Sonic - Code C.E. (My 1st hack!)

Discussion in 'Showroom Archive' started by ianmlp, Mar 18, 2014.

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  1. ianmlp

    ianmlp Newcomer Trialist

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    Hello everyone this is my first hack I've ever made! I've been using disassemblies and other utilities I've found to make this so I hope you enjoy

    Current Version:   Beta v0.1.1

    https://www.mediafire.com/?lp5by2lrh21ab8t   <--- Download


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    Now, this is still an early beta! So if you see a glitch or something wrong, please PM me or post on this topic! (Remember, this is my first hack so it will not be perfect.)
     
    Last edited by a moderator: Mar 19, 2014
  2. MarkeyJester

    MarkeyJester ♡ ! Member

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    I found this very difficult to play.

    Kept running into enemies I couldn't see, and falling through walls I thought were solid =I

    The colours aren't bad though.
     
  3. FFuser

    FFuser a.k.a Darklight Member

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    Yeah, it would be good to place some wall barriers on certain walls, so you don't get flung to your death unexpectedly.

    One thing I noticed in some hacks that I think is aesthetically off-putting is using the moving spikes in GHZ. I personally think they're just better suited for zones where you can hide them behind something, so they're not floating in the foreground. Gameplay-wise the half-pipe section with the moving spikes is extremely tedious to get out of.

    I like the Sonic sprite, color scheme and ported STH4 song, but the layouts could use some tweaking for a better flow in gameplay. My 2 cents.
     
  4. SpirituInsanum

    SpirituInsanum Well-Known Member Member

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    Aside from what's been said, if you hold down at the beginning and let Sonic go back to the S tunnel twice, the second time he'll be stuck in the spring.

    Also, you should have something above the S tunnel at the beginning, because it's easy to go there (bounce on the shield monitor for example).
     
  5. M.N.K.

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

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    Just had a go at this for a bit. Like most of everyone here said, it was pretty difficult to play with no wall barriers and even some of the object placements as well seemed a bit stange. I will say though that I see what you have in mind in terms of your level layouts and is a decent start at least. Overall so far some tweaks here and there to be done.
     
  6. ianmlp

    ianmlp Newcomer Trialist

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    I've tooken your suggestions and I've made an update. THE LINK IN THE TOP POST IS NOW UPDATED FOR V.0.1.1.


    This update fixes some of the problems with the hack so far. And a new level, Radical Ruins Act 1 which is after Hidden Hills. Hope you enjoy.
     
  7. FFuser

    FFuser a.k.a Darklight Member

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    The barriers still need to be adjusted a bit as there are spaces you can slip in between and still die. Also right after the S tunnel in HHZ act 3, I think there should be barriers there so you can't turn around and go through the wall into the bottomless pit. I know this is not a common choice for most players, but still be conscious of things like this when you're designing the levels.

    -Some of the checkpoint starposts are already active before you get to them, meaning you can't use them. I believe to fix this you need to adjust the subtypes of each starpost in order of their appearance.

    As for the new act: The (underground) background is way too red making it difficult to see the foreground. I actually have a similar palette for this zone, but I made sure to have enough contrast between the foreground and BG as to hopefully not make it hard to get through visually. I think this could also affect players with colorblindness, but I'm not 100% on that.

    -At the end of the level for this act, the signpost is placed one block before the level ends, so not only does it look wrong graphically, but when you pass it... Sonic wont leave the edge of the screen. Moving the sign over to the next block should fix this quickly.

    I suggest to take your time with this stuff and playtest through them when you make the changes, so it can be as clean as possible with not as many issues to correct before releasing.
     
    Last edited by a moderator: Mar 19, 2014
  8. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

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    Question for ya. Why are you so in a hurry to release this hack and for people to play this? I don't mean to be blunt, but this hack is horrible. Many of the reasons are already stated, so repeating them would be just beating a dead horse. The main issue is that your hack is untested, unpolished, and most of, barely enjoyable.

    Given that, let's discuss a few things, namely the keys of making a good hack. Let me list them down first, and then explain them.

    1. Playability                 <-----------

                                                         |--------- These two categories are intertwined. I can't decide which is more important, so I've listed them as both number one in importance.

    1. Logical Design         <------------  

    2. Presentation

    3. Replayability

    1. Playability - The most important thing about anything, hack or not, is playability. What is playability? Playability is the ability to play, whatever is the subject in question, in this case: your hack, in a way that is enjoyable. Bottom line, your hack has to be playable. That is literally the only way I can explain it. If I can't figure out how to get to point A to point B, that is an issue, whether it is because of bad level design, or poor controls. In your case, poor controls aren't an issue, as this is a Sonic 1 hack, thus you don't have to worry about it, so it is obviously the latter, which leads to the next point.

    1(a). Logical Design - In my personal opinion, this is the most important point, but some may argue, whatever. In order to understand logical design, there is two things you must learn,

    logical level design, flow. There are differences between the two.

     A. Logical Level Design- A fairly easy concept to understand. In any platform game, the objective is to go from Point A to Point B. Given that, your levels should reflect that. There should be paths that lead to the end. Along with it, the paths shouldn't become entirely impossible to backtrack, as explorations is key to finding goodies. If it becomes difficult for the player to go back, the incentive to explore is gone. There should always be more than one path to go between points. A level should never have only one path to the end, as it is not only short sighted, but bland. Mario levels technically have only way to get to the end, bearing in mind Shortcuts via tubes don't count. Though it works in Mario, as finding the pipe that possibly houses your alternate way to the end is a challenge on it's own, it doesn't work in Sonic. Sonic doesn't warp to different parts of the level unless it is part of some kind of gimmick, and usually only because it leads to another path TO the end, not just a path this is right outside the goal. Given that, Sonic games have multiple paths, as it encourages exploration, and teaches the player different ways to the end, and possibly better ways to perfect their game.

    Another key point would be object/Ring placement. Springs should be used to lead to either an alternate path, or as a means to find goodies. Springs can be used to impede a player's progress, but  shouldn't be used all the time in such a dishonest manner, as it can desensitize a player into not using them and ignoring them unless it is bluntly obvious. Another thing, springs need to be associated with something in the foreground. Having a random spring floating around in the air isn't good, as it shows you have no idea how to control your level. Instead of finding creative, or using cranial power, you left springs in the air. Why? If you put it in a tree, that'd be nice, as the player would have to figure out which tree. Moving and or stationary platforms are placed in decent spots. Nothing to go home and rave about, but it's not bad considering the level layout.

    B. Flow - My favorite topic. As explained, the point of Logical design is to go from Point A to Point B. Now, in lots of new hacks, the creator understands that concept, but flow is a completely different animal. Remember that example I used about Mario? Yep, that is a horrible example of flow. Mario games flow like molasses.  What does that mean? That means the level design is pretty piss easy, but flow, no. You the player have to search every pipe to find an alternate exit, or another place to gather more goodies such as coins, 1ups, ect. In the case of Sonic, multiple paths are around, so the need for a separate room is moot. Given that, the way flow works is simple. If the player has to actually stop and think about how to finish the level, then it isn't flowing. If the player has to stop because the level just makes you stop, it isn't good flow. A random wall where it wasn't indicated there would be one, a level where you have a path that leads to imminent death, ect; that's bad flow. 

    2. Presentation - Along with having comprehensive controls, and good design logic, then you should be able to come up with something with presentation. Presentation is as it sounds, how you've presented your hack. Is the hack polished? Is the aesthetics good? Does  it look appealing at first glance, ect. That's why having good art and palettes are imperative, otherwise people will just ignore a potential gem as a headache.

    3. Replayability - This is important, but not as much as the others. Your hack should make people want to come back to it. If your hack doesn't hold the appeal of the audience, your hack ain't a Mona Lisa. This should be your indicator of how well you made your hack. If people come back to it. Because downloading it means nothing. If people don't play past the first act, it doesn't matter. I told somebody their hack "was a piece of shit and I can't play past the first act because it was a mess." Author's response? "Just play past the first Act, it gets better after." No. If you can't capture the attention of the audience within the first 30 seconds, you've lost. Doesn't matter if it give you a $1.M later on, because people want to see something immediately.

    All in All, good shot for a beginner. Hopefully this helps you in your hack production. As a side note, don't release something this early. Literally nothing good will be said about your hack at this point in time. All you're doing is hurting yourself and putting a time table onto something that needs patience and time, not production dates.
     
  9. ProfessorRenderer

    ProfessorRenderer Certified Bear Scientist Member

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    OK, I'm trying not to be mean to you since you are a new hacker, but, this version of the game isn't that good at all. The palette is passable, the music is somewhat passable, I can understand that you went for Splash Hill 1 from Sonic 4 Episode 1, but the instruments seem a tad duller, and for another thing, what I call the "spring parkour" in the first act of Hidden Hills seem a little harsh for first-time players like me. I actually saw enemies that MarkeyJester said he couldn't see, because whenever I get to a new part of any Sonic game or play a new (or any) Sonic hack, I take my time trying to make sure I don't hit any enemies at all. Another gripe I had with this is that at the first bridge of the game, in Hidden Hills 1, I thought that the invincibility monitor was a spring, and as soon as I got it, I was like, "OK, Why did you have to put a invincibility box near a death pit?" Again, I'm not trying to be really mean to you, but, I'd recommend you take your time when it comes to level design, because I'd think the level design is a little off. As FFuser stated before, I found a wall in Hidden Hills 2 that is a tad off, and I couldn't get out, so it basically was a trap, so, I purposely died. And keep in mind I had only 1 life left after the purposed death. I think you'd need a little more effort into hacks before you show it out to the world. Thank you for your time reading this long post.

    -JacobHacksSonic
     
  10. warr1or2

    warr1or2 I AM CLG Member

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    Level Layout to me seemed a bit off. Did i see a trap there?


    Title screen sonic was through the logo if you know what i mean.


    the invincibility monitor at the beginning, JacobHacksSonic i thought the same thing, maybe one of them "hit it and back to land" layout instead of a usual spring underneath is what he's going for.


    i first checked for a spindash. noticed there ain't no spindash. first breakable wall looked wonky, and was almost hard to break as enough speed is needed to break it.


    IanMLP don't rush to release your hack. I'm taking my time with mine seeing as i'm running into errors with mine. Make sure everything looks good enough, and no errors.
     
  11. ProfessorRenderer

    ProfessorRenderer Certified Bear Scientist Member

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    You can say that again. T_T
     
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