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Sonic Studio Fan Project A work in progress

#61 User is offline 360 

Posted 13 October 2018 - 10:09 PM

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Beautiful man. Just beautiful. Especially that Green Hill Zone updated background. Have you considered releasing a Mania-style re-done playable Green Hill Zone with these wonderful new graphics?

Or is that on the cards? Would be an awesome way to promote this amazing project and I'd love to play something like that. Keep up the awe-inspiring work.
This post has been edited by 360: 13 October 2018 - 10:09 PM

#62 User is offline Lapper 

Posted 14 October 2018 - 07:48 AM

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View Post360, on 13 October 2018 - 10:09 PM, said:

Beautiful man. Just beautiful. Especially that Green Hill Zone updated background. Have you considered releasing a Mania-style re-done playable Green Hill Zone with these wonderful new graphics?

Or is that on the cards? Would be an awesome way to promote this amazing project and I'd love to play something like that. Keep up the awe-inspiring work.


I am actually considering the first demo being a playable level created (with no editor or anything purely an engine test) So we'll see about that!

Edit:
Posted Image
This post has been edited by Lapper: 14 October 2018 - 09:43 AM

#63 User is online High Fidelity 

Posted 14 October 2018 - 10:42 AM

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Amazing stuff. Imo you need to be hired by the Mania team

#64 User is offline Lapper 

Posted 15 October 2018 - 02:57 AM

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:o but then I don't get to be hyped about the next game! :v: Thanks!

Showing the other option for caves:
Posted Image
This post has been edited by Lapper: 15 October 2018 - 02:57 AM

#65 User is offline rata 

Posted 15 October 2018 - 01:02 PM

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Nice way to integrate the checkerboard on it. Although it may look like a glitch.

#66 User is offline Lapper 

Posted 15 October 2018 - 03:54 PM

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View Postrata, on 15 October 2018 - 01:02 PM, said:

Nice way to integrate the checkerboard on it. Although it may look like a glitch.

Yeah you aren't wrong - it could be considered a proof of concept which I may improve when I get better ideas (like involving diagonals so it seems more deliberate). It has to be a dense packed mesh of holes since this can be placed freely anywhere. Each stage has a different method of 'holes' like Chemical Plant has the grates etc and Wood zone already has those holey tunnels to base them on - and each will involve a back and optional front layer for caves.

Edit:
New short video:

This post has been edited by Lapper: 15 October 2018 - 05:21 PM

#67 User is offline Noah Copeland 

Posted 16 October 2018 - 03:00 PM

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View PostLapper, on 15 October 2018 - 03:54 PM, said:

View Postrata, on 15 October 2018 - 01:02 PM, said:

Nice way to integrate the checkerboard on it. Although it may look like a glitch.

Yeah you aren't wrong - it could be considered a proof of concept which I may improve when I get better ideas (like involving diagonals so it seems more deliberate). It has to be a dense packed mesh of holes since this can be placed freely anywhere. Each stage has a different method of 'holes' like Chemical Plant has the grates etc and Wood zone already has those holey tunnels to base them on - and each will involve a back and optional front layer for caves.

Edit:
New short video:




This is beautiful. :v:

#68 User is offline Lapper 

Posted 17 October 2018 - 07:46 PM

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Cheers!

Posted Image
Decoration editing

#69 User is offline Lapper 

Posted 21 October 2018 - 09:19 AM

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It had to be done. :ssh:
This post has been edited by Lapper: 21 October 2018 - 09:19 AM

#70 User is offline rata 

Posted 21 October 2018 - 10:23 AM

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I love how everything is animated with fluidty and very smooth, especially the enemies, because they were neve given too much atention to it..

#71 User is offline Lapper 

Posted 21 October 2018 - 05:13 PM

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Little bit more to do to them though! Like their little flames/smoke. Basically aiming for Maina standards :v:

Pic of the layout from that vid:
Posted Image

#72 User is offline rata 

Posted 21 October 2018 - 07:12 PM

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Actually, I think Mania didn't give enemies that much of an overhaul, but anyway my memory could be wrong.

#73 User is offline Dark Sonic 

Posted 22 October 2018 - 08:28 AM

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View Postrata, on 21 October 2018 - 07:12 PM, said:

Actually, I think Mania didn't give enemies that much of an overhaul, but anyway my memory could be wrong.

Nope Mania overhauled all the badnik sprites in a similar fashion to Sonic and Tails, but because their designs weren't overhauled like Knuckles, Ray, or in this case this project the updates were more subtle.

But man does this whole project look beautiful. Are there any plans for like a level uploader so people can download levels like in Mega Maker or Mario Maker?

#74 User is offline Lapper 

Posted 25 October 2018 - 01:04 PM

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View PostDark Sonic, on 22 October 2018 - 08:28 AM, said:

Are there any plans for like a level uploader so people can download levels like in Mega Maker or Mario Maker?


I'm trying some things in that regard, we'll have to wait and see.


I'll try to make this the last Green Hill vid I post for a while because I'm sure its grating by now.

#75 User is offline Chimera 

Posted 25 October 2018 - 03:11 PM

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This entire production is absurdly professional, including the UI design and graphical elements.

Great work. Your making not only an innovative tool for production/experimentation, but a design kit that looks legitimately fun to use. Taking the appeal of Mario Maker but ensuring you cut little to no corners. GREAT job.

Also, gotta say seeing your sprite update to GHZ with the atmospheric perspective is very satisfying. When I first saw that I was honestly upset Mania's palette limitations would probably hinder a mod from doing something similar. Really nailing the game feel dude.

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