Sonic 1: Good Future Editions (Demo)

Discussion in 'Showroom' started by KaikeKTH, Jun 23, 2017.

?

Should Scrap Brain have a good future?

  1. Yes

    19 vote(s)
    79.2%
  2. No

    5 vote(s)
    20.8%
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  1. KaikeKTH

    KaikeKTH See you in 6 Months. Trialist

    Joined:
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    Anywhere City, Land of Ooo.
    Have you ever thought about what happened to South Island after the events of Sonic 1? Have you ever stopped to think how the zones of the South Island would look on a good future? This hack will show you.
    Sonic 1: Good Future Editions is a hack made by me, Kaike.
    The hack is literally the opposite of the hack "Sonic 1: Bad Future Editions". With the objective of recreate all the Sonic 1 levels on the (good) future, this hack aims to show to you how the zones would look if they had a good future.
    The hack features:
    - Custom Music, of course (Credits below)
    - Pretty level art
    - Green Hill and Spring Yard(Until Act 2) to play
    - The final version will probably feature the title card font of Sonic CD, if i don't get lazy to do it.
    - And the final version will feature a better boss theme than the original one of S1.
    - Gay SEGA sound (Or not)
    - And a custom S2/3K Spindash on the style of SCD. (Sorry for the crappy charging sound on it, i didn't had any better sound.)

    The hack has some levels similar to their original present counterparts, but with some few or a lot of differences, while others i'm planning to do new layouts.

    Some Screenshots:
    Green Hill:
    [​IMG]

    Spring Yard (Yes, these blocks, the windows of the edifices and the towers glow.):
    [​IMG]

    And a extra screenshot of the Good Future Labyrinth Zone, that is still being made, things can change on this level during the time. If you can, you can try helping me on this level, since i'm a bit shitty at drawing. (Even if i probably made a good work on SLZ):
    [​IMG]
    -------------------------------------------------------------------------------------------------------------------------------
    How you can help me:
    You can tell me about bugs on this demo version, so i can fix them on the final version. Also, level concepts for the LZ Background and SBZ Act 1 and 2 Good Future are welcome. And suggestions for what i could do on SBZ3, since on the original game, it's just a "Bad Future" recolor of the original LZ. (SEGA Teaching the fandom to how to do crappy recolors since '91!)
    --------------------------------------------------------------------------------------------------------------------------------
    Credits to:
    - LordXernom for most of the song OST
    - LuigiXHero for the Invincibility Theme (From that "SCD Art Test" disasm)
    - And me for the hack levels...?

    Disassembly used: GitHub Disassembly (This is why the hack doesn't have the SSRG Splash Screen. Do it for the GitHub Disasm, Markey.) please.
    By the way, there's a pit on a "(not-so-)secret" place of GHZ Act 3, that pit should lead to a underground way, instead of killing the player.

    Anyways, i hope that everyone enjoy this hack, i'm trying to put a lot of effort on it, and if you have any suggestion or (constructive) critique, tell here. I Probably won't answer since i'm still a trialist, and trialists can't do too much, but i will be reading.

    Download link: http://www.mediafire.com/file/giwd55u955mx3vx/Sonic+1+-+Good+Future+Editions+DEMO.bin
    Update: There's some references on Spring Yard that only MainMemory will understand. i guess.
     
    Last edited: Jun 23, 2017
  2. Pineapple Arse

    Pineapple Arse I ironically hate cold temperatures. Member

    Joined:
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    Ok, so my turn to bite. In my opinion, this hack is...interesting, to say the least. So, starting off, I see some glaring issues:
    What.png
    I have many questions. First off, why is there 4 buzzbombers in a row? Are you trying to commit overkill? Second off, the art. I am really wondering why did you remove part of the second half of the GHZ background and add the water tiles? This looks seriously out of place, and the waterfall is different from that flooding on the mountain. Now deeper into the art, most of it looks out of place, such as the pot the "new shrub" is in? And most of the assets look straightly ripped from sonic CD, such as the future icon, the 2. and most of the pipes. Another thing I don't like is how the GHZ tree section is water. Were you also trying to go with the palmtree panic good future? To put it bluntly, the tree part looks really out of place. As I continued on, I noticed this in the level layout...
    What.png
    Why is sonic able to jump on the spikes? Couldn't you just have made it a solid wall there? Well, continuing on.
    What.png
    Ok, so at the end of GHZ act one, there was 4 rocks over a pit, and there was a little gap between this and the other GHZ chunk. Just...this it bad level design. Please fix this too.
    What.png
    Look, I am ok with spikes in the ground, but I am not ok that they are right in the beginning of the level, and that they aren't hidden in the ground. This just looks sloppy, and that you did it just to have spikes.
    What.png
    I have a major fucking problem with this. When I bounced off some springs, I was bounced into these spikes, and I lost my rings. This is bad, and that it makes people think in a trial and error style, or to move when bounced. Not only that, but when I got up there, I had to jump into an S tube, not roll into it like it should be. Act 3 was just like the original act 3 with some things changed here and there.
    What.png
    Am I high or something? Because these pallets are wonderfullllllll...no. This pallet makes no sense, because the yellows and greens don't complement the blue, and it looks like someone threw up everywhere. Not only that, but the buildings are flashing colors which make no sense what so ever.
    What.png
    I hate this section for 2 reasons. First off, you must perfectly bounce in order to get up to 3 crabmeats clipping eachother. Secondly, I got stuck in the bumpers, and it was hard to get out. When I continued on to some slopes, I rolled into an eggman monitor just sitting right where someone is rolling. I lost my rings again.
    What.png
    What.
    What.png
    All hail the floating springs over the slope!
    What.png
    Whats this? Is it an inside joke, because so far I see this hack has nothing to do with spiders or bitches. For my final complaints of the hack, I hate that you didn't fix the spike bug. Due to major level design flaws, I bounced and died on spikes many times. As for the spindash, I can tell you only followed part one of the tutorial because sonic is still in ball form when you press down. You can't spindash into objects such as monitors because you will just stop against it like if it was a wall. And yes, CHANGE THE FUCKING SPINDASH SOUND. I don't know what the fuck the sound is, but its just static. Plain fucking static. Welp, alot more can be said, but for now goodluck, and please take these into consideration. I think you should of waited a bit more till releasing the hack.
     
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  3. Unlimited Trees

    Unlimited Trees Banned for being a fucking cockwomble Exiled

    Joined:
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    Ok, so time for a basic review since I'm feeling lazy.

    This hack is pretty bleh. For the art, the foreground art is amateurish and looks like it was made using SonED2. The foreground art in Spring Yard is bad, because of how you just spammed a generic, out of place flashing sprite on the foreground, making it repetitive. As for the background art, GHZ's background is incredibly basic, and with it using some of the foreground tiles it makes it harder to know what is a wall and what isn't. Also, the fact that you just put in the sea tiles on top of the mountain tiles without doing any editing to the art to make it look good, is lazy. The BG in Spring Yard is bleh.

    Anyways, as for the level layouts, it's a badly edited version of the Sonic 1 levels. Although there aren't any broken stuff in the level, the way the layouts are designed are bad. They were forgettable, the flow is bad, they were just badly edited Sonic 1 levels. I honestly expected the levels to be original, but then again this is based off of the Sonic CD Good Future concept thing.

    Anyways, I would talk about music but my earphones are broken. I will comment on the music later when I have my computer with me.
     
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  4. KaikeKTH

    KaikeKTH See you in 6 Months. Trialist

    Joined:
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    Location:
    Anywhere City, Land of Ooo.
    Well, it's a demo so a lot of things can change during the development.
    Anyways, let's go to the questions:
    1- Well, Kaizo Sonic acostummed me to do these kind of things, and some other things too. I'm changing these kind of things on the final version. About the background part, i took inspiration from some Deviantart concepts. I Leveled up the mountains 1 block and i put the Water Tiles there. Also, this is why i changed the waterfall. Only the (F) Icon is ripped from SCD. The rest were made by me. Compate the pipes from SCD with the ones of GFE.
    2- About the Sonic and the spikes, i was without creativity to do something there. I Put a wall there now.
    3- I Didn't wanted to put a random flat floor there, but ok.
    4- Well, i also didn't wanted to have a empty underground way but ok too. These spikes are going to be removed. About them being visible, it's a thing from the game, i can't fix it.
    5- Ok, now this is an misplaced object, this shouldn't be there.
    6- About the S tube, i will see what i can do.
    7- Well, give me a suggestion to foreground palette then. Also, i thought about replacing the old buildings with some futuristic, small edifices with neon on it. I'm bad at* drawing, so don't judge me. :/
    8- This section is more like a mini challenge. I'm going to change it with an regular moving platform on the full version. And it looks that someone got pranked by a Eggman monitor again!
    9- idk
    10- xD they were supposed to be on that line, i will try to do something to make the floor more visible.
    11- Not everybody will understand the joke. Maybe only MainMemory will.

    About the spike bug, i REALLY thought that i fixed, i even tested the hack and the Spike bug was fixed. Maybe i used an backup and i forgot to reimplement again.

    Yes, i Just did do the part one, cuz when i was going to fix this bug, i couldn't find the lines that was shown on the tutorial. And Sonic is on ball form, hmm... Why? Probably i didn't wanted to do a S2 Spindash, SCD Styled.

    And thanks, i will try to do my best.

    1- It isn't THAT bad, you can draw 30x better than me. Maybe you just got accostumed with HQ, great and exotic art.
    2- Didn't had any good idea. I'm an useless piece of shit.
    3- The background is basic cuz Good Future hills doesn't have a lot of crappy machines and etc on the BG, Unlike Future Hill(S1: Bad Future Editions and Kaizo Sonic) and Pollution Pandemic (AKA PPZ Bad Future) that are bad futures.
    Well, the sea blocks are there because that water is from the waterfall, that i also edited.

    Anyways, you know what? I Would do all the zones based on their present counterparts, but now i'm going to do more new layouts than doing half of the zones a mix from the original layouts with new ones. Well, original in* which sense? Original on the sense of replacing a whole level art with a new one? I Think that i made this like, 3 Times on Kaizo Sonic? (GCz, CCz and BTz)

    Ok then. Btw, SLZ is one of the levels that most changed. The BG and FG Got "completed". (You will understand when i show you.)
     
    Last edited: Jun 23, 2017
  5. ProjectFM

    ProjectFM Optimistic and self-dependent Member

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    Portland, Maine
    I have nothing to say other than that SonLVL has an import and export feature. You don't need to make your art look repetitive. You should also figure out how to make the palettes look good by experimenting with colors in SonLVL.
     
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  6. KaikeKTH

    KaikeKTH See you in 6 Months. Trialist

    Joined:
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    When i use this feature, the art simply appears broken. It's ok on the SonLVL, but when i build the game, all the custom imported art that should be there, simply appears broken on the game.
    Update: New BG for Spring Yard:
    In-Game:
    [​IMG]

    SonLVL View:
    [​IMG]
    (Yes, these lines glow. And that thing on the bottom is water.)
    Now i don't have any ideas for the foreground art and i probably will let stay the same, but soon i will probably be showing Star Light Zone.
     
    Last edited: Jun 23, 2017
  7. TheStoneBanana

    TheStoneBanana The Bananaman Member

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    When someone is critiquing your work, I don't think it's the best idea to be telling them that their standards are too high. They just want to help you improve what you do, no matter how good YOU think it is.
     
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  8. KaikeKTH

    KaikeKTH See you in 6 Months. Trialist

    Joined:
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    Location:
    Anywhere City, Land of Ooo.
    And to think that Unlimited Trees started all of this...

    Oh, how cute.
    But it's true. I Draw bad. Take a look at Bio Hell Zone from Kaizo Sonic, that art is ugly as hell.
    (Quick Edit: (Of course that) This SS isn't from Kaizo Sonic, this is from S1: Good Future Editions.)

    Edit:
    My intention wasn't to be rude, it was just my way to say "Thank You". Sorry if you thought that i was being sarcastic.



    Bio Hell Zone is a Level from my hack, Kaizo Sonic. I Think that that level has the worst art that i ever made. I Tried to make a mutant culture there, and i ended up failing miserably. That was my first hack, so please, don't judge it.
    Take a look at the level here:

    This is what i'm doing. If it wasn't for them, i wouldn't make a new BG for SYZ, thinking that it was alright.
    [​IMG]
     
    Last edited: Jun 24, 2017
  9. TheStoneBanana

    TheStoneBanana The Bananaman Member

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    Excuse me?
    From one user to another, I was trying to give you legitimate advice on how to be able to take critique better and improve. I'm not sure what about it warranted your response, which I find pretty rude might I add, but whatever.

    Okay? So what's this then?
    Is it bad, or is it not?
    Additionally, once again, no matter how you feel, you should be taking what others say into consideration about your work rather than disregarding them because you think they've set the bar too high for you.
     
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  10. LuigiXHero

    LuigiXHero Well-Known Member Member

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    I may be overstepping a bit but can you take it to PM? I'm all for everything being out in the open but it's getting pretty off topic.
     
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  11. AkumaYin

    AkumaYin ベーパー Member

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    This hack isn't terrible, per se, but it just barely feels like a start. The layout overall is only half-decent, with so many instances of shoddy object placement dragging it down. Most of the modified art is scrappy, incoherent, and just lacks polish. I have absolutely nothing against the individual creators of the music, but the ports feel rather bland and unambitious. That, and they don't fit too well; they "work", yes, but they fail to effectively create atmospheres for the zones and the hack overall... they're just there, nothing else. For the palettes... meh... they're not quite "good" (barring GHZ, as it's barely had its palette changed at all), but I've seen so much worse.

    I don't want to discourage you from working further on this. It has potential to be pretty, but needs a lot more polish before it can come even close to being so.
     
  12. LazloPsylus

    LazloPsylus A Certain Scientific Railgun The Railgun

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    I've trashed some posts, and almost trashed some more, but I think some stuff can be learned from this.

    KaikeKTH, you post it, it will be judged. That is the nature of putting anything out into the public eye. It will be judged, and it will be criticized. Don't run from it, or discourage it, or tell people not to do *exactly what they're supposed to do* in this situation. The idea of posting in public is to show off what you've created, in all its angles. The good, the bad, and the ugly. It's how you learn what you're doing right, what you're doing wrong, and an idea of how to improve your craft and make something better next time. Nothing is perfect. Never can be, never will be. The goal is to improve and learn. Don't shy away from the criticism; embrace it. Don't be offended by pointing out the faults; learn from them. The heart of this community has been from self-discovery, learning, and building off the foundations of one another's work. Utilize it, don't shun it.

    For the rest of you who have been sharp, I get that you may be frustrated by being ignored. Making a loud fuss about it isn't the way to do it, though. If someone's throwing away their opportunities for learning, try positively to steer them back to the right direction, and if they continue to fight, just let them flounder. Don't resort to fueling negativity. It doesn't help yourself or anyone else.

    To quote an old friend, keep it classy.
     
  13. KaikeKTH

    KaikeKTH See you in 6 Months. Trialist

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    Well, thank you. This is my first "Non-Kaizo" hack, and some critiques/judges are ok for me, i already expected them. They helped me to improve the hack, and if it wasn't for Pineapple and Unlimited Trees, i probably would thought that the SYZ Background and some other things(Like the Spikes on the Act 2 Start) were fine. And maybe i should get some beta testers for my hack, so they can help me to say if the hack is good or not. Also, this is my last post before entering on the Prospect group, and i'm glad to use it with you, because you showed me some things that i never seen before. I Hope to be accepted as a member here, i still have a lot to share and learn on this community. I like this place.


    My intention wasn't to be rude, it was just my way to say "Thank You". Sorry if you thought that i was being sarcastic.

    Bio Hell Zone is a level from my previous hack, Kaizo Sonic (That i will probably show here someday). I Think that that level has the worst art that i ever made. I tried to make a mutant culture there, and i ended up failing miserably. Compared to other zones on the hack(Except for Red Light), Like Gold and Cyber City, Bio Hell Zone looks like an WIP zone.
    Take a look at the level here, take your own conclusions about the art:

    Like i said there, this is what i'm doing. If it wasn't for them, i wouldn't make a new BG for SYZ, thinking that the old one was alright. And in my opinion, that BG is much better than the old one. :v
    QuickEdit: lol i still have one post left :v
     
  14. Misinko

    Misinko YOU FOOLS! YOU MESSED WITH THE NATURAL ORDER! Staff

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    So after playing this thing, first major thought is that the Spindash is way overpowered, and probably needs to be toned down some. As well as have a proper sound implemented from it.

    Outside of that, nothing super major sticks out as "bad" to me, but then again, you've gone a pretty inoffensive route for this thing as a whole. Trying to make a hack built around "Good Future" versions of the level is good in theory to get your feet wet in terms of learning the ins and outs of Sonic design philosophy, but you also run into the issue of making your hack painfully average in the process. Nothing really stands out to me because it's mainly slightly tweaked versions of stages I've played through dozens of times at this point. For instance, your level designs aren't bad, but that's because they're rooted in something that was already "good". Your art changes also aren't bad, but a majority of them are recolors of art that was already "good". Your remixes aren't bad, but again, they're already rooted in something "good".

    That's not to say there aren't issues with all of these things, because there are. Object placement in particular (as I see has been pointed out a couple of times in the thread) often leads to annoying pauses or oddities within the level that either break flow, or cause players to scratch their heads in confusion. There's also segments where multiple objects manage to overlap each other, which is just unsightly to look at. In terms of graphical design, your background for GHZ looks broken, as the added pieces appear to create a divide between the lake and the waterfall behind it. The overall changes you made to Spring Yard Zone don't really elicit a "Good Future" vibe, especially in your use of Caterkillers. A good future should have less Badniks, not more. I'd make the color palette brighter, and the music a bit lighter.

    Speaking of music, it's not really good, nor bad. I do feel there's not enough going on, and it feels rather empty. Your Star Light remix tho, does contribute to that mood feeling I was talking about earlier.

    What else can I really say that hasn't been said before? 'S not a bad hack, but it's pretty painfully average. Hopefully you can spruce things up some with your next release, or your next hack. Whichever one comes first.
     
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