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Are you interested in playing project AXSX?

1: Are you interested in playing project AXSX?

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#601 User is offline Andrew75 

Posted 06 February 2017 - 08:00 PM

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Ok sooo, Apparently I had forgotten about some Def files that I had not ported that came with JollyRoger's files. There are 5 new never before seen Jade Gully layouts. When I rebuild them, I'll be glad to post new screens.
Apparently there are underwater sections to the levels, including water slides, tunnels and breakable walls that reveal secret item boxes.

#602 User is offline Lord Kanti 

Posted 07 February 2017 - 03:38 PM

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View PostAndrew75, on 06 February 2017 - 08:00 PM, said:

Ok sooo, Apparently I had forgotten about some Def files that I had not ported that came with JollyRoger's files. There are 5 new never before seen Jade Gully layouts. When I rebuild them, I'll be glad to post new screens.
Apparently there are underwater sections to the levels, including water slides, tunnels and breakable walls that reveal secret item boxes.


That's hella cool!

Speaking of having the levels completed (in an earlier post), are there going to be bosses?

#603 User is offline Andrew75 

Posted 07 February 2017 - 05:29 PM

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View PostLord Kanti, on 07 February 2017 - 03:38 PM, said:

View PostAndrew75, on 06 February 2017 - 08:00 PM, said:

Ok sooo, Apparently I had forgotten about some Def files that I had not ported that came with JollyRoger's files. There are 5 new never before seen Jade Gully layouts. When I rebuild them, I'll be glad to post new screens.
Apparently there are underwater sections to the levels, including water slides, tunnels and breakable walls that reveal secret item boxes.


That's hella cool!

Speaking of having the levels completed (in an earlier post), are there going to be bosses?

Yes at some point! We have the Nack and Metal Sonic bosses, the Nack boss was extracted from the 718 demo by JollyRoger with a little help from SANiK's notes, since SANiK had extracted it years earlier but I don't think he shared it. The Metal Sonic was taken from the Saturn SDK. (The 718 demo is the Saturn tech demo with the hills. That demo was actually an evolved version of the boss engine that Christina Coffin was working on known as Project Condor)
AXSX actually started out as a remake of the Metal Sonic boss stage, but that was put on the back burner for the main stages with fisheye. Someday I plan to revisit the boss stages.


P.S. There are a few more textures within the 718 demo that have never been extracted in their entirety. We know they are there because we found the greyscale layout map where color tiles would be mapped to.
I'm always on the lookout for someone with the skills to attempt a full recovery of the textures, I believe they are belonging to Nack's boss stage or Metal Sonic's stage. Jolly Had started working on doing that but he couldn't dedicate the time into finishing it.
This post has been edited by Andrew75: 07 February 2017 - 05:37 PM

#604 User is offline Andrew75 

Posted 08 February 2017 - 08:56 PM

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So yeah guys I just restored 5 Lost Jade Gully levels into Unreal 4! These were never seen before! I only just looked at what was in them 2 days ago for the very first time. They were buried in the Point of view files. But these are STI engine level files, and they run in V53 of the Level editor.
Please excuse the background( err Unreal 4 default background), and incorrect lighting. (still need to do lighting universally for all levels. That's on the to do list.)
This is the first underwater level I've seen besides the Blue Ocean level which is so early and does not really look like anything underwater.
( Please note) that the front face textures on the item monitors are my creations, since I do not have the original texture files for them.
The def files ask for the monitor icons specifically, that's how I know they are monitors. XD

(Also something interesting to point out, there was a file path that pointed to someone named Rick, ( 1_T\1_T\RICK\w2\Watr01f1) that's the first time I seen a name inside a def file. XD)

Here we see the Lightbug badnik. I personally never seen him placed in any levels, and always assumed that the many unused badniks never made it into actual levels. I was sooo wrong!
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Just a screenshot, check out the item monitor to the front and left. Also the hieroglyphics to the right.
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Another Unused Badnik......The Piranha!
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View of some collectables. And a wire mesh in front of an underground tunnel.
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Secret 1 up hidden behind a wooden gate
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Besides Jade gully there are a few other levels that I can restore. But they will have to wait for a later time
This post has been edited by Andrew75: 08 February 2017 - 09:13 PM

#605 User is online McAleeCh 

Posted 12 February 2017 - 05:18 PM

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Whoa, very interesting - looks very different from any other incarnation of Jade Gully that I've previously seen! Interesting to see that some badniks previously thought to be unused turn up in these levels, too.

Amazing how even now previously unseen X-treme content is being brought to light! Your project looks to be a real treasure trove of X-treme content both seen and unseen, which should be fascinating to see from a reseatch perspective. It's really great the amount of effort you're putting into recreating and preserving this content so that it can be seen and enjoyed by a much wider audience. And coupled with your own levels made with the engine/physics system you've set up in mind, it really seems like this project should have something for everyone when it's eventually released! = )
This post has been edited by McAleeCh: 12 February 2017 - 05:18 PM

#606 User is offline Andrew75 

Posted 12 February 2017 - 07:13 PM

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View PostMcAleeCh, on 12 February 2017 - 05:18 PM, said:

Whoa, very interesting - looks very different from any other incarnation of Jade Gully that I've previously seen! Interesting to see that some badniks previously thought to be unused turn up in these levels, too.

Amazing how even now previously unseen X-treme content is being brought to light! Your project looks to be a real treasure trove of X-treme content both seen and unseen, which should be fascinating to see from a reseatch perspective. It's really great the amount of effort you're putting into recreating and preserving this content so that it can be seen and enjoyed by a much wider audience. And coupled with your own levels made with the engine/physics system you've set up in mind, it really seems like this project should have something for everyone when it's eventually released! = )



Thanks man ! I really hope we can see more lost assets from X-treme. ( So I can rebuild the hell out of them and get them accessible to a wider audience. )

Here is something more interesting !
also I'm copy pasting this from assembler where I posted it before and too lazy/ tired to edit it for retro here, so kind of a recap!

Buried deep in the recesses of the V037 Release we did. There were some levels that did not belong to the POV or STI's V037/040 builds, but rather they belonged to a later build of the engine. Somewhere from around Version 042 or up. STI's team stopped labeling the .def files after V042 for some reason even though there were builds of the engine past V053. or maybe the def file format was V042? while engine had different versions ? I'm not sure what was going on with that.

Here are the 5 Jade Gully Act 2 level subsections that I had restored recently that I had meant to restore much sooner.
At first I was just restoring them and than showed a friend (SonicGenesis89) some screens of the level in Unreal 4. She replied. "That looks a lot like Yasuhara's Jade Gully concept art with the water wheel" and so we looked at the concept art and sure enough they matched pretty damned close! Anyways these are the first levels I've seen that have a corresponding concept art set.

Jade Gully Act 2-1

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Jade Gully Act 2-2
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Jade Gully Act 2-3
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Jade Gully Act 2-4
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Breakable wall, Hidden room!
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Jade Gully Act 2-5
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This post has been edited by Andrew75: 12 February 2017 - 07:37 PM

#607 User is offline Dark Sonic 

Posted 12 February 2017 - 07:16 PM

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Wow, this is the first thing I've ever seen come from Sonic Xtreme that looks like an actual level. That's pretty cool. Do you plan on implementing these in AXSX?

#608 User is offline Andrew75 

Posted 12 February 2017 - 07:32 PM

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View PostDark Sonic, on 12 February 2017 - 07:16 PM, said:

Wow, this is the first thing I've ever seen come from Sonic Xtreme that looks like an actual level. That's pretty cool. Do you plan on implementing these in AXSX?


Yes they are already in AXSX, see fisheye screens lol XDXDXD

Did any of you see the word Rog was crossed out and replaced with LOG? LOL
This post has been edited by Andrew75: 12 February 2017 - 07:47 PM

#609 User is offline Kono Mike da! 

Posted 13 February 2017 - 02:26 AM

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View PostAndrew75, on 12 February 2017 - 07:32 PM, said:

View PostDark Sonic, on 12 February 2017 - 07:16 PM, said:

Wow, this is the first thing I've ever seen come from Sonic Xtreme that looks like an actual level. That's pretty cool. Do you plan on implementing these in AXSX?


Yes they are already in AXSX, see fisheye screens lol XDXDXD

Did any of you see the word Rog was crossed out and replaced with LOG? LOL


More like, ROR. AM I RIGHT
(Amazing work, bruh. :thumbsup: )

#610 User is offline Andrew75 

Posted 31 May 2017 - 10:31 PM

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small update!

*got more levels ported.( that were skipped over because they looked like duplicates , but proved to have interesting differences.)
*got a temp world map.
*got 1 of 2 title screens finished.
* most of the hud done.
*Made lots of new 3D chunk clusters out of blocks. ( similar to how the 2D games used tiles to make the 256 x 256 or 128x128 chunks that make up levels.)
*Did some fooling around making a few textures based on sunset park just to see what they'd look like , also because a friend inspired me. I know distractions can be bad. But yeah sometimes I need to fool around. Last destruction led to ghz 2.5D, but the sunset park 32 bit texture set can be used for AXSX for a nice little Easter egg. And at least they didn't take too much time.
This post has been edited by Andrew75: 31 May 2017 - 10:39 PM

#611 User is offline Aerosol 

Posted 31 May 2017 - 11:46 PM

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Dude, distract yourself as much as you like.

Fun fact: I'm pretty sure there are people that went through college in the time you've been working on this.

#612 User is offline Kharen 

Posted 01 June 2017 - 02:43 AM

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If the distraction leads to something we can play with, by all means be distracted! I wouldn't mind something based off of Sunset Park.

Anyways, those near-identical levels, what do you plan on doing with them? I mean, if they're nearly identical, I don't think that most people are going to realize that they're different and complain that they're playing the same areas over and over. Maybe have the game randomize which iteration of the level is used on each run-through, to give it a bit more replayability?

By the way, how many levels do you have material for? Enough for a full-length game, or are you going to need to add original levels to add to the length? You were talking about getting distracted with Sunset Park stuff, but what you could do is have a short main campaign, and then a large number of unlockable levels. It might make you feel a bit better about getting distracted since it would be easier to incorporate the results into the main project.

#613 User is offline Andrew75 

Posted 01 June 2017 - 08:58 AM

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View PostKharen, on 01 June 2017 - 02:43 AM, said:

If the distraction leads to something we can play with, by all means be distracted! I wouldn't mind something based off of Sunset Park.

Anyways, those near-identical levels, what do you plan on doing with them? I mean, if they're nearly identical, I don't think that most people are going to realize that they're different and complain that they're playing the same areas over and over. Maybe have the game randomize which iteration of the level is used on each run-through, to give it a bit more replayability?

By the way, how many levels do you have material for? Enough for a full-length game, or are you going to need to add original levels to add to the length? You were talking about getting distracted with Sunset Park stuff, but what you could do is have a short main campaign, and then a large number of unlockable levels. It might make you feel a bit better about getting distracted since it would be easier to incorporate the results into the main project.


How many levels do I have materials for?
Right now, I have enough building assets to make a full length game. Like textures, Badniks, general gimmick assets, title screen, hud, and more) so yeah all the pieces are there to build a basic full game.
What still needs to be done:
*The story elements and assets,(we do have a draft)( don't know if ill have time for story, (saving it for last)
*I'd like to do a lot more custom textures for real custom levels. ( sunset park or texture remakes could be used if we needed, but id like to make some 100% original)
*Custom level layouts for the full sized main mode.
*The gameplay has not been recreated from UDK build, but Xak's working on that.
*there are a lot of Gimiks that need to be made functional that were set up in UDK build.

The next release, I can't say when, but I hope to have it include at least:
*Title screen.
*World map
*1 full length custom level.
*all of the unlockable levels.
By the time Xak catches, up I may even have a lot more than the above goal ready. Also as soon as he catches up, I think a release can be made rather quickly. We don't have an ETA on that.
If only we didn't need to switch to Unreal 4, I think that this past year would have had some UDK releases. ( it was sooo close, minus the huge game breaking issue of the collision cylinder not being able to rotate, and a few tiny sprite animation bugs)

Everything concerning full levels up until now has been related to porting the original beta levels by hand, we are now over 110 of these babies) oops....I shouldn't call them full levels.
So most of my time this past year has been re-setting up everything I had in UDK inside Unreal 4, and rebuilding the levels that I missed, and also setting up fresh assets that had never been set up in UDK build ( like the mega awesome texture generation shader).
Also When playing unlockable levels, I was thinking to include a sort of note that can be skipped before the level loads. the note would have some fun facts about the particular level.

Now to answer your other question regarding what I plan to do with the duplicated levels....... sorry it took so long to get to this point. I plan to keep them next to one another but let the player know that the level is the same but with development differences.
I only ported levels that have enough differences like large layout changes, major gimmick differences, or complete texture swap outs. There really aren't too many duplicated levels. And a few that I had initially skipped because i thought were duplicates were not duplicates at all.
And don't worry !! I did not port levels that have a single block location change or a few extra ring placement changes or anything of that nature.

View PostAerosol, on 31 May 2017 - 11:46 PM, said:

Dude, distract yourself as much as you like.

Fun fact: I'm pretty sure there are people that went through college in the time you've been working on this.

They could have gone twice !
This post has been edited by Andrew75: 01 June 2017 - 09:02 AM

#614 User is offline LordOfSquad 

Posted 01 June 2017 - 12:02 PM

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Great to hear things are starting to solidify, must feel relieving to see things start to take their final form after all this time. Godspeed, boys.

#615 User is offline Andrew75 

Posted 01 June 2017 - 01:24 PM

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View PostLordOfSquad, on 01 June 2017 - 12:02 PM, said:

Great to hear things are starting to solidify, must feel relieving to see things start to take their final form after all this time. Godspeed, boys.

Still a long ways to go !

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