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Kitchen-Sink

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Kitchen-Sink last won the day on October 3 2011

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About Kitchen-Sink

  • Birthday 05/08/1994

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    kitchensink1994

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    Sleeping, video games, wasting time on the Internet, hanging with friends

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  1. vexer, I've absolutely got to commend you for continuing to release new updates to Sonic Axiom! The game just keeps getting better and better with each new revision, and I know you're working extremely hard behind the scenes to provide the best experience possible! I don't know if I've ever thanked you properly for making this amazing game, but seriously, I thank you very much for putting hours upon hours into making this amazing spiritual succesor to the original Genesis classics! I've played this game so much, I know it like the back of my hand. I know you're probably running out of steam from constantly releasing a new update, only to find more bugs, and reuploading a newer update, but I just wanted to let you know that I appreciate everything that you do with this game! Well, I did find a few more bugs in this version. I was happy to finally see some of the more prolonged glitches fixed, such as Knuckles not being able to transform in Mineral Mine, and the end-of-level bug in Sandy Sinkhole, Act 2. Well, without further ado, here are the bugs I have found: If I find more, I'll be sure to update this post! EDIT: Here's an interesting one I found. EDIT 2: Here are two other things I've found: EDIT 3: EDIT 4:
  2. Hey, guys! In case you didn’t know, another update to Sonic Axiom was silently released a few days ago. Well, I played through it, and once again, I loved every bit of it, and discovered more glitches, as usual. I love the addition of the ability to call Tails to you, similar to the recently released Sonic the Hedgehog 4: Episode II. Although, my only gripe with it is how it is assigned to the “S” key. Even when you are using a gamepad, you have to press “S” on the keyboard to call Tails to you. It would be better for it to be assigned to one of the four main buttons you can configure (for example, Buttons 3 or 4). I hope you take this into consideration, vexer. Okay, here are the glitches I found. There are a few big ones in this list, as well as repeats that haven’t been fixed. EDIT: I found a few more as I played through the game. Some may be repeats.
  3. I just did a quick runthrough of the Sandy Sinkhole Zone as Tails. The results screen came up for me after I defeated the boss and functioned correctly. Perhaps you were playing an older release? WOW! 1,000 Internets?!
  4. I, personally, don't mind the game's 139MB size. I like how everything is together in one convenient application, without multiple folders and other files that bloat other games. I'd download the game even if it was 500MB, because it's so fun! Besides, the music in this game is amazing, and a decrease in quality AT ALL would be a terrible thing. Okay, now on to the game itself. This release was definitely a lot more playable than the previous two releases because there weren't as many major bugs that stood in the way of finishing the game. However, there are some gamebreaking bugs that exist in this version too, but there are fewer than the previous version. EDIT 1 (5/15/2012): I found another glitch in the latest two-player release of Sonic Axiom. EDIT 2: (5/17/2012): Vexer, Sonic, Tails, and Knuckles can't spin-dash AT ALL in the latest release! I have tried in several zones, but nothing will happen if you press down + Button 1. All of the characters can roll on the ground by pressing down while moving, but cannot spin-dash. Solo or with Tails, no character can spin-dash, not even Tails as a partner. This must be fixed! Oops, well, maybe this was a one time thing. I can can spin-dash just fine using my keyboard and Xbox 360 Controller for Windows. :3 EDIT 3: (5/22/2012): Steel Station Act 2 runs really slowly as Knuckles and Tails together. I haven't checked to see if it does this as any other character combinations. This is a strange one. Nevermind, this was a one-time one too. Perhaps, it was my laptop that day. ;P EDIT 4: (5/26/2012): Well, I see you've uploaded a newer version with some bugfixes. I'm downloading it now, and will create a new post detailing any new glitches I find.
  5. Jwiwo is right! As soon as you start the game, Steel Station Act 2 is loaded immediately. The Sonic Worlds screen nor the disclaimer are shown. After clearing the stage, the Sonic Worlds and Disclaimer screens appear, and the game flows normally. However, Steel Station Act 2 is skipped after clearing Act 1, and you are thrown straight into Act 3. Another thing that occurs during the game, as Jwiwo mentioned, happens when you teleport into a Bonus Zone in Steel Station Act 2. After you clear the Bonus Zone, you are dumped into the end of Steel Station Act 3 (with a magical score of 430 points) near the flower generator. After you break the flower generator and clear the stage, you are taken to Riptide Relic Act 1, and presumably, the game flows as normal. I haven't tried the star posts in any other Zones to see if they do the same thing. Also, regarding Tails, I am so happy to finally have him follow Sonic and Knuckles! It was a fun playthrough, but I feel he respawns WAY too often. I did read that you made him do this on purpose because of the game slowing down tremendously if he is off the screen for too long. Not a bad sacrifice, then. Here are more bugs I have found while playing through the game again. Some of them I may list again from my previous list from the last release because they still have not been fixed. There are some pretty major, gamebreaking bugs in this list. Again, if you wish to not be spoiled, do not read past this sentence.
  6. Wow! Vexer may have removed the file. In that case, we can maybe expect another release soon. I downloaded the latest release, so if anybody would like it, I can provide a download link. I think it may be best to wait for the next release, because I did report that new the two-player mode implemented did not work at all.
  7. Sweet! Another version of Sonic Axiom was released! I've been playing the game non-stop for hours today! I love the new level details and design changes, as well as the new character sprites and music! You've done such an awesome job, Vexer! I couldn't help but smile when I saw my name in the credits. I am happy to have been able to contribute to such an amazing project! For the next version you release, could you upload it to a different file sharing website? Rapidshare significantly decreased the speed of their downloads when MegaUpload closed down to drive away pirates. It took a grueling hour to download, when it should have taken around 3-5 minutes on my Internet connection. I found more bugs in the game. Beware, if you have not ever played Sonic Axiom and wish to not be spoiled, you may not want to read past this sentence.
  8. I found a few more bugs in the newest version. - There's no sound effect for moving from a save file (after beating the game and selecting a zone) by pressing "Up." There is for pressing "Down," however. - When you attempt to delete Sonic’s save file, the confirmation message will appear, and then disappear, and you cannot choose whether to delete it or not. - During the credits, a few spelling errors are present: “Robotnick Sprites” should be “Robotnik Sprites,” “DJ Pretzee” should be “DJ Pretzel,” and “Machine Mayham” should be “Machine Mayhem.” - This badnik from Mineral Mine Act 2 pictured in the screenshot does not move and frantically changes direction from left to right in this one spot. EDIT: Every one of these badniks do this in Mineral Mine Act 2. - Super Knuckles still does not perform his high-speed run correctly in Mineral Mine Act 2. It still has another animation mixed in with it, similar to the glitch with Super Tails’ waiting animation (which is described later in this post), and is non-existent in Act 1. Here is a screenshot if it: - In the Glacial Galaxy Zone, the wrong death sound plays, as well as the sound when you get hit with a shield over you. It plays the death sound from the original Sonic the Hedgehog when those two things occur, instead of being consistent with the rest of the game, which has the “attacked by spikes” sound played when hit with a shield over you, and the Sonic Advance series death sound when you die. - When you hit the machines that spray ice in the Glacial Galaxy Zone as any character in their super form, it does not turn gray and break when you hit it, and instead stays the same way it does before you hit it. Here’s a screenshot where it has already been hit: - In Machine Mayhem Act 3, by charging a powerful Spin Dash or Peel-Out and jumping over the battle arena, you can actually skip the Metal Sonic fight. However, the regular boss music will play for the rest of the stage. Not even the final boss music will cue. - When getting crushed by the spiked crushers in the Molten Meltdown Zone, you still lose rings while the character’s dying sprite moves off the screen, similar to a Dimps-created Sonic game. - About the Molten Meltdown Act 3 Flower Generator glitch, it is fixed as Sonic, but Tails and Knuckles still disappear after hitting the generator and reappear when doing their level clear animation. - Super Tails’ waiting animation is choppy and glitchy. It has the sprites of his original waiting animation, as well as his newer one mixed together. - Super Tails’ falling animation is choppy. The sprite will be high, and then it will sink lower. A good place to witness this is by using the transporters in the Glacial Galaxy Zone. - Super Knuckles has a smaller, shorter, and different running animation than his original counterpart does. Here is a screenshot of it. He runs like this in every act. - Some enemies do not die when you run through them in your Super form, such as the spiked Technosqueek in Machine Mayhem. Check to make sure they do in each zone. - Super Tails’ Super Flickies sometimes do not hit enemies, such as the mosquitoes in Steel Station, the spiked tree badnik in Riptide Relic, and the ones in Machine Mayhem. Check to make sure they do in each zone. - The final star post in Steel Station Act 2 put me on a platform below the star post instead of right next to the star post after exiting a Special Stage. - This one was a bit strange, but I got hit by a flying enemy near the end of Glacial Galaxy Act 2, and one of the rings I dropped hit Sonic while he was doing his level clear animation, causing another Sonic to be created. I took a screenshot of this: - The character clone glitch still exists at the end of Sandy Sinkhole Acts 1 and 2. I know you said that you aren’t sure how this one is occurring, though. Here’s a picture from an older post to remind you of what it is. Again, to perform this one, simply jump after hitting the sign post in Sandy Sinkhole Acts 1 and 2 while the characters are doing their level clear animation. You can create an infinite amount of clones for as long as the score tallies. - This is probably me nitpicking about the smallest thing ever, please forgive me, but Sonic Axiom isn't spaced in its Window header. It's read as "SonicAxiom". EDIT: I have probably just found the most interesting thing ever in this game. I am not sure if this is intentional, but there are some left over debug materials by pressing certain keys. - Pressing "K" causes an explosion sound to be played for the rest of the act. It is VERY ear-grating. - Pressing "N" causes the screen to no longer scroll when moving left or right, preventing further exploration. If you move too far out of the screen, you'll die. - Pressing "J" will cause a shield to be formed around you. It's quite transparent, as it seems to behind objects in the background. When you walk through enemies and spikes, they do not harm you, cause the shield to become pink, and play a "clang" noise, just like the spiked tree badniks in Riptide Relic. I disabled everything by pressing a key, but I don't know which one did. :| - Pressing "Q" will turn your current character into a weirdly shaped, multi-colored object. Nothing is affected gameplay-wise, and you can play through the stage as normal. This one seems to happen in Steel Station and Machine Mayhem. EDIT 2: I've known this easter egg for awhile, but clicking the "W" on the Sonic Worlds logo makes a sound effect from Sonic Spinball play. What exactly does this do? EDIT 3: There is a broken pipe in Steel Station Act 2. It does not take you anywhere after you break it, and you can stand on it. I'm not standing on it in the screenshot, but that's where it is. And this is where it is supposed to take you. I had to backtrack to find its location. The wall next to the pipe is not solid, and you can walk inside of it, making the "pong" sound the pipe makes when you walk around in it. EDIT 4: You can move while the title card is on the screen at the beginning of Sandy Sinkhole Act 2. Also, the boss in Riptide Relic takes a long time to explode after defeating it. EDIT 5: Super Knuckles has a different animation compared to normal Knuckles when falling down the water slide (where the attacked animation plays) in the Riptide Relic Zone. Also, when you are in your super form underwater in Riptide Relic Act 1, the "ding" noise still plays and they can still use the air bubbles. However, they cannot drown. In Riptide Relic Act 2, this does not happen. EDIT 6: There is a misplaced tile object thing in Steel Station Act 1. The red box is over it in the screenshot. Also, this background object is misplaced in Neon Night Act 2. It is circled in the screenshot. I'd check every background object in each stage to make sure they're placed properly. For the most part, they are, but you never know. - Additonally, in the Steel Station Zone, you can actually run on the top of some of the bars you hang on. Here's a screenshot: - In the Riptide Relic Zone (Acts 1 and 2), Tails does not have a proper balancing animation when he is facing left. He runs in place instead of trying to balance himself. - The Crawl badnik in Neon Night Zone does not explode if it moves into you while you are spin dashing, as seen in the screenshot below: Additionally, as Knuckles, nothing happens when you glide through this enemy. In Knuckles in Sonic the Hedgehog 2, when Knuckles glides through a Crawl badnik, it explodes. Nothing happens here. - After losing a life or returning from a Special Stage, the timer resets to 0:00 at a Star Post instead of the time where you moved past it. If you are near the end of a stage, this can be used to get a cheap 50,000 time bonus. - When selecting a level after clearing the main game, when the "Select Level" picture with Sonic, Tails, and Knuckles is showing and you press "left," it does not move left to the Machine Mayhem picture, but it still makes the sound effect when you are cycling through the zones. - The clouds on the title screen do not loop properly after waiting for a couple of seconds. - In Machine Mayhem Act 2, some of the Electric boxes with Dr. Robotnik in the middle don't make the electrocution noise. I ran past two towards the middle of the stage that didn't make the sound effect. I'd check both acts to make sure they all do, but for the most part, they do. - At the end of Steel Station Act 1, there is a rhino badnik that moves through item boxes. Additionally, the flowers from the mosquito badniks do not land on the ground at all, and fall through the platforms. Also, Knuckles cannot glide through item boxes like he can in S3&K. Here is a screenshot: - At the very beginning of Coastal Causeway Act 1, if you look to the left of where you start, you can see a part of the platform that is not covered by grass. - In Neon Night Act 3, rings do not sparkle after you collect them. Check every level to make sure they do. - When you defeat some enemies, instead of bouncing off of them and staying in the air, you head straight towards the ground. An example of this is the enemies that hang on the ceiling in the Mineral Mine Zone. It is not limited to them, however. - There is no music credited for the file select theme. EDIT 7: As Tails in Riptide Relic Act 3, I decided to fly in the air to avoid the boss. However, when I flew into the upper right hand corner, Tails became stuck in his hit animation, and then died since I could not control him. Afterwards, the level did not restart, so Dr. Robotnik was just moving around. I believe something is hidden in the upper right hand corner that damages the player. Here is a screenshot after I died: Also, when taking the secret path in Act 3, there is no falling animation after bouncing from a spring. EDIT 8: I have discovered another glitch involving the spin dash/peel-out trail. When you are charging a spin dash or peel-out, and then get hit by something, the character will get hit like normally and move away, however, the trail will remain where you were charging it until you charge another one, making it disappear. Here are several instances of this: It can happen anywhere where you can get hurt while charging a spin dash or peel-out. Also, in Mineral Mine Zone and Glacial Galaxy Zone, when you are underwater, you cannot drown, there are not air bubbles, the "ding ding" sound while unerwater does not play, and the warning music does not play when the countdown starts.
  9. Thanks for explaining how to activate super transformation, vexer! I love how you added that, because sometimes, I want to explore the levels without having to transform as soon as I get 50 rings. Well, I found some bugs more in the newest version: - After the Sonic Worlds screen, it automatically throws you into Neon Night Act 3 as Sonic. After you beat it, then the disclaimer appears and the game plays like normal. But I ended up losing my save as Sonic, now with 0 Chaos Emeralds, and the last zone played was Steel Station! ;~; EDIT: Oh, I just started playing through the game normally: After Neon Night Act 2, it skips straight to Steel Station Act 1, so the level order is out of whack. - Also, there's no sound effect for moving from a save file (after beating the game and selecting a zone) by pressing "Up." There is for pressing "Down," however. - The arrow in the “No Save” slot still only appears when you press the “Z” key or the “Enter” key. It does not appear if you reconfigure Button 1 to a different key. - The music still restarts when you move away from a file while selecting a zone. - In Neon Night Act 2, if you hit one of those spheres that make a glass breaking sound effect, it will cause the background to move very strangely. The pillars in the background above the grass will start moving. - After hitting the flower generator at the end of Molten Meltdown Act 3, when the characters hit the ground, normally they start running and then do their level clear animation. However, they disappear when they are supposed to be running and then reappear doing their level clear animation. - When pulling the string in the Machine Mayhem as Super Tails, the string changes colors. - Super Knuckles has a very jerky falling animation. Additionally, he gets shorter when he runs at full speed. - Super Knuckles has a jerky running animation when he is at full speed (arms behind his back) in the Mineral Mine Zone (both acts). It looks like an animation of him sitting something down is mixed in with the animation. Here's a screen: - In Mineral Mine Act 1, when you hit the springs that normally make you hit the springs pictured as any character in their super form, they will fly through the springs (not even activating them) and through the top of the wall, getting stuck. You can't go out at all without a time over or restarting the game. Here's another screen: - The crushers in the Mineral Mine Zone do not cause you to lose a life you stand under them. They will simply cause you to go through them. However, they do crush you if you're on top of them. I've noticed crushers in other zones do this too, so make sure you check them all out. - The enemy in Glacial Galaxy that rolls on the ground and puffs ice does not die if you walk or run through it in your super form. The badnik with the pointed spike in Machine Mayhem only dies if you walk through it, not if you run through it. Check the enemies to make sure that they die when you walk through them in your super form. - During the credits, there's no music credited for the file select music, and for the Riptide Relic Zone, it says "Raffaello9 YouTube" instead of "Raffeallo9 of YouTube." - The floating badnik in Mineral Mine Act 2 still exists. I was exploring the level as Knuckles when I spotted it again in the same area as the screenshots in my previous post. It literally came out of thin air. :S
  10. Hi, guys. I downloaded the newest version of Sonic Axiom and decided to post some of the bugs I found, as well as some recommendations. If you haven't played through the game, I'd advise you not to read after this section, because most, if not all, of the bugs I list spoil the game in some way. - This is a somewhat major bug – it is nearly impossible to transform when you collect all seven of the chaos emeralds! I’ve tried to do it with all three characters, with more than 50 rings in nearly every zone, but they won’t transform AT ALL! Somehow, I managed to transform as Sonic in Steel Station, Act 1, but I was unable to move and the spin dash trail still remained. - The arrow in the “No Save” slot only appears when you press the “Z” key or the “Enter” key. However, if you reconfigure Button 1 (I like to change it to Spacebar), the arrow does not appear at all. - After clearing the game, returning to the file select menu, and selecting a character’s save to play, you are able to select any zone to play. However, if you press “Down” at Sonic’s slot, “Up” at Knuckles’ slot, and “Up” or “Down” at Tails’ slot while selecting a zone to play, you will leave their slot, and the file select music will restart. Depending on which direction you press, the cursor will either highlight “No Save” or “Delete” instead of the respective slot above or beneath. - If you highlight Sonic’s slot or the “No Save” slot, and press “Up” or highlight Knuckles’ slot or the “Delete” slot and press “Down,” the more times you press the respective direction, the more “ding” sound effects you will hear, and the more times you have to press that key to get above or below that slot. For example, if you highlight Sonic’s slot, and press “Up” six times, you will have to press “Down” six times in order to reach Tails’ slot below. - You can pause the game while the score tally is going down, as well as during the final cutscene, after defeating the final boss, and while getting a chaos emerald. There is a screen below to demonstrate this. - In Coastal Causeway Zone, Act 1, you start much further to the right. - At the end of Neon Night Zone, Act 3, after hitting the flower generator, the characters will remain in their spinning animation instead of performing their act clear animation. Here is a screenshot of this: - In the Neon Night Zone, after exiting the gimmick originally from Collision Chaos in Sonic CD that gives you points and then spits you out, sometimes while walking, you random “poof” up with the sound effect that plays when exiting accompanying it. - In Riptide Relic, Act 3, the boss only takes one hit to defeat. Additionally, while fighting it as Tails, I started to fly in order to attack it, but I missed, got hit, and ended up on the other side of the boss, thus breaking the boss barrier. Out of curiosity, I jumped back over the barrier (which then fixed itself back to normal), but I was unable to move at all, and ended up dying. Here’s a screen of this: - In Riptide Relic Zone, Act 1, towards the end, if you hit the switch pictured, it will still make the sound effect of the pillars rising, even if they have already disappeared. Here is a screenshot of it: - While Tails, sometimes after exiting a water tube and flying in Riptide Relic Zone, Tails will get stuck to the ceiling and will not be able to get down until he drowns, time expires, or he gets tired from flying. - In Mineral Mine, Act 1, Knuckles does not initiate his full speed run (arms behind his back), and instead does his balancing animation in place of it. (I’d check every stage to be sure he runs correctly.) Here's a screenshot: - In Mineral Mine, Act 2, there is a badnik that moves through mid-air and moves through walls, everything. I followed it, lol, and when it got to the left side of the stage, it changed direction and started going to the right. You can find here, on a path towards the top of the level: It's pretty weird, lol. - In the Glacial Galaxy Zone, if you hit an Ice Freezer on the side instead of in the middle, it will still break and become black, but it will still be able to shoot ice. Here’s a screenshot of this: - In Molten Meltdown, if you walk on top of this pipe, it will make the “psh” sound effect when you walk over a certain spot. Additionally, the characters do not walk on it properly. Here’s a screenshot of it: - In Molten Meltdown, Act 2, there is a badnik that walks through the spikes. Here’s a screenshot: - After defeating the boss, and then jumping to hit flower generator in Molten Meltdown, Act 3, the characters will disappear, and then reappear when doing their level clear animation. - Sometimes when you have 50 rings and then get hit, Star Posts still have Special Stage sparkles over them. Sometimes, when you have less than 50 rings (or even more than 50 at times), Star Posts have Special Stage sparkles above them before you even hit them. Here is a screenshot: - While charging a spin dash or peel-out, and the character ends up moving, like on a moving platform, the character sprite moves, but the dust stays in the same position. Here are several instances of this: - When you hit two of the same item box at the same time (like two 10-rings), you only get the effect of one. - During the credits, the “End of Act Theme” still lists the origin of the level clear theme from the original SAGE release of Sonic Axiom instead of the current end of act theme (in this case, Sonic CD [JP]) These aren’t bugs, but here are some suggestions for the game: - Add the required ring amount next to the rings you currently have in the Special Stage. Sometimes, I forget how many rings I need to have in a special stage, and the message at the beginning isn’t up for that long. - The Special Stage results screen plays the end-of-act tune from Sonic 1. Maybe you could change it to the current end-of-act jingle from the main game so that it is consistent. - The Sonic Worlds screen and the “Thank You for Playing” screen still have sprites from the older version instead of the newer shaded sprites. - This is a minor nitpick, but I think the music changes get worse and worse with each new release. In my opinion, I think you should change the end-of-act theme to the previous one (the remix of the one from S3&K) and the 1-Up jingle to the one from S&K, just like the previous release. Hearing the Sonic CD [JP] level clear song just doesn’t feel right. I'm really sorry for this post being very extensive, but I wanted to make sure vexer gets all of them.
  11. Yep, I reported that one a while back and it was fixed. The Super Knuckles one actually happens with each character in Sandy Sinkhole Zone Acts 1 and 2. This one still occurs even with the newest versions and has never been fixed. :S
  12. First of all, I am VERY sorry for bumping this thread more than a month after the last post. I know it is against the forum rules, but I have too much to say and editing my previous post doesn't do justice. Also, I don't have enough posts to PM Vexer personally. *ahem* Now that I have that out of the way, I definitely urge all of you to play the newst version of Sonic Axiom. Just scroll upwards and you shall find a link to Rapidshare containing a download of the latest version. The game has been refined so much. Not to give too much away, but if have haven't played the game since SAGE, you are in for a treat. Vexer, thank you so much for creating this gem of a game. I love how you take everyone's advice into consideration and use it improve your game by, although silently, releasing updated versions with bugfixes. I have played through the game once as Sonic, although I did not collect every Chaos Emerald. Here are some bugs that I encountered: - This is a VERY, VERY BIG one: The game DOES NOT SAVE WHATSOEVER. Additionally, the game does not recognize my older save files from the previous versions of the game. I got to Molten Meltdown as Knuckles, and decided to take a break. When I started playing again, I selected the file and it said that I had zero Chaos Emeralds and last played at Coastal Causeway, the same as when you start anew. So, to test this, I just played through the first zone as Tails, got to Neon Night Zone and restarted the game by pressing F2. I selected Tails' file, and sure enough, zero Chaos Emeralds and the last stage played was Coastal Causeway. This one MUST be fixed. - After defeating the boss in Riptide Relic Act 3 and it is exploding, if you jump into the boss (specifically the bottom), it can still harm you, causing you to lose rings or even die. Additionally, it took a very long time for it to stop exploding, and after it did, a completely different music track began playing. I don't know if you were planning on changing the music track for Riptide Relic Zone, but the original tune still plays in Acts 1 and 2, as well as before facing the boss. *edit* I realized that this was the music track before the current track for Riptide Relic Zone was placed, so the credits actually credit the wrong song. The current song for Riptide Relic Zone is NOT from the Fasto the Hedgehog 2 Soundtrack. - After defeating the boss and breaking the generator in Molten Meltdown Act 3, Sonic, Tails, or Knuckles do not perform their level clear animation, and instead, just stand in their idle pose. - When you collect 100 rings in Sandy Sinkhole Act 2, you do not gain an extra life and the 1-Up jingle does not play. I believe this still happens for 200, 300, etc. - After selecting "No Save" and choosing your character, you can press "Button 1" as much as you want, and the "ding" noise will still play. - When selecting "Delete" by pressing whichever key you assigned for Button 1 (z by default) and attempting to delete Sonic's save file, the "Yes" or "No" confirmation will remain hidden under the static. However, if you press left or right to switch between "Yes" and "No," the message will briefly appear and then disappear under the static once more. The save will still delete if you choose "Yes" and Tails and Knuckles' save games work perfectly fine. Again, this does not occur when you press Button 4 (enter by default) and only when you press Button 1. - When selecting "New Game" by pressing Button 4 (enter by default), the arrow indicating to press right under the character will appear. After you select your character, it does not disappear. However, if you select "New Game" by pressing Button 1 (z by default), the arrow does not appear whatsoever. - After defeating the boss and destroying the generator in Neon Night Act 3, if you jump after you destoy the generator, you can create clones of the character you currently are. They will do the level clear animation. However, unlike Sandy Sinkhole Zone Acts 1 and 2, the game actually stops you from moving after the score tally appears, preventing you from creating more clones as the score tallies. - Although minor, there are a few mispellings in the credits (maybe you should update them for some of the new music in the game) and the flowers that come out of defeated badniks do not always land on the ground, and instead land in midair or inside of platforms.
  13. ME! I'd be more than happy to be that playtester, lol. I kind of wish I stepped up when he announced that the game was finished and needed beta testers.
  14. I applaud you for constantly releasing revised versions of Sonic Axiom, vexer. This really shows that you are trying to make the game as polished as possible, while listening to the input and opinions of others. Alright, so some of the bugs that I mentioned still haven't been fixed, such as the glitched pillar in Sandy Sinkhole Act 1 and the bizzare character recreation glitch in the Sandy Sinkhole Zone. But, like ShadowMasterX5 stated, the glitch in Riptide Relic Act 2 has been fixed, but you start exactly near the switch, as seen in the picture. The glitch was nonexistant in the SAGE 2010 demo of the game. Also, when I was on one of the lifts in the Mineral Mine Zone, I attempted to turn into Super Sonic, but Sonic got stuck in his super transformation animation under the lift. I guess that's one of the downsides of being able to transform anywhere while in the air. It also affected me as Tails and Knuckles. Also, the Glacial Galaxy Zone Boss is absolutely a mess to fight. When you hit it, the boss slings you into the direction of it, making you always get hit and unable to recollect dropped rings. The boss also has a very long hit stun. EDIT: There's a 1-up as soon as you begin Neon Night Act 1. I'm assuming this is there because of game testing. It wasn't there in any previous version of the game. EDIT 2 (10/27/2011): vexer, are you still releasing revised versions of Sonic Axiom? I wanted to send you a PM, but you have to have at least 10 posts. D': Well, I found two more bugs in Sonic Axiom: - In Steel Station Act 2, Super Knuckles does not glow, and instead has a miscolored pink palette. - In the Steel Station Zone as Knuckles, when you glide, and then land on the ground (with Knuckles doing his animation where he slides on the ground while gliding) and attempt to move, Knuckles will not respond, but his animation will change to his walking frames. You are unable to look up or down, as well. You can start moving again by jumping. - In Neon Night Act 2, these springs do not launch you, and instead magically put you on top of them. :S - Some enemies cannot be defeated by simply walking into them while super or charging up a spin dash. Enemies I've noticed include the Crawl badnik in Neon Night Zone and the robot that can freeze you on the ground in Glacial Galaxy. EDIT 2.5: Oh, I saw you released an updated version on October 25, lol. Thanks for using Megaupload! You still start near the switch underwater in Riptide Relic Act 2! D: I also updated my bug list with more bugs that I found. EDIT 3 (11/25/2011): A somewhat major bug I found in the latest version of the game, but for some reason, the final boss ONLY TAKES ONE HIT to defeat. I have ran through the entire game as Sonic and Knuckles and it happened both times I got to the final boss. p.s. Riptide Relic Act 2 still starts in the middle of the level.
  15. Yep, I ran through the level as Tails, and the switch still didn't work in Riptide Relic Act 2. The character recreation glitch at the end of Sandy Sinkhole Act 1 and Act 2 still exists, as well. The super music in Riptide Relic Act 2 is reversed. It plays the shorter, invicibility version instead of the looped, super version. Also, there is a badnik in Mineral Mine Act 2 that was floating through mid-air. It's somewhere in the northernmost area of the stage. Also, you may want to check the edge animations for everyone in their super forms, as well as normal forms, because I was on the ledge as Super Knuckles, and a bunch of random animations played with the balancing animation, including springing and the box pullstring thing from Machine Mayhem Zone. See this image: Also, check every 1-up as Super Sonic, as I came across two 1-up boxes in Neon Night Act 2 that displayed regular Sonic's picture, but shows Super Sonic's rising picture when the 1-up is broken. When you select a character using the "No Save" option, when the character is doing their pose, you can still cycle through the characters by pressing left and right, as well as move out of the "No Save" box. vexer, a good way to demonstrate the Sonic delete confirmation glitch is to remove all of your save files from the directory, start the game, go to the Robotnik "Delete" box, select Sonic's file, and then you'll see the dialogue appear and then quickly disappear, hiding behind the static. Also, the pillar that you can break here (already destroyed) does not recreate. I walked a little ways to the left, and it was still gone. Check every pillar to make sure that they recreate properly. Most of the ones I checked do. There is also a VERY minor error that I noticed... you misspelled Coastal Causeway in its title card as "Costal Causeway," lol. Check the credits, as well. Oh, would anyone like for me to create a soundtrack for Sonic Axiom by grouping all of the songs in the game together, or list the links for every song individually? I've found the locations for a few songs in the game. EDIT: Oh, here's another glitch I found. During the Steel Station Zone's boss, if you stay on a pole and let the poison liquid rise above you, you will not die, but the death sound will play. If you continue to head forward though, you'll die automatically, as the game recognizes that you are below the liquid. Here's a screen:
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