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Metal Sonic Hyperdrive v2.0 Update Release


DarkonMK

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MetalSonicHyperdrive_000.jpg

MetalSonicHyperdrive_018.pngMetalSonicHyperdrive_020.pngMetalSonicHyperdrive_021.pngMetalSonicHyperdrive_007.pngMetalSonicHyperdrive_022.pngMetalSonicHyperdrive_011.png

A Full hack of Sonic the Hedgehog 1, with tons of Features, Brand New Levels, Playable Characters, Sonic CD style gameplay (minus the Extended Camera), and more. I created this Sonic the hedgehog hack back in October 31th 2011 (Halloween) as V1.0 (still beta). everything has been changed along with massive amount of new content added, and feels like a completely new game.

the very last update, a sequel is yet to be made, but i'm not sure if I'm willing to make one, due to life, lack of ideas (of levels), technical difficulties, and other projects. but Enjoy.

Changes since Hyperdrive v1.0:

Improved Level designs and layouts

Extreme Mode added

Extra Characters have been updated

More Bugfixes

Improved Walljump Physics

etc

Credits:

Vladikcomper - Destroy Enemy = Ring code (only for Sonic)

Hcktrox - Menu, Music, and Splash Screen sourcecode.

Nineko - Music

CS and Yuski - Metal Sonic Sprites

Quricodoido - Music

GHFusion - Knuckles Chaotix Music

Mercury - Walljump sourcecode

Esrael - Sonic 2 Level Select

MarkeytheJester - Sonic Crackers Music

Selbi - Super Peel out sourcecode

Tweaker - Sonic 2 clone sounddriver

More Info:

http://darkon360.weebly.com/metal-sonic-hyperdrive.html

Videos:

http://www.youtube.com/watch?v=yW0LGD1cfOI

http://www.youtube.com/watch?v=bLJ2oBLuUjE

http://www.youtube.com/watch?v=KMY_vwHsNc0

http://www.youtube.com/watch?v=XrkCriEA_Lc

Metal_Sonic_Hyperdrive_V2.0_final_version.zip

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Bump, if still no comments, then I guess my work here is Perfect.

Don't farm for attention.

Played it and I've gotta say your level design is not very good. The first stage is actually pretty good but then it goes a bit downhill from there and it loses the flow. It's almost like you've slapped any old series of tiles together and hoped for the best.

Outside of that it certainly looks original and a Metal Sonic hack is pretty unique.

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Don't farm for attention.

Played it and I've gotta say your level design is not very good. The first stage is actually pretty good but then it goes a bit downhill from there and it loses the flow. It's almost like you've slapped any old series of tiles together and hoped for the best.

Outside of that it certainly looks original and a Metal Sonic hack is pretty unique.

I don't get what you mean by that, half of the original Sonic 1 levels are like that (especially Marble Zone and Labyrinth). I also consider the first stage one of my worst edits because it resembles much like GHZ and less walljumping. (but I can't add any more tiles because of the VRAM limit anyway).

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half of the original Sonic 1 levels are like that (especially Marble Zone and Labyrinth).

Completely untrue; those levels have a flow based on accurate platforming; they aren't just random tiles slapped together. There's a clear path you can take to navigate areas correctly.

Let me explain what I mean:

You have too many areas where you're just launched into the air for no good reason:

2vl71qq.gif

Sonic games do this because there's something worth seeing in the higher areas. In your game there is usually nothing worth being launched in the air for.

These wall jumping sections are amazingly awkward and some of the walls don't even allow Metal Sonic to stick on them. What I'd do, especially for the first stage, is have a banner or notice telling the player that they need to wall-jump. Then they know they have that ability for later stages because it's not obvious in places that you're supposed to use it:

2wokc5c.gif

This is what I mean by random tiles slapped together; what is the point of that spring being in a hole? It's like you've just done it because you thought it was "cool":

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Just have the spring on the ground next to the wall; this is unnecessarily awkward.

What is the point of this wall? Why are you made to stop for nothing?

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The original Sonic uses walls as an indication that there's something dangerous ahead or you need to think about your next move. For example:

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Here you've been made to stop because there are two threats. Being made to stop makes you think about your plan of action. Being made to stop in your game is usually just a case of bad level design and it destroys the flow.

Speaking of flow, there are far too many random walls blocking your path. Use tiles like these to keep Sonic's speed up and keep the flow of the stage rolling:

a2uf6o.gif

Also your shields are never visible and that first boss is so unfair; there's not enough room to manouvre and hit him.

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Oh, I see, thanks for tips. gonna keep that in mind for the sequel.

the shields are invisible because it annoys me having to see them until the end of every stage for some reason. also the first boss is not that hard. there's always a pattern.

to dodge the first move from the boss elther get the first strike by jumping over the ball or by ducking at the right spot.

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then when the time is right, Jump over the ball and Walljump into the boss.

msh_004.jpg

when the boss moves to another direction, try to Walljump near him for combos.

msh_006.jpg

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