Vertical loop glitches in Sonic Superstars

Started by G.E.R., April 02, 2024, 05:37:37 AM

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G.E.R.

Two interesting glitches related to a vertical-looping sections: sloppy seam in top/bottom extreme areas and rings out of reach.
Vertical wraps realised by hidden triggers and teleportation script and some rings placed  too higher/lower wrap triggers. You see them but you can't get them because wrap trigger will activate earlier. After this you'll get rings, but it's another rings.

https://youtu.be/vGadmzOI7cY
https://youtu.be/Fg9KFsJdxw4

(how to post video to here?)

TerraEsperZ

Those are some *very* obvious seams. It's kinda sad that Sonic games from 30 years ago did such things better.
Current project:
Mega Man: Powered Up (PSP)

Cyartog959

Quote from: TerraEsperZ on April 02, 2024, 03:48:17 PM
Those are some *very* obvious seams. It's kinda sad that Sonic games from 30 years ago did such things better.

That's because they were 2D made, before 3D got into the industry. I've seen those seams in that video, and those aren't what we see in 2D games at all. Wrapping levels in whatever direction or 2D axis, X or Y, are seamless for that to work. Trying to do that in 3D makes it awkward to see.

omryclust

It is interesting that these wrappings are much better represented in 2D than in modern 3D environments. Perhaps these classic games that retain their 2D graphics are still the most appealing.

G.E.R.

#4
Mexican movie "The Incident", 2014, uses this looping-spaces idea:
vertial-looping stairwell, in which the 1st floor follows above the 9th floor and characters attempts to go down below the 1st floor lead them to the 9th floor.
horizontal-looping road in a last story, in which endlessly repeats the same stretch

Archibald

The issues with sloppy seams and unreachable rings showcase the challenges developers face when trying to innovate within a 3D space while maintaining the fluidity that 2D games naturally achieved.
Thank you

G.E.R.

#6
Finally I was able to run this game with Camera Mod. This allowed to see full levels without the need to use my glitchy scripts for free movement on levels. Also this allowed to captured full foreground blocks from game screen without reconstructions. I want to update some maps later by using it, but it the meantime, I recorded one interesting video: how will view this vertical-looped sections on maximum zoom out? It looks like there's actually more unreachabled rings + duplicate of spikes and enemies
https://www.youtube.com/watch?v=BN1HSMEHPxk