep things from just being hold right and jump a couple times to win. The roll is part of Sonic's move set so I recommend that you give some reason for it to be used. If all you are doing is running up and down slopes to finish the level, the level is pointless.
I broke up your concerns into 4 main parts, which I numbered to make answering it easier for me.
1. Considering I swapped out UGZ for GHZ as the first zone of the game, I insisted on making it easy so the player doesn't have to face GHZ's true difficulty (i.e. leaps of faith, spike pits, etc.). I did however focus on making it look prettier than the last bland presentation, but I can't say for sure it'd be what people may call 'prettier'.
2. There are no enemies due to the fact other Boss Acts in all 5 of the 8-bit Sonic Games do not have enemies; in most cases, only spikes, traps, and perhaps a few rings (although as much as I would love to have them, and I might take you up on that for a different boss act in a later zone), and I agree on the more paths thing, which I plan on doing with ALZ 3 (since like GHZ, it's pretty tall in height imo). However, I disagree with the last point - the challenge of the act itself is the boss. I tried to tinker around with the editor to see if I can make him easier - either he's a left to right man or he can tell when the level around him was altered (which considering my original experience with the 16-bit bosses and level alterations, I'm impressed). But trust me, changes were made from version 1 to version 2.
3. Again, as this is the 3rd act of the First Zone, I'd like to keep hazards on the low side. I might add in a hazard, but I'm doubtful. See 4 however for a way I counteracted "hold-right-to-win" esque level design.
4. Funny you mention Sonic's roll - I had considered adding in breakable walls to Act 3, but I voted against it to putting in some background scenery for the tunnel sections (not guaranteeing I won't do it, just not right now). In regards to the slopes however, I added in some new features in version two to make it less of a walk in the park to the boss type of thing.
Sorry, I didn't realize it was a boss act. However, my point still stands that if you aren't going to give the player an obstacle or opportunity to get powerups, then you might as well skip to the boss. Just because it's a boss act and the first zone doesn't mean there shouldn't be obstacles in your way. First levels usually make things easier by making the obstacles less difficult to avoid, not lacking them entirely.
Sorry for my late response.
You are correct. Right now I'm trying to see what I can do to add in some hazards and perhaps a monitor box or rings. Expect a follow up later today or tomorrow.
Mini-EDIT: I was trying to work around with the object layout for the 3rd act, and I had to get a backup version of the object layout, because along the lines of altering it, I somehow fucked up the boss and how it spawns. I don't have a video of it happening, but basically the boss spawns, the boss falls through the ground, game crashes.
EDIT 2: I'll throw in a little video for everyone, this was around the time I started shifting the zones around. It's been in my folder for a while, might as well let other people chuckle at this graphical garbage that happened.
I call it 'Undergreen Hillsground Zone'.
As you can see, the first frame of the ring was taken directly from Sonic Mania (albeit with 4 colours instead of 5, like in Sonic Mania)
I'm kinda curious if it's possible to add extra frames of animation for the rings, but this will do for now. How is it?
Not bad at all. I almost thought it was a Sonic Mania Mod before I noticed Coconut's palette isn't Mania-esque.
Thanks, I'm trying to make a palette for most things to be "Mania-esque" I guess. (At one point, I even almost decided to call my rom hack "Sonic 2: Encore Mode")
Introducing Sonic 3* Sonic 3 & Tails (not to be confused with Sonic & Tails, the Japanese version of Sonic Chaos)!
* = Not a demake, just a Sonic 2 SMS ROM Hack called Sonic 3
I feel like a title where you have to specify which game you're talking about after mentioning it isn't a good title. It's like deciding to name your new born son John when you already have three sons all named John. I get you are trying to make an 8-bit game to be a sequel to 8-bit Sonic 2, but you should at least add a subtitle or something.
Sonic 3: Tails in Trouble or something like that?
Why not do it the same way we name the others? (Sonic 3 (SMS)?) That said, given the name, I can't wait to see how you change the presentation of the game to reflect such a title (the intro, title screen, story, etc.).
As we speak, my first orders of business is to change the level name mappings to their new names, which are as follows:
Emerald Hill Zone
Volcano Top Zone
Tempest Ruins Zone
Endless Mine Zone
Death Egg Zone
Eggsteroid Zone (Asteroid, not steroid)
"Bad" Little Planet (Zone) (It'll take place in an Eggman-controlled Little Planet (Bad Future?), or perhaps an alternate universe version).
Feel free to add in suggestions people. The only one I don't plan on changing at all is Death Egg Zone, as I really want to see what I can do with my creative muscles in regards to 'demaking' Death Egg.
Spent the whole week doing this. Time well spent, I think! But, what do you think?
I was in two minds about showing screenshots because I wanted to keep it a secret. But there's so much art prepared and gimmick ideas you won't see in these shots, it's justifiable.
Also, Natsumi wanted to show off some level select cards she's been working on, so I figured I'd join in~ ¦3
I changed the layout for this act, and I'm hoping to get a bit of constructive criticism, I guess?
@Natsumi I wouldn't expect less from you. Wonderful title card! It looks simple but pretty nice at the same time. I loved it, especially after seeying what you did with the "Battle" text.
@MarkeyJester You made me gawk after giving a look to this zone's art. I have no words to explain how's being my feeling about this.
@iced_t Layout is pretty much acceptable, I'd admit it. You didn't make it too linear this time and I like what did you do with some of the new chunks. Just the level name in the title card text is broken, but besides some weird art and some unexpected speed stops (such as the monitor in the beginning of the level), you made this level very nice. Keep up improving!
Don't worry, I'll be redrawing the art a couple of times before I settle on something coherent (I didn't even finish the bushes for pete's sake!), so you'll probably be pleasantly surprised the next time you see *Flower Field Zone!
(*the new name for Emerald Hill Zone)
Separate names with a comma.