Sonic Mildness

Discussion in 'Showroom Archive' started by Solar, Aug 2, 2014.

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  1. Solar

    Solar What? Member

    Joined:
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    Greetings to all, now is the time. I grant you this hack. ​



    Will not heavily describe hack, I think you will understand what is what. :)
    Download ​
    https://www.dropbox.com/s/esjkwgguaokvk8f/Sonic%20Mildness%2001.08.2014.bin

    Hack has some serious bugs that will prevent you to pass some levels. :(
    1)Bug infinite calculation points in SBZ2​
    2)In LZ after passing save, HUD flies away and never return.​
    Idea:
    Solaryen Eylinor (Solar)
     ​
    Graphics and pallet​
    Solaryen Eylinor (Solar)
     ​
    Programme changes​
    Vladikcomper
    VladislavSavvateev
    Mr. Cat
     ​
    Music​
    Ivan Yo
    S_T_D
     ​
    Level:
    Dr_Robotnik
    Solareyn Eylinor
     ​
    Beta Test
    Bully the Bull
     ​
    Special Thanks:
    Vladikcomper (Programme changes)
    Valentin the Fox 
    Forum Sonic CIS
    SSRG
    Sonc Scanf
    Sonic Retro
     
    Last edited by a moderator: Aug 2, 2014
  2. TheStoneBanana

    TheStoneBanana banana Member

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    Location:
    The Milky Way Galaxy
    EDIT: Nevermind. The link was fixed. Trash, please!
     
    Last edited by a moderator: Aug 2, 2014
  3. Guest

    Would have at least thought someone would have posted something about this by now. Guess I will then. So after doing a partially full playthrough of this, I must say that this is the first sonic hack in a while that has had me hooked for more. The level arts and layouts are great and your music choices are just awesome. Also liked the custom boss on the 3rd act of Palm Island Zone, as well as the one on egg base zone. Also my main reason for saying that my playthrough of this was partial was due the fact that I ran into a bug on the 2nd act of Central Chaos Zone where the results keep replaying itself and eventually made me stop playing. Along with this, there were also instances where the HUD would just disappear in certain levels. Overall aside from the bugs I found, I really enjoyed playing this.


    Edit: didn't notice that you already posted the bugs. Excuse me for that.
     
    Last edited: Aug 4, 2014
  4. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    For a first impression, I'm really impressed! I had trouble finding things that were wrong with this hack. Here are my thoughts playing through (levels are played in the order of the level select)

    General:

    The sega screen is cool!

    The continue system is pretty neat as well.

    Your credits screen shows garbled sprites.

    Now, for the level reviews!

    Palm Island:

    I really love this level. It's very fun to go through, and is as easy as a first level should be, but it's still challenging at times too. My only real issues are that it has way too many dick moves (all in the form of hidden robotnik monitors), and the boss, while cute, is way too hard for the first boss (despite the invincibility and shield monitors, I burned all my lives here, and had to use level select)

    Special Stages:

    Unchanged, and Identical to Vanilla Sonic 1. I hope you have big plans for these...

    I'll play the rest of the hack when I have the time, and get back on the rest of the levels when I do.
     
  5. LooneyDude

    LooneyDude Back after a long absence! Member

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    Beauty...pure beauty.

    Okay, I'll go more in-depth.

    You truly took your time before you released this, and I praise you. Whether it's the amazing new graphics, that glorious music, the new gimmicks, or fun level design, I've enjoyed myself through almost every single second.

    Now, a few very minor nitpicks, but those Eggman monitors do tend to get bothersome once in a while, and the spike pits could be less common, but those are the only things that bugged me. With a hack like this, I'm suprised you're only in possession of more chaos emeralds. Kudos to you, and I'll be on the lookout for more updates.
     
  6. AsuharaMoon

    AsuharaMoon kakyoin did you lay this egg Member

    Joined:
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    Seriously, this hack charm me. The level design of GHZ and SYZ are the most originals I've seen so far, and the new bosses are excellent. In fact, I prefer this version of Silver Sonic's battle more than the original.

    By the way, I found some minor bugs, for example:

    *After spending the credits, and go back to playing, HUD does not appear; unless you touch one Lamppost, there does appear.

    *When the results appear, and you're walking, Sonic's sprites disappears; and when you stand, re-appears.

    [​IMG]

    *I think you forgot a block of the palmtree in this chunk? ... =P

    *In MZ1, there's two lampposts who haves the same order number.

    And I think that's all.

     
     
  7. amphobius

    amphobius spreader of the pink text Member

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    I've been playing this on-and-off on my phone for the last few days. This is great and a lot more people should be posting in here! I'm enjoying this a lot more the more I play it. Whilst there's a lot of unfair and artificial difficulty in many places, I think it's very solid for where it is right now. The level art is all fantastic and the original level designs are very much enjoyable after getting used to them... which is unfortunate, since I'd rather be able to enjoy it right away.

    I think one of the things you might want to consider is making Eggman monitors a lot more sparse - put them in obvious areas, but not in areas that are going to punish the player blindly. Similarly, there's a lot of places where spikes make it very difficult to navigate the level (particularly in one level, there was a part where spikes and an Eggman monitor were together, making it very difficult to make it past without getting hurt). But overall this seems great so far, definitely keep it up.

    (Music is fab, too! :) )
     
    Last edited by a moderator: Aug 9, 2014
  8. KingofHarts

    KingofHarts Well-Known Member Member

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    I've watched the video, and it has me intrigued. I look forward to playing this after work today.
     
  9. TheInvisibleSun

    TheInvisibleSun Visible Member

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    This hack is gorgeous; the art, intriguing layouts (especially Egg Blaster), and music generate a beautiful atmosphere. I take it that you are making new bosses for MZ and SLZ? If so, I can't wait to see what you do with them, since you've done well with the GHZ and SYZ bosses.

    However, I will echo that the placement of the Robotnik monitors start to become frustrating after a while (especially in those speedy moments where it's easy to break a monitor before seeing the contents).

    EDIT: Also, you should change the platforms in Palm Paradise to match the rest of the art (though I'm sure this is on your list of thing to do).

    Nahhhh its not too hard with a little patience. It took me a couple tries to beat it. 
     
    Last edited by a moderator: Aug 10, 2014
  10. redhotsonic

    redhotsonic Also known as RHS Member

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    Had a quick go, seeming as Windows 8.1 hates the emulator of my choice making me not allowed to use savestates, I had a 3rd go at the boss then my emulator closed down. Not your fault, just explaining why I only had a quick go. So my very first quick review is going on your first level.

    New art is quite nice. Sometimes the simplest of changes are the nicest. And got some nice palettes too. I like it. I like the new object, the swinging ball. At first, I thought you could jump on it, but I should of realised it was going to hurt like it does in the original boss. But meh. The fact you've made different alterations of them like long/short fast/slow, rather than being lazy and just making one version of it and sticking a few here and there, good work.

    You've got some monitors that are nicely tucked away at dead ends, while I think that tihs is a great idea, it should of been a better monitor. I had to jump up two ledges, over some spikes, just to get a 10-ring monitor. If it was a sheild, invincibility or a 1-up, it would of felt more rewarding. But that's me being nit-picky. The level layout has got some fast paced action in it, as well as different paths to different rewards. Some places felt a little cramped with too many objects/badniks/spikes, but that's just me.

    Music is not bad at all, I rather like the boss music too. The music is not too heavy and you haven't gone overboard on it. Just, staying simple again. Not lazy, but simple, and I like it.

    I did find there were too many Eggman monitors around at times, and too many spikes at times too, for a first level, but at least I didn't find any death pits, so that's a plus. The boss is a neat idea and seems to flow well, but why aren't the badniks destroyable? They should be, and then maybe Eggman could summon more once destroyed? This would of made the first boss easier, as I did find it a little tough. I got to my last life on him, thought I'd savestate it this time, then Windows decided "NOPE" and closed on me, lol.

    One thing that got annoying rather quick, is the spindash. As soon as I pressed down, the screen moved. You need to implement the timer from Sinic 2 before making the screen move, then I'd be happy.

    All in all, I did enjoy it, and when I get more time within the next few days, I will definitely be giving this a better go, on my phone so I can actually save-state! I can see this hack going far. Just take your time, don't be like everyone else, feeling you need to release an update every week. Release it once you feel it's ready.
     
  11. FFuser

    FFuser a.k.a Darklight Member

    Joined:
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    I played through it. I like that it's challenging and the interesting new boss setups. However, there's some object placement that I STRONGLY DISAGREE with in terms of punishing the player. For instance, in MZ there are some areas where you break a ring monitor, but behind the monitor is a spring that will bounce you right into getting hurt by lava or an enemy. Rings are your friend and they should never lead you to direct harm.

    People have already mentioned the excessive Robotnik monitor placement, but also I think there shouldn't ever be a speed section where you can start to roll and then along the way you end up breaking a Robotnik monitor. Why punish the player for trying to go fast in a Sonic game? As a general rule I try to follow: if you can't see the hazard far enough ahead that you have time to slow down and avoid it, then it shouldn't be there (unless maybe you provide the player with an invincibility power-up right before the hazardous section and plenty of time to get through it before the invincibility runs out).

    That's my only gripe with the particular design as it kills the pace/flow when the player can't reasonably avoid what's ahead going into the game blind.

    -One issue/bug I noticed is the object disappearing/reappearing thing going on in SBZ. I guess it's coming up more common in other hacks than I initially thought and not just mine.

    -The HUD that goes away after hitting a checkpoint in LZ actually came back eventually in SLZ after hitting another checkpoint. Maybe that info can help to track down the root of the problem.

    -I really like your stage art and hope eventually I can get into making stuff like that (got cold feet, would feel more comfortable following a tutorial of some sort from an expert). I'll look forward to it if you do an update.
     
  12. Solar

    Solar What? Member

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    Okay...
     

    I think that the new bosses in other areas is expected.
    New details will be in September. :)

    And one more thing...

    The project is now owned by another man, he decides to look like levels and bosses...~
     
    Last edited by a moderator: Aug 13, 2014
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