Well, they go in from the top and bottom and go out again. I don't think it's special enough to require an entire animation. :P
General Project Screenshot/Video Thread
#3242
Posted 19 April 2012 - 07:06 PM
I think it's a great concept. Too bad S3 never did this...
You think there's a chance Tiddles would do it?
You think there's a chance Tiddles would do it?
This post has been edited by KingofHarts: 19 April 2012 - 07:07 PM
#3243
Posted 24 April 2012 - 04:20 AM
For reference, I'm referring to this: http://forums.sonicr...ndpost&p=679410
OKAY! So, I held off on publicly releasing this thing, because I wanted to hand it out to a couple people privately first... and get some feedback. NOW, I would like to give it to the world!!!!!
This was only about a week's worth of work. There is no doubt going to be some errors, or things people don't like... I'm counting on it, as I want feedback... damnit! BUT the good news is, IT DOES WORK! ROM tested, and Hart-approved. This is the alpha release of the Sonic Trilogy Palette Editor.
I'm currently working on the interface, an alpha blender for palettes (a la SonED2), and a tile editor. I'm still a little bit new at some of the stuff that I'm doing so it will likely be a bit longer than another week before I release the Sonic Trilogy Tile Editor... BUT Let's just say, I'm hoping this could be that next new tool that people could try out and like to use with their ROMS.
Do you have anything that is not seen in SonLVL or SonED2 that you would like to see here?
Do you have anything to say about this current utility as it is, and how it should be changed?
Inquiring minds WANNA KNOW! (Those being myself...)
DOWNLOAD LINK - Try it out and lemme know what you think! (Hint, you can actually PM me on Sonic Retro from within the program)
OKAY! So, I held off on publicly releasing this thing, because I wanted to hand it out to a couple people privately first... and get some feedback. NOW, I would like to give it to the world!!!!!
This was only about a week's worth of work. There is no doubt going to be some errors, or things people don't like... I'm counting on it, as I want feedback... damnit! BUT the good news is, IT DOES WORK! ROM tested, and Hart-approved. This is the alpha release of the Sonic Trilogy Palette Editor.
I'm currently working on the interface, an alpha blender for palettes (a la SonED2), and a tile editor. I'm still a little bit new at some of the stuff that I'm doing so it will likely be a bit longer than another week before I release the Sonic Trilogy Tile Editor... BUT Let's just say, I'm hoping this could be that next new tool that people could try out and like to use with their ROMS.
Do you have anything that is not seen in SonLVL or SonED2 that you would like to see here?
Do you have anything to say about this current utility as it is, and how it should be changed?
Inquiring minds WANNA KNOW! (Those being myself...)
DOWNLOAD LINK - Try it out and lemme know what you think! (Hint, you can actually PM me on Sonic Retro from within the program)
This post has been edited by KingofHarts: 24 April 2012 - 08:17 AM
#3245
Posted 24 April 2012 - 08:19 AM
Sik, on 24 April 2012 - 05:11 AM, said:
Download link is broken (it got trimmed? o_O)
God damn it... I always fuck up with my links.
My link... Fuck my life...
#3246
Posted 24 April 2012 - 08:34 AM
Yeah something's wrong with the link; it goes to this location fro some reason: http://www.mediafire...a9dyk2n7i6gnnj/
EDIT: Ninja'd
EDIT: Ninja'd
This post has been edited by TheInvisibleSun: 24 April 2012 - 08:35 AM
#3249
Posted 28 April 2012 - 12:41 PM
Spoiler
So an update on my editor. I have added a tile editor, and it can actually work with REAL uncompressed art from the games. ONLY downside, I have yet to implement the tileset listing into this... so you can only work with 1 tile. I hope to change this very soon.
Spoiler
ALSO, the alt. palette blend feature is not working yet... is that something you guys would like to see in this editor? I know that SonEd2 and SonLVL have it... personally I never had any use for it. If it is not something necessary, I may consider scrapping it... we will see.
Been getting good feedback on the palette editor so far. Glad you like it. It's a start! :D I hope that an open source of this can find its way into the repository in the far future... so that people can edit and use this the way they want to. But, we are getting a little ahead of ourselves there. Baby steps for now. I'll keep you all posted
EDIT: Sonic Trilogy Editor v .02a Release - Took out palette blender for now... BUT tileset support is included. This program only works with uncompressed art for now. I have the tools necessary to work with Nemesis and Kosinski compression formats... now to figure out how to implement them. Until then, enjoy and please continue to support this project and give feedback!
NOTES: For some reason, adding the tile editor has slowed down the utility immensely. I will solve this solution for the next release.
Also, the reason for the massive increase in file size, is because for some reason, compressing the file doesn't bode well for running the new API implemented in the game. I will try to find a way around this in future releases.
ANOTHER EDIT: I am aware of the issue involving the API DLL. IT HAS BEEN FIXED!
This post has been edited by KingofHarts: 01 May 2012 - 07:29 AM
#3251
Posted 20 May 2012 - 03:57 PM
I am excited to see where this goes. I still think it would be better to remake sadx in a new engine, but I can't disagree with more sadx modding tools =]
#3254
Posted 28 May 2012 - 11:15 PM
Soo, I started work on my first hack yesterday. The general idea behind it being a re-make of some of my favourite levels from the Master System games but expanded on a little bit. For example in the first level of Bridge (from hereon referred to as Bright Bridge) I will be adding an underground area akin to the second level of GHZ in the first Master System game as GHZ will probably not be making an appearance. I'm calling the project Sonic Master Mix. I don't have a whole lot to show off yet save for the terrain and fence sprites but I might as well post them here:


Tails isn't in those screenshots because he doesn't seem to know how to navigate the level, which makes me laugh.
Still a lot of work to do, the EHZ background is obviously going to be changed at some point but that's low on my list of priorities. I'm currently trying to come up with some doodads to place along the grass to break up the repetition a bit without changing the feel of the Bridge zone too much.
I still have a LOT I need to learn, I can't for the life of me figure out how to properly work the graphic import feature in SonED2 despite having read and re-read the tutorials and manual, I can't even begin to fathom how I'm supposed to replace graphics like the title screen or Sonic... Or badninks, anything like that and scripting is currently far beyond me. But yeah!
Current plan is to get a working version of the first stage of Bridge done and then I'll focus on prettying it up a bit more.


Tails isn't in those screenshots because he doesn't seem to know how to navigate the level, which makes me laugh.
Still a lot of work to do, the EHZ background is obviously going to be changed at some point but that's low on my list of priorities. I'm currently trying to come up with some doodads to place along the grass to break up the repetition a bit without changing the feel of the Bridge zone too much.
I still have a LOT I need to learn, I can't for the life of me figure out how to properly work the graphic import feature in SonED2 despite having read and re-read the tutorials and manual, I can't even begin to fathom how I'm supposed to replace graphics like the title screen or Sonic... Or badninks, anything like that and scripting is currently far beyond me. But yeah!
Current plan is to get a working version of the first stage of Bridge done and then I'll focus on prettying it up a bit more.
This post has been edited by CaptainBritish: 28 May 2012 - 11:42 PM
#3255
Posted 29 May 2012 - 02:01 AM
Woah that looks amazing so far! Please don't stop working on this hack. Dx It'll be nice to see what other levels you'll include, what about levels from the other 8-bit games? Also there's tons of tutorials here on how to set things up. I've also answered your post in the "Basic Questions and Answers" thread.
And you can always ask if you run into a problem, however I usually don't do graphical stuff in my hacks so I'm not too sure on how to import graphics, so I can't help you with that sadly. (I usually stick to programming.
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