LarkSS Posted July 31, 2009 Report Share Posted July 31, 2009 @Flash: If he changed some movement variables and just corrected the default Worlds camera ( you should NEVER be able to move ahead of the camera ), then there'd be nothing wrong with the engine he's using. Link to comment Share on other sites More sharing options...
FlashTHD Posted July 31, 2009 Report Share Posted July 31, 2009 @Flash: If he changed some movement variables and just corrected the default Worlds camera ( you should NEVER be able to move ahead of the camera ), then there'd be nothing wrong with the engine he's using. HOWEVER, I have to say it feels like he's using an older 360 engine than Worlds though, which always sets a game up for bugs that weren't fixed during those earlier releases. I got the feeling I was about to be lynched by actual programmers I figured it was Worlds because it was using the same title card style/animation as two other games i've played with that engine (Nexus and one of the Worlds betas). Link to comment Share on other sites More sharing options...
Password Posted July 31, 2009 Report Share Posted July 31, 2009 Ah yes, time to play... MUST FIND CODE! Link to comment Share on other sites More sharing options...
cap64 Posted July 31, 2009 Report Share Posted July 31, 2009 I do agree with Lark there. A few sections feel clunky. For one, sonic needs to be a bit quicker when pushing a block. Plus a few sections, you try to jump, and you end up hitting the ceiling, missing your jump and plumting to your death. Mainly marble zone. Plus when I paused the game it just froze. Dunno what happened there. And none of music files will work :? Aside from that, it's good game. The art is beautifully done, sonic has some nice animations, music is very good, and the game has a great art style. Not to mention the bonus features, like extra levels, and being able to use the classic sprite are great additions. Iron out and the problems and this will be a great game. Link to comment Share on other sites More sharing options...
Password Posted July 31, 2009 Report Share Posted July 31, 2009 I agree with cap and Lark. After playing this for awhile, I'm sorta disappointed. The checkpoint bug in GHZ got me a free game over. And Ogg's won't play at all, just midis. Aside from that, the game was very nice. Link to comment Share on other sites More sharing options...
Ashes Darkmare Posted July 31, 2009 Report Share Posted July 31, 2009 Finally got the Oggs working Yay But after it plays through once it loses it music unless I die or almost drowned. I got stuck in the pipes of Scrap Brain Zone...x__x EVIL couldn't move at all! And Bridge Zone is indeed painful with not much land to run on x_X and pitfalls Link to comment Share on other sites More sharing options...
leon Posted July 31, 2009 Author Report Share Posted July 31, 2009 Okay. I'm uploading a better version with less bugs. The music is looping now and no more crashes ( I hope so ). But honestly I don't see big problems on Marble, it's running fine and I never got stuck on lava. Updated version Also, valuable are exact same from Sonic Worlds. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted July 31, 2009 Report Share Posted July 31, 2009 Will E02 support all this fancy high color stuff? That might be a better outlet, and will have the added benefit of being playable on more than just Windows. Because I love a lot of these graphics, but I'm not entirely sure about some of the new stuff. The worst is when it feels like they couldn't replicate a certain effect or game mechanics so they had to replace it with something else. Where are the lava falls in Marble Zone? Link to comment Share on other sites More sharing options...
JEV3 Posted July 31, 2009 Report Share Posted July 31, 2009 While I like the presentation thus far, the sound effects are a bit distracting and should be toned down. Besides that, the only real problem is the physics engine. I lost several lives in Green Hill Zone because of the same inertia/acceleration issues others have brought up. Marble also has an area where the block is right next the lava on the other side making it impossible to push it to the other side. I had to abuse temporary invincibility to make it past. Link to comment Share on other sites More sharing options...
Daniel Posted August 1, 2009 Report Share Posted August 1, 2009 *hopes that I can get to Scrap Brain Zone: Act 3 this time* Fiddlesticks. I cant get to Act 3. Why? After the Scrap Brain Act 2 cutscene, it leads me to the cutscene menu, and I cant get to Act 3. Link to comment Share on other sites More sharing options...
Guest Zeldarock Posted August 1, 2009 Report Share Posted August 1, 2009 In MIDI mode the music seems to be fine, but in OGG mode, the music seems to not loop correctly. Also, the music refuses to play unless both the MIDI and OGG folders are present. Link to comment Share on other sites More sharing options...
Svyat Posted August 1, 2009 Report Share Posted August 1, 2009 *hopes that I can get to Scrap Brain Zone: Act 3 this time*Fiddlesticks. I cant get to Act 3. Why? After the Scrap Brain Act 2 cutscene, it leads me to the cutscene menu, and I cant get to Act 3. I have the same problem, but with "Star Light act 3 - Scrap Brain act 1". Link to comment Share on other sites More sharing options...
OverbounD Posted August 1, 2009 Report Share Posted August 1, 2009 This is sad for me because I really wanted to like this game. First I gotta say I don't understand your logic you tried to make a superior remake with inferior tools mainly MMF. I mean original fan games are different when people understand the differences in their engine that they use compared to the Genesis games and take that into account during designing levels. This isn't the case here because you took your levels straight from Sonic 1. Aside from that Sonic is too slippery the new sound effects seem out of place hitting badniks sometimes doesn't give you that bop up. The oggs don't loop at least in the old version though I don't really care too much as I really didn't care for the remixes themselves, the special stages kinda suck and there are a host of other bugs. I quit playing just now because I died but could still move left and right and the level never reset. I think I'm a little heart broken to be honest if you had taken all the time and effort you put into this game gotten a little help from us here at SFGHQ and created original levels and other content you'd probably have one of the best games at Sage maybe in the whole SFG scene and it would be complete. :''( Link to comment Share on other sites More sharing options...
leon Posted August 1, 2009 Author Report Share Posted August 1, 2009 Yes, it was rushed. I'm trying to solve every problem. But I hope you understand that there is more than 20 frames to update. It's completely diferent from a short game. But yes, the beta testing was poor, that's why I want to make everything right. Going to put a Revised Version here with the right physich (probably) on Green Hill Act I. Please, I need a good report of bugs here before I start doing the major udpate on all frames. Here - 2MB, no music for faster download. Link to comment Share on other sites More sharing options...
LarkSS Posted August 1, 2009 Report Share Posted August 1, 2009 @Leon: I'm gonna try to give it another run with the updated version as I set up my other computer and write down a list of things as I go. *compressing my edits into spoiler tags to save forum space* Edit: Physics in the revised version feel fine to me; tried platforming and had no problems. There's still the issue of the camera though. I'll upload a pic with the part of the code you should revise so that the camera doesn't allow Sonic to approach the edge of the screen before he starts to run. Edit2: Just add the code in the red box to the same event you see there within the camera group and the camera will stay nice and steady against Sonic. Edit3: Any musical comments are based on OGG. 1. After obtaining the emerald in the special stage, the special stage music restarted and played over on the "Sonic got an emerald" screen. 2. The score tally-up adds my points at different speeds, namely the time bonus adding up the fastest. 3. The act complete music seems to be fixed now, but the boss music still gets very messed up as it plays. 4. Music when bursting out the animals is messed up too. 5. During the falling block section of Marble Zone in the first act, one of the blocks doesn't fall right away and gives off the impression that you have to try to spindash and jump across the lava to reach the other side. 6. If you could update the spike chandeliers to have sound effects, that would be great. ;> 7. I finally made it past the second part of you drifting on the block against the lava by jumping at the right time. It seems the block moves upward with the lava using path movement. You really should either smoothen the downward path to not accelerate so fast, or redo the movement by hand so it looks and works much better. 8. Another unimportant fix, but when you break those blocks, the pieces should really fall faster and faster. =P 9. Act clear music for Marble Zone act 2 is actually messed up. If Rebirth follows almost entirely the original Sonic 1 level design, then I hate the original Marble Zone and just cannot bother myself enough to get passed it. Someone else might as well take from where I left off. Link to comment Share on other sites More sharing options...
Damizean Posted August 1, 2009 Report Share Posted August 1, 2009 I could implement the basic mechanics of the Sonic 2 camera if you needed that. Link to comment Share on other sites More sharing options...
Vexus Posted August 1, 2009 Report Share Posted August 1, 2009 About the revised edition, I'm still trying to figure out how I did this... And there are also a couple of collision problems as well like this: Apart from that, the physics are an improvement. The SAGE release is really good though. I like the clean interface (but the slow transitions I could do without), and the game does present a decent challenge. It is one of the very few games at SAGE that I keep playing over and over. Great job! Link to comment Share on other sites More sharing options...
LarkSS Posted August 1, 2009 Report Share Posted August 1, 2009 I like the clean interface (but the slow transitions I could do without)... Ah yeah, I agree with that one too. The transitions are nice and all, but they should be much faster. You should probably tackle some of the things in my list before attending to visual issues though. Link to comment Share on other sites More sharing options...
leon Posted August 2, 2009 Author Report Share Posted August 2, 2009 Okay. I fix almost everything in the list. I rewrite the music code, also put Invicible and Speed Sneakers Monitors. I think it's fine now, going to put these on all stages now. Link to comment Share on other sites More sharing options...
ulrich_cl Posted August 2, 2009 Report Share Posted August 2, 2009 I found something in the game, I don't know if its a glitch or if you did that specially, but look at this: When you finish Green Hill act 1 with 50 rings in story mode, you can go in the 1st special stage and have a Chaos Emerald. Then, you reset the game, play Green Hill act 1 in level select, finish with 50 rings or more, and go in the 2nd special stage. Do that 6 times and you will have all the Chaos Emeralds in story mode in Gren Hill act 2. Link to comment Share on other sites More sharing options...
Slingerland Posted August 2, 2009 Report Share Posted August 2, 2009 Leon, your situation strikes a chord with me, as I experienced the same thing. Let's go back to 2007... I was the director of SAGE that year and I also had to follow-up the splash that I made at SAGE 2006 with another demo. While juggling both of these duties, I was swamped with work and ended up moving the demo release to the middle of the show, which is exactly what you did with Rebirth. DW and I rushed and released a demo that was littered with problems. Sound familiar? Point being, if you're going to make a major release, like you wanted to during this show, you don't have to release it. Yes, you can skip SAGE, contrary to the belief of those with hoity-toity opinions. You don't owe us anything, so don't feel compelled to rush a problematic product out the door. Good things take time. Good luck with the bug fixing. You're going to need it. Link to comment Share on other sites More sharing options...
Naldrag Posted August 2, 2009 Report Share Posted August 2, 2009 I noticed that you also left out a few enemies. Newtron, Caterkiller, and Roller. I don't recall seeing those when I went through a playthrough. Also in the collect 100 rings missions there isn't a back ring at the end of the stage. (or at least in GHZ2 anyway) check them all out just in case though. Link to comment Share on other sites More sharing options...
Daniel Posted August 2, 2009 Report Share Posted August 2, 2009 Okay. I fix almost everything in the list. I rewrite the music code, also put Invicible and Speed Sneakers Monitors. I think it's fine now, going to put these on all stages now. Leon, please fix that cutscene bug...I wanna finish Sonic Rebirth. Link to comment Share on other sites More sharing options...
leon Posted August 2, 2009 Author Report Share Posted August 2, 2009 Leon, please fix that cutscene bug...I wanna finish Sonic Rebirth. I think the problem is because you enter in the Cutscene Viewer and play them, after this you Load Story mode. Anyway, I already fixed this in my version. Link to comment Share on other sites More sharing options...
Daniel Posted August 2, 2009 Report Share Posted August 2, 2009 I think the problem is because you enter in the Cutscene Viewer and play them, after this you Load Story mode. Anyway, I already fixed this in my version. Your right... darn it... Edit: Well, I just beat Sonic Rebirth... and this is what I have to say: It's a good remake of Sonic 1. Not the best, but good. Link to comment Share on other sites More sharing options...
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