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I propose my new big mod. This mod was aims to implement full-fledged levels from original levels in Sonic 3 Competition.
It includes 5 zones (Azure Lake, Balloon Park, Chrome Gadget, Desert Palace, Endless Mine), every zone include 3 acts.
Act 1 is remake of original level with original bricks and objects. This act for one character. Just select character and play.
Act 2 implies the use of all characters. It's lineal level, but with difficulties: closed doors, DNA-doors and other.
Act 3 is little linear level with boss-arena. This level available only for Sonic.
Download
Look the latest version on the forum THERE
Abilities.
Tails can flying, but control in this game differs from control in original Sonic's games. Press SPACE button once to take off and press it again to land. Tails flying during 10 sec and swimming during 30 sec. If he swim, he does not require air bubbles (he don't die).
Knuckles can climbing and planning. This control similar controls from original games.
Pay attention on green arrows and letters "S", "T", "K". It show you way.
There are many secrets, secret places, easter eggs and traps. Also, there are one big red-star-ring on every level. Try to find it.
I did my best make game interesting, confusing, but not too complicated and do it the way it would have done SEGA.
Last edited by G.E.R. (2018-08-15 10:57:03)
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Hey G.E.R., this mod is awesome.
I haven't played the full mod yet, but Balloon Park Act 1 is my favorite level so far. I really like these kinds of levels, like Speed Slider from Knuckles Chaotix. I also appreciated how you ported Open Sonic's cooperative play into your mod and made it work well.
The angles of some bricks doesn't seem right (for example, in desert palace), mainly in loops, as the character falls out of place when the movement should be smooth.
You imagined and extended Sonic 3 competition in your own unique way. Looking forward to playing the rest of the mod.
Let me ask you: while making your mod, can you please describe your experience with the engine? What are your plans now?
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I ripped bricks from levels maps and created levels. For this purpose, I used modify Gens emulator. Then, I ported it on Open Surge entitle. First, I writed characters scripts (thank you for help) and modify images of items and objects. I made it becaus I wanted that this mod was most executed in Sonic-3-style. "Signpost" and "DNA-doors" objects was created in its own script, becaus original objects working only with names Surge, Neon, Charge.
I withdrew Sounds from Sonic-2 and Sonic-3-Knuckles and font from Open Sonic 0.1.4.
Further, I wrote scripts of bosses, menu and other, with with regulars testing my work.
Base principle of work - from simple to complex. First - creating levels, then creating objects.
Also, there are some images from my real photos int this mod. So, background in CGZ-3 is panorama of Novorossiysk from mountain (Dec 2015), and ruins from Shakhan mountain in outkasts of Gelendzyck (Sep 2013).
Now, I want to learn how to draw textures and created new objects for engine.
- Teleportation (warp doors): for example, fragment of level with bricks from Lava Powerhouse
- There are uses a looping system on some sonic's games. When character reach very top (or bottom) on the map, he will reapperar on other side of map, where his path resumes. It allows make the effect of an endless fall or just confuse the player.
Example:
Also, I searched levels with Surge & company, but don't find.
Are these levels created? http://opensnc.sourceforge.net/wiki/ind … ent#Levels
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I ripped bricks from levels maps and created levels. For this purpose, I used modify Gens emulator. Then, I ported it on Open Surge entitle. First, I writed characters scripts (thank you for help) and modify images of items and objects. I made it becaus I wanted that this mod was most executed in Sonic-3-style. "Signpost" and "DNA-doors" objects was created in its own script, becaus original objects working only with names Surge, Neon, Charge.
I withdrew Sounds from Sonic-2 and Sonic-3-Knuckles and font from Open Sonic 0.1.4.
Further, I wrote scripts of bosses, menu and other, with with regulars testing my work.
Base principle of work - from simple to complex. First - creating levels, then creating objects.Also, there are some images from my real photos int this mod. So, background in CGZ-3 is panorama of Novorossiysk from mountain (Dec 2015), and ruins from Shakhan mountain in outkasts of Gelendzyck (Sep 2013).
Very interesting. How long did you take?
Yes, you'd need to compare the position of the player to a certain threshold. If it passes the threshold, you reposition the player.
For example, you can write an always_active script that does the repositioning. In your example, you just need to compare the y coordinate.
What you're doing is very interesting. Let us see how it goes
Are these levels created?
No.
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This is pretty cool! I was wondering myself how Sonic Team did the loop effect in Labyrinth, Metropolis, Ice Cap, etc.
-SGWaS
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We can do even easier and creating technical object, which will teleport character on top. It will not be full loops in system, but will completely create a bottomless pit.
How long did you take?
I working during two months.
This is pretty cool! I was wondering myself how Sonic Team did the loop effect in Labyrinth, Metropolis, Ice Cap, etc.
The looping system on Ice Cap is not "pretty cool" because it has fatal glitch on this level. If you play as Tails, vertical loops system does not turn on on start of level and you will dead in the first pit, where there should be the loop. The only way to avoid this is don't get all 7 emerald and get Spesial Ring before first loop. If you collected 7 emerald up to this point, the game will be impossible to pass.
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We can do even easier and creating technical object, which will teleport character on top. It will not be full loops in system, but will completely create a bottomless pit.
Good idea
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I have a small thought on the looping system.
You will likely want to disable vertical scrolling for the level background.
Otherwise, the teleportation would cause the background to jump, breaking
the illusion of the bottomless pit (or topless ceiling).
Good luck on your next project.
-- svgmovement
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