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Sonic 2 Innovative Some work in progress...

#1 User is offline silent.creature 

Posted 06 February 2010 - 05:57 AM

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Ok. After a long time inactive, I decided to show what I've been doing on part of my few - and very few - free hours of the last year.

Sonic 2 Innovative

Actual Version: b.0.009

This is a hack of Sonic 2 Final. I asked for name suggestions on a Brazilian forum, and I end up with my own suggestion. It's not a great work yet, but, while the time runs, I work on it. So, here is what I've done:

Actually reprogrammed:
Dynamic palettes, collision and tilesets for levels;
Revised routine to load decompressed collision indexes;
Super Sonic transformation control: double-jump to transform; press any button (A, B or C) on jump to detransform;
Imported Sonic 1 Sound Driver with Clone Driver patch;
New Title Card colors and text for new levels (images below), for loading and end of level.
The original levels and the two-player mode keeps their original Title Cards.
Extended Level Indexes (IDs 11 to 20), fixed some issues in the original guide.
End of level transformation bug fixed.
Modified hits needed for defeating bosses in new levels.
Title Screen menu reprogrammed; now it includes "Level Select" option.
Partially fixed Level Select screen.

Levels:
Green Hill Zone (ID 11/ID 12). Boss: Emerald Hill.
Water Palace Zone (ID 13/ID 14). Boss: Aquatic Ruin.

Graphical Details:
Green Hill Zone: Tileset based on Green Hill (Sonic 1), Aquatic Ruin (Sonic 2), Angel Island and Marble Garden (Sonic 3).
Water Palace Zone: Tileset based on Hydrocity, Hidden Palace and Sky Sanctuary (Sonic 3 & Knuckles).

Sound and Music Details:
Fixed issues on Green Hill sounds. Now they really start.
Green Hill 1 song: original Green Hill song (Sonic 1/Genesis).
Green Hill 2 song: remade from scratch of Sunset Hill 1 (Sonic Advance 3/Gameboy Advance).
Green Hill 3 song: a remix made before of Green Hill (own composition, Sonic 1/Genesis).
Green Hill Boss song: remade from scratch of mini-boss (Sonic & Knuckles/Genesis).
Water Palace 1 song: remade from scratch of Rusty Ruin Act 1 (Sonic 3D Blast/Genesis).
Water Palace 2 song: remade from scratch of Rusty Ruin Act 2 (Sonic 3D Blast/Genesis).
Water Palace 3 song: same as above.
Water Palace Boss song: simple remixed from mini-boss (own composition, Sonic & Knuckles/Genesis).

Screenshots:
Title Screen Menu:


Level Select Screen:


Green Hill Zone - Act 1:



Green Hill Zone - Act 2:



Green Hill Zone - Act 3:



Water Palace Zone - Act 1:



Water Palace Zone - Act 2:



Water Palace Zone - Act 3:



Credits:
Silent Creature (myself): art, level design, routine reprogramming
New Sonic (maybe this guy isn't registered here): help on reprogramming - dynamic tileset
too many people: suggestions and minor corrections.
Puto, Esrael, Varion Icaria, Tweaker, StephenUK, drx, HPZMan - Sonic 1 Sound Driver / Clone Driver
kram, GARY`M 9:basics on Level Extensions. Complemented by myself.

This hack is based on Xenowhirl's Sonic 2 Disassembly.

Download Link:
here

Let me know about issues found and suggestions.
An issue I already know: the sharks on Water Palace are reflected. I will fix that soon.
This post has been edited by silent.creature: 13 January 2011 - 05:04 AM

#2 User is offline Hanoch 

Posted 06 February 2010 - 06:07 AM

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This green hill zone is simply fabulous!
This is the first basic sonic 2 hack with great ehz art I've ever seen, good job smile.png

Edit: and the layouts flow perfect with that background deformation, I love those moving leaves in ehz2.
This post has been edited by Hanoch: 06 February 2010 - 06:16 AM

#3 User is offline DigitalDuck 

Posted 06 February 2010 - 06:09 AM

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Very good. Level design is fresh, with crazy loops all over the place. A few path-swapping errors, but nothing major. Nice palette changes throughout the zone, combined with the almost abstract-looking art style, makes this look pretty good. Act 3 shows as Act 1, but that's just another minor flaw.

Looking forward to the next release!

#4 User is offline roxahris 

Posted 06 February 2010 - 06:19 AM

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This is a really nice-looking hack, with some neat layouts.

One problem, though...

#5 User is offline ColinC10 

Posted 06 February 2010 - 06:20 AM

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Pretty sexy stuff. I very much like the direction you're taking with the art, and although palette changes between acts are nothing new, I've not seen it done as well as this very often. The level design as it stands is a little bland and repetitive, but you're definitely on the right lines and it'll only take the addition of a few more 128x128 chunks to spice things up. Looking forward to future releases!

#6 User is offline Tweaker 

Posted 06 February 2010 - 06:21 AM

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The first thing that caught my eye when I tried this hack out was the art—it's graphically stunning! I absolutely love the mixture of the trademark Green Hill-esque patterns together with not one, but three distinct—albeit familiar—backdrops. The different palettes complement each act well and create a brilliant composition that is easy on the eyes and great to look at. In that regard, you've done a fantastic job, though I'm not entirely fond of the flat grass. That's a minor niggle, though.

When I started playing, however, I was let down a bit. Starting up, I found myself a bit disappointed when I was greeted with the classic Emerald Hill tune. I realize I shouldn't always expect music changes, but given the wide graphical revamp, I expected a similar change in music; still, this was a minor detail and I continued playing. What really bothered me was the level layouts. The levels appeared to consist of the same basic formula—run to the right, go through a small loop, descend a bit, maybe run into spikes, go through a vertical loop, jump across a pit, and then repeat. That was it. I appreciated the lack of unreasonable bottomless pits and the several paths available depending on where you were in the level vertically, but every single act felt exactly the same in terms of gameplay. It didn't feel like there was a lot of chunk variety and the level suffered as a result. I nearly got lost wondering if I had gone backwards to an earlier part of the level because I couldn't make the distinction between them!

Regardless, I enjoyed what I played and I'm looking forward to more. This hack certainly has a lot of potential; as long as you work on the layouts, maybe try and make some music changes, and work out the kinks in general, you'll have a very cool piece of work on your hands.

Many kudos! Looking forward to more. smile.png

#7 User is offline Jayextee 

Posted 06 February 2010 - 07:12 AM

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I like the per-act backgrounds, but seriously hope those lazy green curves are placeholders.

#8 User is offline amphobius 

Posted 06 February 2010 - 08:43 AM

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Here's me wondering if the art is ever so slightly inspired by Sonic 4 or coincidental. rolleyes.png

Kinda inspiring, though! I haven't dared make a grassland myself, it'll be interesting to see how it pans out. smile.png

What I'll say about the hack is the buzzbombers seem to be used all over the place. There are other badniks, you know. :P

#9 User is offline Eduardo Knuckles 

Posted 07 February 2010 - 07:12 AM

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Well, I'm happy to see you've implemented the grass shadow I suggested in Sonic Masters. This art looks incredible, and I agree on Dalek when he said it remember Sonic 4. This is so much impressive, except for the path swaps when you loop, Sonic sometimes go down to the floor. It should have something to do with the collision from the floor or something else. I noticed some "weird" background deformation (water effect in the grass!? What the...). So, you should fix this. I think the ring placement are so much are very uniform in relation to each other. In some parts you see many rings, for others it is seen absolutely no ring. The same goes for the enemies. As I said in SMF, I suggest that you "separate them" to make it something even more professional than it already is. For the art I have no complaints, except for the slopes that are in need of a texturing as the straight grass.
Great work as well, I can't wait to see the next release. thumbsup.png

#10 User is offline silent.creature 

Posted 20 February 2010 - 07:36 AM

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QUOTE (Eduardo Knuckles @ Feb 7 2010, 10:12 AM)
Well, I'm happy to see you've implemented the grass shadow I suggested in Sonic Masters. This art looks incredible (...) . This is so much impressive, except for the path swaps when you loop, Sonic sometimes go down to the floor. It should have something to do with the collision from the floor or something else. I noticed some "weird" background deformation (...), you should fix this. I think the ring placement are so much are very uniform in relation to each other. In some parts you see many rings, for others it is seen absolutely no ring. The same goes for the enemies. (...) I suggest that you "separate them" (...). For the art, (...) the slopes are in need of a texturing as the straight grass.

QUOTE (DalekSam @ Feb 6 2010, 11:43 AM)
Here's me wondering if the art is ever so slightly inspired by Sonic 4 or coincidental.
(...) the buzzbombers seem to be used all over the place. There are other badniks, you know.

QUOTE (Tweaker @ Feb 6 2010, 09:21 AM)
The levels appeared to consist of the same basic formula—run to the right, go through a small loop, descend a bit, maybe run into spikes, go through a vertical loop, jump across a pit, and then repeat. That was it. I appreciated the lack of unreasonable bottomless pits and the several paths available depending on where you were in the level vertically, but every single act felt exactly the same in terms of gameplay.

About the level layouts:
I haven't played "Sonic 4" yet, so there is some kind of coincidence, since I drew the foreground from scratch.
The collision used here was imported from Launch Base, so it doesn't impress me too much if there were collision failures, but the one showed here told me I must repair that using a native collision, since I couldn't see any collision error while people in Sonic Masters were helping me to test it - and I put too many people to test it outside there with no comments about collision.
The art is in process of constant redrawing, so, from a release to another may have some little differences in that art.
I had some other kind of idea for the layouts, like that path-swapping in Aquatic Ruin, but I have to fix the collision issues before doing that.
And the badniks, I need to make some PLC placement testing. I want to put more two badniks in this level, and one of them must be imported from Sonic 2 beta - that's giving me a lot of trouble.

QUOTE (Tweaker @ Feb 6 2010, 09:21 AM)
I found myself a bit disappointed when I was greeted with the classic Emerald Hill tune. I realize I shouldn't always expect music changes, but given the wide graphical revamp, I expected a similar change in music.

I have plans to import Sonic 1 Sound Driver with the adaptations you made, about the Clone Driver, but I prefer to make some kind of testing and questioning before making drastic music changes. I tried to put it before, but I got a whole bunch of errors from my programming routines, so I had to restart coding from scratch.

Overall:
I appreciate the comments made here and the motivation to continue that work. Unfortunately, due to my actual occupations, I won't be able to make those fixes too early, so a new release won't appear too early.

#11 User is offline Effexor 

Posted 21 February 2010 - 01:39 AM

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I thought this was pretty good, but one thing I want to see changed, along with the music, is none of this:


ESPECIALLY right after a loop.

Other than that, add another watcher for you!

#12 User is offline Tidbit 

Posted 21 February 2010 - 02:06 AM

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I like what you've done, but the only thing that I don't like is the darker ground tiles. The transition seems to fast between light and dark and doesn't look good. Try making some tiles that add up the the trasition, like in any EHZ or GHZ that have bumps and dips in the ground art. But besides that little "Tidbit" its good.

#13 User is offline Iceguy 

Posted 21 February 2010 - 03:09 AM

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QUOTE (Effexor @ Feb 21 2010, 07:39 AM)
I thought this was pretty good, but one thing I want to see changed, along with the music, is none of this:


ESPECIALLY right after a loop.

Other than that, add another watcher for you!

And the moral of the story: don't rush!

EDIT: Anyhoo, I downloaded and played it. Heaps fun! I like those square shaped loops, but you're overusing them. The U shaped holes are nice, too, but at the first one in act 1, you can get on top of the loop with it, and maybe you should put a monitor there as a reward or something. Act 3 is pretty empty, and I don't really like the straight ground in the levels... but yeah, personal preference and stuff. I like this hack. owo
This post has been edited by Iceguy: 21 February 2010 - 03:22 AM

#14 User is offline MetalKnick 

Posted 21 February 2010 - 10:59 AM

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QUOTE (Iceguy @ Feb 21 2010, 03:09 AM)
QUOTE (Effexor @ Feb 21 2010, 07:39 AM)
I thought this was pretty good, but one thing I want to see changed, along with the music, is none of this:


ESPECIALLY right after a loop.

Other than that, add another watcher for you!

And the moral of the story: don't rush!


But...isn't that the point of a Sonic game? To rush?

#15 User is offline Blanche Hodapp 

Posted 21 February 2010 - 11:49 AM

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QUOTE (Iceguy @ Feb 21 2010, 08:09 AM)
QUOTE (Effexor @ Feb 21 2010, 07:39 AM)
I thought this was pretty good, but one thing I want to see changed, along with the music, is none of this:


ESPECIALLY right after a loop.

Other than that, add another watcher for you!

And the moral of the story: don't rush!

Well, you can't really not, I mean it comes right after a very tall loop, so it's not like you have much choice but to get up enough speed to get through it, which you end up keeping anyway because of the vertical exit.

Erm, and it's only a minor thing but has anyone mentioned the ripple effect in GHZ's background? =P

EDIT: Unfortunately, a lot ofeach act seems given to these spike encounters. It seems rather cheap, to be honest...
This post has been edited by Blanche Hodapp: 21 February 2010 - 11:58 AM

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