Classic Sonic Simulator Blog
Classic Sonic Simulator Blog
(May 28th, 2025)
Enter My Mines
Sweet to hear that v13 drops on Pride Month, yah? I have been documenting everything that has been added so far since the final notes have a dumb down version of it and I would rather have everything that IS added included, if I find a way to share it here I will. For now, it is kept as a Text file I can send on Discord and nowhere else. I only mention Mystic Cave here, but do be aware I am also glad that a Collision Overlay is present in the editor itself. I think that is such a really good addition and will be awesome to use. If Akiko/Vyriss is reading this, PLEASE add an explanation of the overlay's usage as I don't think the common folk would know what the colors mean or the two toggles for it! It doesn't bug me since I am aware but do take care of those who don't know about it if it's possible!
Anyhow, Mystic Cave Zone is now back as a level to edit! I was waiting and expecting something like this to happen honestly given that we have established pathswappers already. If anything, I argue that the exclusion of pathswappers made it harder to get anything from Sonic 2 to Knuckles imported into CSS at all due to how collision is managed in the titles after SCD and or S1.
I do apologize to the community for making another banger decor showcase, now everyone is going to hop on the meta, LOL. All good no worries though! If you know how to manage the usage and application, then it is all good! Here is how it looks like in-editor for anyone curious about the extended vines! I did submit a bug report for it, so those may or may not be short lived.
I already went ahead and made a MCZ level, though I am fully set on keeping it to myself for the most part. I will be letting maybe some people try it out, but for the most part it will be kept private and closed 'till I figure out what I want to do with MCZ as a whole instead of continued experiementation.
Also yes, I am aware of Akiko/Vyriss/TheFurryFox or whatever other name they have has commented on the video. I didn't heart nor pin it since I don't want to draw too much attention to it, but let it be known that I am aware of it! Appreciate the comment too btw if you happen to be reading this! Big hopes for your RPG game you've working on too, Akiko/Vyriss!
I don't think anyone has mentioned the "also subscribed to" part, so here it is for any curious lurkers that stumble upon this page! Do what you will with this information, ha-ha!
(January 7th, 2025)
Spent Too Much Time
Sponge/Cork objects stink so much. Been trying to use Pathswappers and Corks together to create something cool, but I loathe these two together. I also am trying to account for player actions and stalling. Camera loading from CD Extended Camera and without have proven hard to work with. This single thing aside from many other factors has made me go and revise the level countless times in the W.I.P stage, which I am still trying to do as of typing this. Overall I am not liking this overall thing so far and it just keeps on getting more and more tedious to manage.
Below is what the issue is and my desired goal of what I want done. I'd even offer a prize or some other offer I can do for anyone committed enough to fix this whole thing for me.
Other than that, v13. Good stuff.
(December 14th, 2024)
Paths That Can Be Swapped?
About time Vyriss has given us these little magical objects. I love using their primitive states before, and I am enjoying using their more open state now! There is a lot lacking to this, but I think it is due in part of the chunks we are getting. I am not expecting anything crazy, but I adore that we finally are getting these things! I have so much to vamp about them, but I will spare you from that.
(October 13, 2024 and October 14, 2024)
How silly!
Seems that I have encountered this string of text again! I was in shock when seeing it again as I accidently triggered it and didn't think there would be an instance for this to show up again. I found out how to replicate it consistently, which is nice, though apparently, I have been told it is rare. This surely would be neat to go over I reckon. I will see if there are any cases of this being triggered as I do want to see how much I can document this occurrence and what not due to the lack of apparent awareness of it.
That aside, I have also been continuing progress with the level. Still unnamed for now, but I am focused on getting something linear going opposed to the whole bounce around with objects to keep things smooth for now. I really want to focus act 1 just being a casual level with some of these quirks embedded here and there but not at all focused upon nor forced. That will be act 2 with the new version 13 items and whatever else that drops alongside it that'll take advantage of it and the new resources in its own creative way! I am also trying to see if I can include a Knuckles path into this, but we will see that fails like my other attempts or if it'll prevail after all of the attempts of it.
While working on the level, I found out that this is a thing. Knuckles being able to not require the need to hold down the jump action is shocking to me. Guess that makes two things I learned today. Upon further analysis, this is not a thing in Sonic & Knuckles nor Sonic 3 & Knuckles. This function is exclusive to CSS and inaccurate. This is an intresting find nonetheless, plus even if this does get amended it would still work as intended, assuming, as it really would just cost having to hold down jump than just only let go of it to get the same results. I do want to advocate for accuracy though, so once version 13 does get worked up here and there and I begin bug reporting, I will be sure to bring up accuracy to question with this silly finding.