Posted 31 January 2012 - 02:37 PM
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Sonic
x 0
?
Looks neat, though!
Posted 31 January 2012 - 02:40 PM
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Sonic 2 Secret Rings Edition. You have infinite lives, so the life counter displays the current mission instead (0 = Normal).
Posted 31 January 2012 - 04:55 PM
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Would that be changed to have the name of the mission instead? Or left as is?
Posted 31 January 2012 - 05:43 PM
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Like many other things, that is beyond my current knowledge and abilities. Also I'm not sure where I would find enough VRAM space.
Posted 31 January 2012 - 06:26 PM
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MainMemory, on 31 January 2012 - 05:43 PM, said:
Like many other things, that is beyond my current knowledge and abilities. Also I'm not sure where I would find enough VRAM space.
You could use the VRAM for the life icon, character name and lives counter for that; this would give 12 tiles of otherwise-worthless space since Sonic has infinite lives.
Posted 31 January 2012 - 08:35 PM
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No matter how many times it's used I always take joy in the use of Hidden Palace. Will this be using a new layout or one akin to Delta/Long Version?
Posted 31 January 2012 - 11:10 PM
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Mostly the exact same layout as the original, but I'll add an ending with a signpost. Probably only one act.
Posted 01 February 2012 - 09:00 AM
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MainMemory, on 31 January 2012 - 11:10 PM, said:
Mostly the exact same layout as the original, but I'll add an ending with a signpost. Probably only one act.
Cool. Will you be inserting the unused mechanics like the elevator and waterslide or creating a new route like in Long Version?
Posted 01 February 2012 - 09:48 AM
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E-122-Psi, on 01 February 2012 - 09:00 AM, said:
Cool. Will you be inserting the unused mechanics like the elevator and waterslide or creating a new route like in Long Version?
I'll note that the elevator isn't an unused element, it was made with re-purposed graphics and original code by Esrael for his Sonic 2 Delta hack.
Posted 01 February 2012 - 01:51 PM
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Neo, on 01 February 2012 - 09:48 AM, said:
E-122-Psi, on 01 February 2012 - 09:00 AM, said:
Cool. Will you be inserting the unused mechanics like the elevator and waterslide or creating a new route like in Long Version?
I'll note that the elevator isn't an unused element, it was made with re-purposed graphics and original code by Esrael for his Sonic 2 Delta hack.
I heard however it was based on the intended plans for the level, though a lot of improvising was there. If not I'm stumped what that big slope to nowhere is for.
Posted 01 February 2012 - 05:42 PM
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E-122-Psi, on 01 February 2012 - 01:51 PM, said:
I heard however it was based on the intended plans for the level, though a lot of improvising was there. If not I'm stumped what that big slope to nowhere is for.
It's a good guess, but nothing more. Other theories from "back in the day" were the level flooding + a floating platform (like in Sonic 1 or Sonic CD) or a Super Sonic-only obstacle.
Posted 05 February 2012 - 10:56 PM
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Shade Vortex, on 31 January 2012 - 01:52 AM, said:
For the heck of it, I'm going to post about a project I've been working on, though progress has been (mostly) off and (barely) on. Using SonLVL, I decided to give making custom level layouts a shot. So far, I've only completed Emerald Hill Zone Act 1 and 2, so this is nothing interesting, and probably really crappy to you all, but here is a glimpse at it anyways:
Act 1, ends with a Waterfall.
Act 2, begins at the end of said waterfall.
I'm only showing this off for now to show how important being consistent is to me. I prefer acts which actually seem like they continue on from eachother, rather than being in an entirely different area of the same locale.
Oh yeah, and here's the full level maps: Emerald Hill Zone:
Act 1 -
Act 2
They probably aren't good at all, and I can't I say I'll ever finish redoing every stage's layout.
Don't doubt yourself, I think these are wonderful! These honesty look like they could have been acts in the original Emerald Hill (or at least thats the vibe these levels are giving me...)! The only real "problem" is that the grass looks a little weird when connecting the loops to some of the slopes. The shadows the loops leave get a bit cutoff, which is the most noticable in Act 1 with the 4 loops in a row. Fix that issue, and the levels are good to go.
Posted 06 February 2012 - 03:05 PM
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I'm a slow worker but I've finally completed my ending sprites. Spriting is definitely not my forte and I don't think I have much of an eye for detail on sprites so I would really appreciate any opinions about whether these are good or if there's a way I could improve them.
Posted 06 February 2012 - 11:03 PM
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Blaumagier, on 06 February 2012 - 03:05 PM, said:
I'm a slow worker but I've finally completed my ending sprites. Spriting is definitely not my forte and I don't think I have much of an eye for detail on sprites so I would really appreciate any opinions about whether these are good or if there's a way I could improve them.

They look pretty good, but I don't really like the shading on the larger Rouge sprites, they clash a bit with the shading of the player sprite.
Posted 07 February 2012 - 06:30 AM
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Well, they completely lack outlines, whereas the smaller ones have black outlines everywhere.
Then again, maybe that's the desired effect. I don't know how good the large sprites would look with outlines, or the small ones without.