Muchisimas gracias tio!! Ojala hubiese mas gente como tu que da su trabajo "gratis" a todos los fans de la saga SONIC. ¿ Podrias lanzarlo en un formato ROM que pudiera reproducir en el emulador de Sega Megadrive?
After trying it, the game is fine, but it lacks a lot of things and it has errors to try to continue playing.
-The game has no options or volume control. -The music is so high that it distorts several notes. -To exit the remote control test, press 3 seconds Start, which in many remote controls is to turn off the remote. -If you press Start on the controller it pauses, but then you have to press Enter to return, what a strange thing. -You have no resolution or anything, to enter Alt + Enter as in many games, to exit, Alt + F4, seriously. -The second boss of Act 2, the ball moves so many times that it is very complex to dodge, unless you practice it a lot, if you die you have to start from Act 1, wrong. In the original Sonic, none is as demanding, with seeing the boss 2 or 3 times, you avoid it.
The Sonic are quite accessible games, you just have to look at the entire saga, including the Sonic Mania, which, in general, you spend on the first attempts. More complex is not more fun, what it does is keep fans away from it.
I am probably doing something wrong but should not the last hit on gene gadget act 2 boss give some recoil?i find myself falling most of the time after i deliver the last blow
Been playing your game for a while and I gotta say it's awesome so far! A neat demake if you wanna call that.
Might as well address something that I found myself as others haven't pointed out. If I pause during in-game cutscenes, there is a chance it'll softlock (or freeze in this case). It's fatal to the point I had to do a hard reset.
That's pretty much it. But other than that, this is pretty solid. :)
It's a variable related to the tails that sometimes doesn't want to stay clean. Other people reported it happened on Shadow and others as well. I fixed it yesterday in my build and it will be coming along with the 1.04. Thank you for reporting!
Ok so I stumbled with this fangame while navigating twitter and I wanted to comment about what I played so far.
After two stages, I have to say the game is nostalgic. It embodies the soul of classic 2D games and have translated the 3D blast levels amazingly. I enjoyed running around Green Grove and Rusty Ruin (even though there was times i couldn't walk for 5m before getting hit by a badnik or a trap), and i must kudos how you translated the infamous slope with trampolines. It gives the same vibes as the ones i got in Blast!
I have no complain for the bosses either for now. They are meant to get away with one live or two while figuring the pattern.
The special stages, though...
Look, I know they are meant to be a challenge. The Super Sonic gameplay and extras are a reward after all, and they must taste like one. But my feeling while playing them... there is a spanish word for that feeling: encabronado (which mean a combination of angry and frustrated).
Even with the tips provided on the comments (and yes I read the comments before starting to write) they become such a pain which leaves a feel of unfairness. Even the difficulty curve seems created to make you mad. In official Sonic games the 3 first emeralds can be obtainable in the first or second try of the very first run. I think these kind of level must feel like they are doable, to make you think "oh shoot i was so close i'm sure next time i will get the emerald", and that was not the case.
All in all, i'm decided to go forward and rediscover the stages and bosses within the game and i'll be waiting for any updates or new projects. Keep that work up!
-EDIT- the second special stage can be done in second try. Yes tips help, but still, just half more second of anticipation would be really useful
This is a really great idea! The overall presentation is great and the game seems to play pretty solid. I've seen some people mention that Sonic feels weird/slow but I found him to feel pretty good. The music is obviously good being ripped from Sonic3D Blast but it sounded like you may have had some slightly different remixes at certain points? It's been a while since I played the original but if so, very cool.
I do have some criticisms though:
-The special stage is honestly horrible. I would give it a 0/10. It is basically unplayable. Sonic handles HORRIBLY, and the rate a which rings and bombs appear to 'grow' as you approach them feels totally wrong. I would personally recommend completely redoing the special stages and releasing an update with them. Maybe simplify them a bit and make them more functionally/aesthetically similar to the Sonic3D Blast ones (which are already a derivative of the Sonic 2 ones) rather than very poor quality clones of the Sonic 2 ones
- The Ring Item Box sound effect sounds weird, not sure why you changed it from the standard classic one.
- Sonic 3D in 2D is kind of an awkward name, and implies this game would be more of a faithful recreation in 2D rather than a pretty separate idea loosely inspired on Sonic 3D blast. I think not naming it 'Sonic2D Blast' was a missed opportunity :-(
- Obviously it's way too late to make a suggestion like this, but again I feel it was a bit of a missed opportunity to not focus on what really made Sonic 3D blast different than other Sonic games. It wasn't just the isometric 3D perspective.. in fact in other regions it was even titled 'Flickies Island'. It would have been cool to keep the concept of saving the Flickies and bringing them back to the warp ring as a gameplay mechanic.. maybe have more exploration based level design and remove the time limit and make it function almost similar to Toejam and Earl 2 panic on Funkotron where you need to find all the 'earthlings' and deliver them to the end of the level before moving on to the next Act.
Sorry if my criticism comes off harsh but overall I do want to say that you did a really great job and I only bother thinking this much about it and responding because I found your work inspiring! I do hope you continue to improve this project, especially the special stages, and I look forward to any further work you decide to do similar to this.
Hello, thanks for playing! Hope you enjoyed the ride, and the challenge!
- I have no plans to change the special stages. They have been made to be a bit challenging, but they're not as difficult as they seem. You earn the super form and with that you pretty much break every single boss in the game. It must be earned.
check other comments down below where i provide some suggestions on how to tackle them.
- The different sound of the ring item box was one of the stock sounds available withing sonic worlds. I enjoyed it as it sounded like "you got a bunch of rings at the same time!" so I kept it.
- A rom hack named "Sonic 2D Blast: Westside Island" already exists, I wanted to keep it different, and Sonic 3D in 2D , while weird still conveys the objective of the game, Sonic 3D with the 2D style of its predecessors.
- A think that a lot of people loathed in the original game was the flicky mechanic. I did one brief attempt at keeping it and I felt it doesn't work well in 2D. You have to slow the game down, limit enemy placement and make a lot of compromises with level design to not make it an infuriating experience.
An average stage would have 15 enemes in total sprawled through a map forcibly separated into 3 locked sections with 5 enemies. I felt it didn't work at all.
Keep playing! See if you can unlock all the extra characters!
I agree with the OP here. Special stages are borderline unplayable - compared to Sonic 2, in which I can breeze through, meaning there has got to be some fundamental physics difference. It can clearly be felt by anyone that has played Sonic 2 enough. I was kinda liking the game until I entered a giant ring.
I've watched some Youtube playthroughs and I'm not the only one having problems.
The hack that's called "Sonic 2D Blast: Westside Island" is just a hack of Sonic 2 and not a game itself. Besides, that hack isn't even that much Sonic 3D Blast as it's just still using original Sonic 2 stuff like the music for example. So it's ok to call this "Sonic 2D Blast" because Sonic 3D in 2D is much more 'Sonic 2D Blast' looking than the rom hack of Sonic 2 that uses that name. However, it's possible that you and other people didn't want to think about this awful game called "Sonic Blast" which does happens to be a 2D Sonic game that contains the name "Blast" in it.
To be honest the title of the game is a play on words, because it is Sonic 3D reimagined in 2D, so it literally is "Sonic 3D" in 2D, but at the same time sounds like an oxymoron with Sonic "3D in 2D". I just like it a lot more than "Sonic 2D Blast" anyway.
This is awesome. I only did a quick rush through few levels just to test the game. Later I want to go back to those levels. Ok so there are couple spots that are really confusing and not sure which direction to go... There was a sign that pointed left in the correct direction but other spots have no signs to point to the correct direction and I was lost going through the same paths I already went. And there was a spot where it seemed like I could crush through the wall but it was raised up and couldn't crush it, it was just a dead end, so I had to travel the left direction some.
So what would be cool is like some kind of warp door ways or paths or something to fix the problem of the "oh I just fell down to the beginning of the level" and "which way am I supposed to go?". And more signs to let us know we are going in the correct direction. Levels are overly difficult to navigate and seems short.
Looks and sounds great. I had a little trouble with Sonic's momentum building up too slow, not sure if that is a frame rate glitch or what. Also the level design was a bit confusing. Here is my Gamedev Feedback for the first level:
umm why is the game so slow on your system? I tested it on my system today 06/01/2020 and it plays good. I am just using some HP laptop I bought from the pawn shop for $200 and it has intel graphics.
I do not think its the performance of my machine as I can run most 3d games on it, its an 8 core 4ghz machine. I suspect it has to do with refresh rate?
I'm sorry but I have no idea what could cause such a heavy slowdown with the game on your system. I am aware that Sonic World Delta can be event heavy, but I never experienced slowdowns in the first few levels like shown in the video.
Not sure what the glitch is either but if they physics calculations are tied to the frame rate then a different monitor refresh rate could cut the speed of the game down greatly. I'm not sure how things are set up in the code, but each frame should be calculating the changes in speed based on the time that passed from the last frame.
I see. The entire engine is set to run at 60 frames, so I'd have an insane amount of work to adjust every single event in game, in every stage, to work with a delta in time from the previous game loop.
Can you try to make a link to the exe of the game, open the link properties and add the command /MIS1 in the destination field after the double quotes of the game path? The command will tell the game to run in "machine independant speed" mode, and maybe that can solve your problem.
The truth is that the fangame seemed excellent to me all the levels you have their references to the original version and the art of each level and the transition of the same is very beautiful the only bad thing that I could notice is the high difficulty of the special stages which have not yet I have been able to pass and without a doubt the boss of panic puppet act 1 in which if he hits you it is almost impossible to grab rings and when he throws the drills it is very difficult to avoid the rest of the game I found it incredible especially the act 1 of gene gadget great job!! very good fangame sotaknuck!!
Got a game over on the Panic Puppet Act 1 boss right now and took a break. The level design often has those awkward space-filling zig zags that can make it confusing to navigate but I love the effort you put in recreating mechanics and setpieces from 3D Blast into them. The boss fights are the game's strongest point; I had a ton of fun fighting the Gene Gadget 1 boss and was sad when the "other two" didn't come out to play right then.
Only thing I didn't like so far was the Special Stages. You've recreated the Sonic 2 half-pipe here but the controls just feel wrong.
If you refer to Green Grove Zone Boss, check the pattern of the metal ball he throws at you and don't panic. Sacrifice a life or two to learn the pattern. He always shoots it in your direction, so if you know that, you can predict where the spike ball will go.
The ball describes wide arcs and it can avoided really easily if you stick to one half of the screen and don't move too much. It bounces a few times and then it rolls a little.
I'm really enjoying the game so far! It feels like a true sequel to S3&K, and somewhat of a send-off to the Classics considering the amount of references to older titles. Really loved how Volcano Valley, Green Grove and Rusty Ruin turned out, and especially liked Gene Gadget's Act 1 Boss.
But the fight can get kinda chaotic bc Black Metal spams a lot of Air Dashes, especially when another Metal decides to join.
And the Special Stages are kinda bad. Sonic controls are way too fast and the Bombs/Rings spawn way too quickly, making it kinda hard to either dodge or collect, especially on curves. I had to try like 6 times i think to get ONE Chaos Emerald. I get that they're supposed to be difficult, but i think it's a bit much. It makes me want to avoid them but i'd be missing out the extra zone at the end and it just makes it more annoying.
Also i LOVED how you pulled off really difficult bosses, i've enjoyed them all. Shoutouts to Spring Stadium 1 and Diamond Dust 1. The one that really bugged me tho, is Rusty Ruin's second boss, it's super easy.
Btw i got soft-locked in Gene Gadget 2 after jumping over a Dash Pad, the one that sends you up before the platform section that leads to the Electric door. Sonic just got stuck looking up in the ramp and i had to reset.
Quick update: got soft-locked 2 times in a row while in the middle of Panic Puppet's first boss, one of them was in my last life so i got a game over. Idk if it's because i'm playing it with a controller or not, but i can't even pause it to try to fix it.
Also idk if it was supposed to be like this but Eggman actually killed me off-screen once in this fight. I was out of rings, he started going down, hit Tails, Tails dropped me and while i was off-screen he killed me.
Hello, thanks for the replies! I'm glad you enjoyed the boss battes!
The Black Metal keeps spamming if you're too close to him when he hits a wall to prevent him from getting attacked. Keep your distance and he will unroll. There is a small chance he will attack anyway though, so pay attention to his spinning sound after he hits a wall.
For the special stages:
they are very generous with rings (3x than required) so don't panic if you lose some.
Tap the directional button instead of pressing for better precision. (many brief taps keep you in the same spot on the wall)
Jump to quickly reach the other side of the pipe
Alternating patterns are very easy to spot. You may miss the first, or even the second row, but the third is pretty much guaranteed
Can you post a screenshot for the place sonic got stuck in GGZ2?
When did you get stuck while fighting the boss of PPZ1?
I will check Eggman's code for when he leaves the screen, as he isn't supposed to damage the player when you're out of the screen.
The soflock thing isn't happening anymore in this new update, great! Was able to finish it this time around and had a blast doing so! I don't really know what was triggering it in the bossfight, just that when Sonic fell and Tails went to grab him, he would fly up normally and stop moving, just kept going up, just like the Gene Gadget one except with Tails. I'll try it again after i collect all the Chaos Emeralds.
But there was a weird glitch in Panic Puppet Act 2. I couldn't record it happening real time but i recorded what it caused.
Basically Sonic just got stuck in this tube (Even though was outside) and would not move, AT ALL. He drowned, but instead of just resseting to the last checkpoint, he grabbed the pole, released it and went offscreen. I could control him, but the camera was stuck there and i couldn't progress. Had to wait for a Time Over so i didn't had to do it all over again, but ended up losing 2 lives in the process. One for drowning, one for the time limit. Here's the video:
First level is phenomenal! Game feels like a true Sonic sequel! Second level though is trash. Especially mid to late part. Boss is also trash. You expect it to hit it, but instead you get hit. Bad collision timing imo. Third level is even worse. All the fast pacing was lost. Even Sonic 3 Marble Garden was better. At least in Marble Garden, you constantly progress through the level, unlike this one, where you can spend a lot of time without progress. The way is unclear and looks like the level was made more for Knuckles than Sonic. Once in the water, there are simply not enough places to get air. And some bad level design with spikes makes it worse. In all the original Sonics (1-3) you don't need to know the levels inside-out to progress. In this game however, despite the fantastic 1st level, you lost me at level 2 and level 3 is where I stopped playing.
Hello Roobar, the game can be challenging (and it should be) as technically speaking it is set after Sonic 3 and Knuckles.
I think you should give the game another chance and focus your attention on your surroundings.
If the final waterfall climb is too hard in Green Grove 2, try to go back and look for another path, there is a series of swings at the top of the level that skip the entire part.
The boss of Green Grove 2 doesn't have collision issues. You can't repeatedly bounce on Robotnik when he moves up, because you can't hit a boss when they are flashing. This means that when character you're using moves down for a hit with a flashing Robotnik raising up, he will hit the horizontal spikes of the eggmobile and get hurt instead. You're still able to land up to 3 hits when he is retrieving the ball if you're quick enough.
As for Rusty Ruins, you have to check your surroundings to leave the maze. Knuckles "knows the way" and its ancestors know it too. Follow their direction and you won't even touch the water, except a small mandatory pond toward the end of act 1.
Some limitations are intentional, as this game is an attempt to stay true to the classics it takes inspiration from. The vision range is the same as the Genesis/Megadrive games, so the limited field view is part of the experience and it's not nearly as bad as the game gear one.
As for the enemies in the way it's pretty standard to sonic games to be in the way. They are an obstacle after all. You should roll any time you can and you will kill them without any issue.
The bumpers in Spring Stadium 1 Boss fight are part of the experience. They are in the way as part of the challenge. If you find yourself hitting them often, you probably position yourself wrong. Try to figure out how the boss moves compared to your position, and you'll notice you will mostly stay on the two sides of the screen for the entire battle, and never even touch them.
Eggrobo Gamma (E99) shoots at you 3 times in a row with perfect aim so observe the way he does it. Jump only when he shoots so you'll be guaranteed to dodge. Jump by standing in place 2 times, the third time he shoots leap toward him.
To avoid Robotnik's charge simply spindash away. He starts laughing and its spinning balls start to shoot ice so it's well telegraphed and rather easy to avoid.
Regarding the special stages I am aware of the challenge they pose, but they should be somewhat difficult, as the reward for it is the incredible, pretty much gamebreaking super form. In any case they are not as difficult as you think they are. Add to that the fact that 2 Emeralds are awarded throught the story, and you are required to win only 5 times to get them all.
Keep in mind that:
They contain 3x the number of rings required to reach the goal so you can miss a lot of rings and still reach the goal.
They have some patterns that repeat and can be easily exploited and you will land on rings if you jump (EG: 3 lines of rings very close together, 4 lines of rings alternating sides...)
If you tap the direction instead of pressing it you'll be able to handle the character better. Controls are based on sonic 2, meaning that if you short tap repeatedly you'll proceed in a straight line even on walls or on the ceiling.
If you jump you land on the opposite side of the pipe, meaning that the alternating rings pattern is rather easy to exploit.
If you're in a curve and no rings are coming, there probably is a circle of bombs incoming
In the curves try to never stay in the center, as the bombs there are the hardest to see.
You should not entirely skip them, or you'll miss out with the final stage and the unlockables, but it's up to you.
You can wait until postgame, take it easy and retry as much as you want. Just complete the zone (act2 included) to save, hit F2 and replay Green Grove Zone.
← Return to game
Comments
Log in with itch.io to leave a comment.
A 3ds Port????? 🙏
Muchisimas gracias tio!! Ojala hubiese mas gente como tu que da su trabajo "gratis" a todos los fans de la saga SONIC. ¿ Podrias lanzarlo en un formato ROM que pudiera reproducir en el emulador de Sega Megadrive?
After trying it, the game is fine, but it lacks a lot of things and it has errors to try to continue playing.
-The game has no options or volume control.
-The music is so high that it distorts several notes.
-To exit the remote control test, press 3 seconds Start, which in many remote controls is to turn off the remote.
-If you press Start on the controller it pauses, but then you have to press Enter to return, what a strange thing.
-You have no resolution or anything, to enter Alt + Enter as in many games, to exit, Alt + F4, seriously.
-The second boss of Act 2, the ball moves so many times that it is very complex to dodge, unless you practice it a lot, if you die you have to start from Act 1, wrong. In the original Sonic, none is as demanding, with seeing the boss 2 or 3 times, you avoid it.
The Sonic are quite accessible games, you just have to look at the entire saga, including the Sonic Mania, which, in general, you spend on the first attempts. More complex is not more fun, what it does is keep fans away from it.
And other things…
Played through as amy today, was pretty interesting. Ended up finding another softlock though lol
https://clips.twitch.tv/GoodEphemeralBisonM4xHeh
Oh wow! Amy's hammer managed to touch the pipe activator inside the hub!
Thank you! I'll put a control to prevent that!
I am probably doing something wrong but should not the last hit on gene gadget act 2 boss give some recoil?i find myself falling most of the time after i deliver the last blow
Hello, I'll run a few tests and see if that behavior is caused by the angle the last blow is delivered with.
The code that checked for the bump was deactivated when the boss reached 0 HP and before being applied to the player.
1.04 will address this issue. Thank you!
Been playing your game for a while and I gotta say it's awesome so far! A neat demake if you wanna call that.
Might as well address something that I found myself as others haven't pointed out. If I pause during in-game cutscenes, there is a chance it'll softlock (or freeze in this case). It's fatal to the point I had to do a hard reset.
That's pretty much it. But other than that, this is pretty solid. :)
Hi, first of all I want to congratulate you. This game is awesome! (And really hard).
I just would like to comment a couple of issues that I found.
-In Gene Gadget Zone doors can kill you as they open.
-You can't jump if the character is pushing a wall or drifting.
Thank you for your attention and for this amazing game!!!
PS: The second issue occurs with the button C on the controller.
PS: How can I change the controller settings?
Hello, Controls can be changed any time by accessing the "controls" submenu in the title screen. Just press UP when the "press start" text flashes.
Thanks!
Hello, I solved the issues with C button. They'll be addressed in 1.04. Thank you!
Thanks to you!
BTW: sometimes playing as Amy she has two tails O-o
Look:
It's a variable related to the tails that sometimes doesn't want to stay clean. Other people reported it happened on Shadow and others as well. I fixed it yesterday in my build and it will be coming along with the 1.04. Thank you for reporting!
Great game! Only criticisms I have are as follows:
* Add the ability to change the volume of the game. This game is way too loud at default.
* Add the ability to remap controls if you mess up the first time setting up the controls.
Hello, the volume can be adjusted through the windows audio option. Once changed every subsequent run will stay at lower volume.
Controls can be remapped anytime from the title screen. Just press up to bring up the controls option.
Dude :(
So so for me, like a slideshow.
I've got a similar "moving frozen slideshow" on some other Sonic Worlds game, but it was only on a menu, not on the exact game.
Yep, my PC is way old, but it should fit a 640x480 Sonic game.
It's Core 2 Duo
The problem should be with the engine, but I dunno how to even search for it. They've took an awesome unique name for an engine.
I will make any tests or whatever, If you'll try to figure out the problem. Thanks for a game, I will play it... somehow and some time later
Hello, can you try and see if your problem can be solved with the "Machine Independant Speed" option I added in the TROUBLESHOOTING section above?
Duuude! :))
I thought, if I had a "slideshow" problem in s3d2d!?
Obviously now everything is ok, and playing great.
Have a nice day
Hey! I am reasonably sure it was from the old Joypad1 extension that is now disabled. At any rate Enjoy the game!
Ok so I stumbled with this fangame while navigating twitter and I wanted to comment about what I played so far.
After two stages, I have to say the game is nostalgic. It embodies the soul of classic 2D games and have translated the 3D blast levels amazingly. I enjoyed running around Green Grove and Rusty Ruin (even though there was times i couldn't walk for 5m before getting hit by a badnik or a trap), and i must kudos how you translated the infamous slope with trampolines. It gives the same vibes as the ones i got in Blast!
I have no complain for the bosses either for now. They are meant to get away with one live or two while figuring the pattern.
The special stages, though...
Look, I know they are meant to be a challenge. The Super Sonic gameplay and extras are a reward after all, and they must taste like one. But my feeling while playing them... there is a spanish word for that feeling: encabronado (which mean a combination of angry and frustrated).
Even with the tips provided on the comments (and yes I read the comments before starting to write) they become such a pain which leaves a feel of unfairness. Even the difficulty curve seems created to make you mad. In official Sonic games the 3 first emeralds can be obtainable in the first or second try of the very first run. I think these kind of level must feel like they are doable, to make you think "oh shoot i was so close i'm sure next time i will get the emerald", and that was not the case.
All in all, i'm decided to go forward and rediscover the stages and bosses within the game and i'll be waiting for any updates or new projects. Keep that work up!
-EDIT- the second special stage can be done in second try. Yes tips help, but still, just half more second of anticipation would be really useful
This is a really great idea! The overall presentation is great and the game seems to play pretty solid. I've seen some people mention that Sonic feels weird/slow but I found him to feel pretty good. The music is obviously good being ripped from Sonic3D Blast but it sounded like you may have had some slightly different remixes at certain points? It's been a while since I played the original but if so, very cool.
I do have some criticisms though:
-The special stage is honestly horrible. I would give it a 0/10. It is basically unplayable. Sonic handles HORRIBLY, and the rate a which rings and bombs appear to 'grow' as you approach them feels totally wrong. I would personally recommend completely redoing the special stages and releasing an update with them. Maybe simplify them a bit and make them more functionally/aesthetically similar to the Sonic3D Blast ones (which are already a derivative of the Sonic 2 ones) rather than very poor quality clones of the Sonic 2 ones
- The Ring Item Box sound effect sounds weird, not sure why you changed it from the standard classic one.
- Sonic 3D in 2D is kind of an awkward name, and implies this game would be more of a faithful recreation in 2D rather than a pretty separate idea loosely inspired on Sonic 3D blast. I think not naming it 'Sonic2D Blast' was a missed opportunity :-(
- Obviously it's way too late to make a suggestion like this, but again I feel it was a bit of a missed opportunity to not focus on what really made Sonic 3D blast different than other Sonic games. It wasn't just the isometric 3D perspective.. in fact in other regions it was even titled 'Flickies Island'. It would have been cool to keep the concept of saving the Flickies and bringing them back to the warp ring as a gameplay mechanic.. maybe have more exploration based level design and remove the time limit and make it function almost similar to Toejam and Earl 2 panic on Funkotron where you need to find all the 'earthlings' and deliver them to the end of the level before moving on to the next Act.
Sorry if my criticism comes off harsh but overall I do want to say that you did a really great job and I only bother thinking this much about it and responding because I found your work inspiring! I do hope you continue to improve this project, especially the special stages, and I look forward to any further work you decide to do similar to this.
Hello, thanks for playing! Hope you enjoyed the ride, and the challenge!
- I have no plans to change the special stages. They have been made to be a bit challenging, but they're not as difficult as they seem. You earn the super form and with that you pretty much break every single boss in the game. It must be earned.
check other comments down below where i provide some suggestions on how to tackle them.
- The different sound of the ring item box was one of the stock sounds available withing sonic worlds. I enjoyed it as it sounded like "you got a bunch of rings at the same time!" so I kept it.
- A rom hack named "Sonic 2D Blast: Westside Island" already exists, I wanted to keep it different, and Sonic 3D in 2D , while weird still conveys the objective of the game, Sonic 3D with the 2D style of its predecessors.
- A think that a lot of people loathed in the original game was the flicky mechanic. I did one brief attempt at keeping it and I felt it doesn't work well in 2D. You have to slow the game down, limit enemy placement and make a lot of compromises with level design to not make it an infuriating experience.
An average stage would have 15 enemes in total sprawled through a map forcibly separated into 3 locked sections with 5 enemies. I felt it didn't work at all.
Keep playing! See if you can unlock all the extra characters!
I agree with the OP here. Special stages are borderline unplayable - compared to Sonic 2, in which I can breeze through, meaning there has got to be some fundamental physics difference. It can clearly be felt by anyone that has played Sonic 2 enough. I was kinda liking the game until I entered a giant ring.
I've watched some Youtube playthroughs and I'm not the only one having problems.
you can fix the special stages to be more playable and more challenging
The hack that's called "Sonic 2D Blast: Westside Island" is just a hack of Sonic 2 and not a game itself. Besides, that hack isn't even that much Sonic 3D Blast as it's just still using original Sonic 2 stuff like the music for example. So it's ok to call this "Sonic 2D Blast" because Sonic 3D in 2D is much more 'Sonic 2D Blast' looking than the rom hack of Sonic 2 that uses that name. However, it's possible that you and other people didn't want to think about this awful game called "Sonic Blast" which does happens to be a 2D Sonic game that contains the name "Blast" in it.
To be honest the title of the game is a play on words, because it is Sonic 3D reimagined in 2D, so it literally is "Sonic 3D" in 2D, but at the same time sounds like an oxymoron with Sonic "3D in 2D". I just like it a lot more than "Sonic 2D Blast" anyway.
Yeah I can understand what you're saying because you want it to make it clear that this is the 2D rendition of Sonic 3D Blast.
Could you make a Mac version please?
This is awesome. I only did a quick rush through few levels just to test the game. Later I want to go back to those levels. Ok so there are couple spots that are really confusing and not sure which direction to go... There was a sign that pointed left in the correct direction but other spots have no signs to point to the correct direction and I was lost going through the same paths I already went. And there was a spot where it seemed like I could crush through the wall but it was raised up and couldn't crush it, it was just a dead end, so I had to travel the left direction some.
So what would be cool is like some kind of warp door ways or paths or something to fix the problem of the "oh I just fell down to the beginning of the level" and "which way am I supposed to go?". And more signs to let us know we are going in the correct direction. Levels are overly difficult to navigate and seems short.
Looks and sounds great. I had a little trouble with Sonic's momentum building up too slow, not sure if that is a frame rate glitch or what. Also the level design was a bit confusing. Here is my Gamedev Feedback for the first level:
Keep up the great work!umm why is the game so slow on your system? I tested it on my system today 06/01/2020 and it plays good. I am just using some HP laptop I bought from the pawn shop for $200 and it has intel graphics.
I do not think its the performance of my machine as I can run most 3d games on it, its an 8 core 4ghz machine. I suspect it has to do with refresh rate?
(Thanks for subbing to my channel!)
Hello there, thanks for playing!
I'm sorry but I have no idea what could cause such a heavy slowdown with the game on your system. I am aware that Sonic World Delta can be event heavy, but I never experienced slowdowns in the first few levels like shown in the video.
Not sure what the glitch is either but if they physics calculations are tied to the frame rate then a different monitor refresh rate could cut the speed of the game down greatly. I'm not sure how things are set up in the code, but each frame should be calculating the changes in speed based on the time that passed from the last frame.
I see. The entire engine is set to run at 60 frames, so I'd have an insane amount of work to adjust every single event in game, in every stage, to work with a delta in time from the previous game loop.
Can you try to make a link to the exe of the game, open the link properties and add the command /MIS1 in the destination field after the double quotes of the game path? The command will tell the game to run in "machine independant speed" mode, and maybe that can solve your problem.
It should look something like this:
"C:\BLAH BLAH BLAH\Sonic3D2d 1.02.exe" /MIS1
That fixed it thanks!
Awesome! Thank you for finding this issue. Despite the issue you faced we managed to find a workaround. Enjoy the game!
Muchisimas gracias tio!! Ojala lo pudiera ejecutar como una rom en mi emulador de Megadrive!!
VV looks a bit Hot Crater
The truth is that the fangame seemed excellent to me all the levels you have their references to the original version and the art of each level and the transition of the same is very beautiful the only bad thing that I could notice is the high difficulty of the special stages which have not yet I have been able to pass and without a doubt the boss of panic puppet act 1 in which if he hits you it is almost impossible to grab rings and when he throws the drills it is very difficult to avoid the rest of the game I found it incredible especially the act 1 of gene gadget great job!! very good fangame sotaknuck!!
Got a game over on the Panic Puppet Act 1 boss right now and took a break. The level design often has those awkward space-filling zig zags that can make it confusing to navigate but I love the effort you put in recreating mechanics and setpieces from 3D Blast into them. The boss fights are the game's strongest point; I had a ton of fun fighting the Gene Gadget 1 boss and was sad when the "other two" didn't come out to play right then.
Only thing I didn't like so far was the Special Stages. You've recreated the Sonic 2 half-pipe here but the controls just feel wrong.
Really, great work getting this finished!
I've been trying all day to beat the boss on the 2nd stage but I can't make it . Can you make it easier ?
I even watched a video on youtube , but it seems that it's always about pure luck to beat it . . .
If you refer to Green Grove Zone Boss, check the pattern of the metal ball he throws at you and don't panic. Sacrifice a life or two to learn the pattern. He always shoots it in your direction, so if you know that, you can predict where the spike ball will go.
The ball describes wide arcs and it can avoided really easily if you stick to one half of the screen and don't move too much. It bounces a few times and then it rolls a little.
I'm really enjoying the game so far! It feels like a true sequel to S3&K, and somewhat of a send-off to the Classics considering the amount of references to older titles. Really loved how Volcano Valley, Green Grove and Rusty Ruin turned out, and especially liked Gene Gadget's Act 1 Boss.
But the fight can get kinda chaotic bc Black Metal spams a lot of Air Dashes, especially when another Metal decides to join.
And the Special Stages are kinda bad. Sonic controls are way too fast and the Bombs/Rings spawn way too quickly, making it kinda hard to either dodge or collect, especially on curves. I had to try like 6 times i think to get ONE Chaos Emerald. I get that they're supposed to be difficult, but i think it's a bit much. It makes me want to avoid them but i'd be missing out the extra zone at the end and it just makes it more annoying.
Also i LOVED how you pulled off really difficult bosses, i've enjoyed them all. Shoutouts to Spring Stadium 1 and Diamond Dust 1. The one that really bugged me tho, is Rusty Ruin's second boss, it's super easy.
Btw i got soft-locked in Gene Gadget 2 after jumping over a Dash Pad, the one that sends you up before the platform section that leads to the Electric door. Sonic just got stuck looking up in the ramp and i had to reset.
Quick update: got soft-locked 2 times in a row while in the middle of Panic Puppet's first boss, one of them was in my last life so i got a game over. Idk if it's because i'm playing it with a controller or not, but i can't even pause it to try to fix it.
Also idk if it was supposed to be like this but Eggman actually killed me off-screen once in this fight. I was out of rings, he started going down, hit Tails, Tails dropped me and while i was off-screen he killed me.
Hello, thanks for the replies! I'm glad you enjoyed the boss battes!
The Black Metal keeps spamming if you're too close to him when he hits a wall to prevent him from getting attacked. Keep your distance and he will unroll. There is a small chance he will attack anyway though, so pay attention to his spinning sound after he hits a wall.
For the special stages:
Can you post a screenshot for the place sonic got stuck in GGZ2?
When did you get stuck while fighting the boss of PPZ1?
I will check Eggman's code for when he leaves the screen, as he isn't supposed to damage the player when you're out of the screen.
The soflock thing isn't happening anymore in this new update, great! Was able to finish it this time around and had a blast doing so! I don't really know what was triggering it in the bossfight, just that when Sonic fell and Tails went to grab him, he would fly up normally and stop moving, just kept going up, just like the Gene Gadget one except with Tails. I'll try it again after i collect all the Chaos Emeralds.
But there was a weird glitch in Panic Puppet Act 2. I couldn't record it happening real time but i recorded what it caused.
Basically Sonic just got stuck in this tube (Even though was outside) and would not move, AT ALL. He drowned, but instead of just resseting to the last checkpoint, he grabbed the pole, released it and went offscreen. I could control him, but the camera was stuck there and i couldn't progress. Had to wait for a Time Over so i didn't had to do it all over again, but ended up losing 2 lives in the process. One for drowning, one for the time limit. Here's the video:
It might be a layering issue (the pipe pulls you up from the floor below) and somehow you triggered it.
I'll check it and put a fix for it in 1.03. Thanks for reporting!
Green Grove Zone, home, atleast it was before i ****ed everything up.
First level is phenomenal! Game feels like a true Sonic sequel! Second level though is trash. Especially mid to late part. Boss is also trash. You expect it to hit it, but instead you get hit. Bad collision timing imo. Third level is even worse. All the fast pacing was lost. Even Sonic 3 Marble Garden was better. At least in Marble Garden, you constantly progress through the level, unlike this one, where you can spend a lot of time without progress. The way is unclear and looks like the level was made more for Knuckles than Sonic. Once in the water, there are simply not enough places to get air. And some bad level design with spikes makes it worse. In all the original Sonics (1-3) you don't need to know the levels inside-out to progress. In this game however, despite the fantastic 1st level, you lost me at level 2 and level 3 is where I stopped playing.
Hello Roobar, the game can be challenging (and it should be) as technically speaking it is set after Sonic 3 and Knuckles.
I think you should give the game another chance and focus your attention on your surroundings.
If the final waterfall climb is too hard in Green Grove 2, try to go back and look for another path, there is a series of swings at the top of the level that skip the entire part.
The boss of Green Grove 2 doesn't have collision issues. You can't repeatedly bounce on Robotnik when he moves up, because you can't hit a boss when they are flashing. This means that when character you're using moves down for a hit with a flashing Robotnik raising up, he will hit the horizontal spikes of the eggmobile and get hurt instead. You're still able to land up to 3 hits when he is retrieving the ball if you're quick enough.
As for Rusty Ruins, you have to check your surroundings to leave the maze. Knuckles "knows the way" and its ancestors know it too. Follow their direction and you won't even touch the water, except a small mandatory pond toward the end of act 1.
As far as i am, i know these things:
The vision range is small and reminds me of the Game gear.
Enemies appear at your face anytime (combined with the upper one).
Springs in act 1 boss in Spring Stadium are kinda annoying.
Diamond Dust bosses (both):
Eggrobo Gamma shoots in your face when descending a very small height.
Found no way to not die because of Eggman´s "charge".
Sonic 2 bonus,no need to explain as we know that bonus is cancer.
Every other thing is fine,so far.
Hello, thank you for playing!
Some limitations are intentional, as this game is an attempt to stay true to the classics it takes inspiration from. The vision range is the same as the Genesis/Megadrive games, so the limited field view is part of the experience and it's not nearly as bad as the game gear one.
As for the enemies in the way it's pretty standard to sonic games to be in the way. They are an obstacle after all. You should roll any time you can and you will kill them without any issue.
The bumpers in Spring Stadium 1 Boss fight are part of the experience. They are in the way as part of the challenge. If you find yourself hitting them often, you probably position yourself wrong. Try to figure out how the boss moves compared to your position, and you'll notice you will mostly stay on the two sides of the screen for the entire battle, and never even touch them.
Eggrobo Gamma (E99) shoots at you 3 times in a row with perfect aim so observe the way he does it. Jump only when he shoots so you'll be guaranteed to dodge. Jump by standing in place 2 times, the third time he shoots leap toward him.
To avoid Robotnik's charge simply spindash away. He starts laughing and its spinning balls start to shoot ice so it's well telegraphed and rather easy to avoid.
Regarding the special stages I am aware of the challenge they pose, but they should be somewhat difficult, as the reward for it is the incredible, pretty much gamebreaking super form. In any case they are not as difficult as you think they are. Add to that the fact that 2 Emeralds are awarded throught the story, and you are required to win only 5 times to get them all.
Keep in mind that:
o ok thx.
anyway not gonna do bonuses.
You should not entirely skip them, or you'll miss out with the final stage and the unlockables, but it's up to you.
You can wait until postgame, take it easy and retry as much as you want. Just complete the zone (act2 included) to save, hit F2 and replay Green Grove Zone.
And figured little things out:
Yeah,Diamond Dust bosses weren´t too hard.
Volcano Valley: no complaints
Gene Gadget:i like the level but:
Black metal sonic spams aerial attacks so you have little time to think how to not get hit.
Gets worse when 2 metal Sonics are out.
What was the game made with
Fusion 2.5 with Sonic Worlds Delta, plus a lot of customization.
Ok thank you
I would like if the game came out for Android but I do not expect much that it
THIS IS AWESOME!