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General Project Screenshot/Video Thread

#3151 User is offline Overlord 

Posted 31 January 2012 - 02:37 PM

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Sonic
x 0

?

Looks neat, though!

#3152 User is online MainMemory 

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).

#3153 User is offline Jimmy Hedgehog 

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?

#3154 User is online MainMemory 

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.

#3155 User is offline flamewing 

Posted 31 January 2012 - 06:26 PM

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View PostMainMemory, 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.

#3156 User is offline E-122-Psi 

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?

#3157 User is online MainMemory 

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.

#3158 User is offline E-122-Psi 

Posted 01 February 2012 - 09:00 AM

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View PostMainMemory, 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?

#3159 User is offline Neo 

Posted 01 February 2012 - 09:48 AM

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View PostE-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.

#3160 User is offline E-122-Psi 

Posted 01 February 2012 - 01:51 PM

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View PostNeo, on 01 February 2012 - 09:48 AM, said:

View PostE-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.

#3161 User is offline Neo 

Posted 01 February 2012 - 05:42 PM

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View PostE-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.

#3162 User is offline DarkBones 

Posted 05 February 2012 - 10:56 PM

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View PostShade 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.

#3163 User is offline Blaumagier 

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 Image

#3164 User is offline DarkBones 

Posted 06 February 2012 - 11:03 PM

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View PostBlaumagier, 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.

Posted Image

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.

#3165 User is offline dsrb 

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.

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