Page 3 of 5

Re: Let's Have Another Crack at This Thing (NP: SMSR)

Posted: 12 Feb 2012, 13:39
by gamercal
Gah penguin why!

For some reason they break the traditional spawn rules too. Huh.

Re: Let's Have Another Crack at This Thing (NP: SMSR)

Posted: 13 Feb 2012, 01:34
by gamercal

Re: Let's Have Another Crack at This Thing (NP: SMSR)

Posted: 14 Feb 2012, 00:59
by gamercal

Re: Let's Have Another Crack at This Thing (NP: SMSR)

Posted: 16 Feb 2012, 11:34
by gamercal
Red coins in lava land weren't as hard to get as I thought they'd be...

Also yay for hack creator commenting on this one!

Re: Let's Have Another Crack at This Thing (NP: SMSR)

Posted: 16 Feb 2012, 20:22
by gamercal
Oh joyous cannons! How I delight in using thee!

Glad to have this course done, it was too annoying for my tastes.

Re: Let's Have Another Crack at This Thing (NP: SMSR)

Posted: 19 Feb 2012, 21:24
by gamercal
Wherein I hate on the game engine once again. What else is new?

Ho boy, next time is a thing. Almost like the game remembers it's a romhack suddenly. You know? NO idea how I'm gonna edit it yet, but yeah.

Re: Let's Have Another Crack at This Thing (NP: SMSR)

Posted: 19 Feb 2012, 22:06
by raocow
I'm seriously looking foward to the flying garden there!!

Re: Let's Have Another Crack at This Thing (NP: SMSR)

Posted: 21 Feb 2012, 01:50
by gamercal
Well I do hope it doesn't disappoint TOO much...

This was about the best I could come up with when editing this. Ok, I could've cut some of the attempts at the first wall-kick section, but I felt the learning process was required for that. Despite my growing irritation at having to do frame-perfect jumps within this engine I played EXTREMELY well throughout most of this after the first section, doing many of the hardest sections in one or two tries. The long jump to wall jump part is ridiculous - the time delay between the two wall-kicks is entirely dependant on the angle you hit the first wall at, and you can NEVER see where the impact point for the second jump is. So not only does it demand frame perfection, it also demands clairvoyance in knowing exactly what angle you will have to shoot off at to land the jump. The jump right before the pipe is almost worse - you have to set up a super-precise landing spot, and then what can't be more than 2 frames after landing you have to jump or you slide off the top and usually take 2 points of damage.

The final Triple Jump to wall-kick climbing tool jump is also amazingly difficult - it's almost impossible to pull that jump at with this game's camera and requirements to Triple Jump. Upon returning for the secrets I actually found that Lakitu's Stop Camera Mode that I discovered in the last part actually really helps for that jump - by fixing the camera right behind the jumping point you can easily stop the huge issues with rotating cameras that all other operating modes wield. Yet another reason not to use the Camera code from the very beginning - doing so means you miss out on using this rather elaborate alternative which actually DOES help for some stuff. It helps next video too for a couple of locations, as we'll see when I do the closing section for it.

tl;dr: I played really really well and this still took me 45 minutes to do. And it was like 10 jump challenges. Half of which was spent trying to work out how the hell to actually do said jumps. So yeah, not really a representative conclusion.

Re: Let's Have Another Crack at This Thing (NP: SMSR)

Posted: 24 Feb 2012, 02:14
by gamercal
And here is why I don't like to do post-commentary. And stuff. Also stars, lots of them. Some ridiculous-looking challenges, and and some rather novel solutions to boot!

And so this comes to a conclusion. Rather too soon I might add, I was having fun with this! It did make me realise how much I dislike the SM64 engine compared to Galaxy though. And it isn't because of no spin jump either. I dunno, it just doesn't feel like it has aged as well as my old-man nostalgia pants would like to believe. Still, i would consider doing another hack if a good one ever came up!

I guess I'll still use this thread and such when I start a new thing. I gots to do the Pokémon TCG game first though, that got put on hold because I was enjoying this too much... should I update that in here as well? I dunno, cause it's like ~75% done already and stuff, and I ain't gonna flood the OP with all the parts of that...

Once again, thank you raocow for helping to bring this to the attention of the masses. It has been a hugely uplifting thing to see this much interaction compared to what I'm accustomed to, and it really has helped me see what people are really after in commentaries and suchlike. Now let's hope future projects get this sort of response...

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 09 Mar 2012, 23:32
by gamercal
Start of a new thing! Sonic Generations go!

Sonic has always been a favourite of mine, and it seems that recently he's been going from strength to strength. This game is to me one of the best, if not the best, Sonic game to ever come out in terms of gameplay. The two Sonic styles play very differently but don't feel out of place, and for Modern Sonic the level design is probably the best ever - it's a real throwback to the multiple-path ideals of old, complimented by the super-awesome speed sections of the new. Essentially generating the perfect mix between Unleashed and Colours (who fell on the extremes of race track vs platforming).

The game is short, but I'll be taking my time on it so it won't be over in a week. Not that it totally isn't replayable, but I want to give each zone its own video so that nothing ever steals the spotlight from anything else.

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 10 Mar 2012, 02:54
by Bean
Interesting. If you are going to talk over the cutscenes at times, would you mind enabling the subtitles? Other than that, it's Sonic, so I'll give it a look.

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 10 Mar 2012, 12:34
by gamercal
I'll do that when I remember for the next recording time. I've done the next two levels, which does include one non-rescue cutscene, but it's small so it isn't that big a deal. Dunno why I didn't think to have them on actually, I think it's just because they were off by default and I never saw need to change that.

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 14 Mar 2012, 03:26
by gamercal

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 16 Mar 2012, 02:19
by gamercal
Man that knucklehead has it coming one of these days...

Excellent levels though! And I got the hardest red star ring of the level in the main stage run, awesome stuff... considering one of the three were forced anyhow :/

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 19 Mar 2012, 11:12
by gamercal

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 20 Mar 2012, 01:32
by gamercal
Oh man it's that one level everyone loves. And what a fine level it is too!

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 23 Mar 2012, 02:27
by gamercal
Beaches hate me, it's official.

But not as much as Fraps. Dammit, had to redo my save file after this part because Fraps derped and failed to record it properly... and you know, this game auto-saves. Luckily it's short enough, a couple of hours was enough to get back with lots of spare points too.

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 28 Mar 2012, 01:19
by gamercal
So many total restarts for this... dammit Fraps and my computer being weird...

There's this problem I seem to have with most games where my computer decides to exit the game and tab back out to the desktop. This tends to cause Fraps to crash, and it's highly irritating. No idea what's causing it either, though I have a feeling it has something to do with my AMD Raedon 6770 graphics card. Whatever.

Does anyone even check this thread for videos by the way? I guess Bean probably does, and petey might... but eh, seems like most threads outside of the ones dedicated for raocow get like no activity. To be expected really.

I just keep forgetting to update this after uploading the videos. But then I realise that most people won't check this for them anyhow, and it almost makes me ok with it. As wrong as that sounds. :/

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 29 Mar 2012, 13:30
by gamercal
Now I understand why everyone else has high-pitched speed up audio!

Funny how Vista Movie Maker does not have that, but every other editor does.

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 10 Apr 2012, 21:09
by HiFolksImAdam
I watched the entirety of your Star Road play through, and this is pretty good also! Nice to see how people play through a game differently to myself, when it's still fresh in my mind.

Any raisin you've stopped updating the thread?

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 12 Apr 2012, 02:43
by gamercal
Actually... mostly because I forgot to! D:

I mean, I didn't think people actually checked it anyhow, but yeah, I kinda forgot it existed, haha. I'll update it sometime tomorrow with any luck.

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 13 Apr 2012, 13:51
by gamercal

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 14 Apr 2012, 12:38
by gamercal
Lame final level is lame :/

This game ends a little disappointingly overall. Don't get me wrong, it's still good... but this is easily the worst level of the game. It just doesn't have that spark of the other stages - probably because it lacks a centrepiece like EVERY other stage has. That and it's like twice the length of every other stage.

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 14 Apr 2012, 22:25
by gamercal

Re: Cal's (maybe) awesome LP thing (NP: Sonic Generations)

Posted: 18 Apr 2012, 01:40
by gamercal
Bah, didn't have time to update again, so here's the next two parts:

Part 19: So many skill missions, none for Planet Wisp...
Part 20: Extended Chipmunk Boss goooooooooooo!

Tomorrow is the finale!