Sonic and Sega Retro Message Board: Sonic 3 and Knuckles, a new lease of life - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

Sonic 3 and Knuckles, a new lease of life 15/04/10 UPDATE

#136 User is offline Aquaslash 

Posted 08 December 2009 - 03:47 AM

  • Time to walk the dinosaur!
  • Posts: 2760
  • Joined: 17-November 04
  • Gender:Male
  • Location:Hampton, VA
  • Project:The S Factor: Sonia and Silver
  • Wiki edits:1,144
QUOTE (Varion Icaria @ Dec 8 2009, 12:03 AM)
QUOTE (KingDedede16 @ Dec 7 2009, 11:42 PM)
That looks AMAZING! Keep up the good work, dude. Can't wait for the release of this game. One thing I thought about, though...:

Is it possible to have different teams? Like instead of Tails following Sonic around, what if he could follow Knuckles as well? Or Knuckles follow Sonic...etc.etc.

It's possible but this hack is currently not done with ASM, but in pure hex and ESE. Aswell as making Sonic and Knuckles follow each other that isn't relatively an easy task unless you coded a secondary CPU portion on Tails for Knuckles among palette issues and stuff. Everythings possible, just not really liable.

Example of what I mean.



Old test is Old :P.

Obviously you have to do what Sonic 3 did and use the Knuckles palette which has the Ring colors in v.png

#137 User is offline Varion Icaria 

Posted 09 December 2009 - 01:43 PM

  • He's waiting....
  • Posts: 975
  • Joined: 26-August 03
  • Gender:Male
  • Project:S4: Cybernetic Outbreak
  • Wiki edits:1
Back then I didn't know that :P. As for now I could easily do it if needed.

#138 User is offline UtopiaUK 

  Posted 24 December 2009 - 10:03 AM

  • Posts: 116
  • Joined: 22-October 08
  • Gender:Male
  • Project:Sonic 3 And Knuckles A New Lease Of Life
  • Wiki edits:14
Xmas update
First, I would like to take the oppurtunity to wish everyone a very merry xmas and a wonderful new year. As it is xmas I thought I would show more progress on the zones and explain a few things.


Ok first up we have Icecap zone. This zone is not the easiest to edit but I still love to do my best for everyone. Act 1 is more speedy and fun with lots of slopes. Whereas act 2 is more toned down and is a bit longer because I know people enjoy the music and art of Icecap. So I did it so you can all enjoy it a bit more.


Ah Lava Reef Zone, act 1 is probably the most difficult act to edit. It has what I refer to as "Special Rocks". What that means is that there is some parts of level art which are stored at a specific location and are used to conceal gaps in the 128x128 chunks. But it is an easy problem to fix but still troublesome. Anyways, for the LRZ act 1 intro I have created an Indianna Jones style boulder chasing you and has no rings during the sequence. So be Careful.

Act 2 however is a much easier act to edit. Now this is where I got creative. The reverse gravity object is exclusive to MHZ, SOZ, LRZ, HPZ, SSZ and DEZ so I have decided to create upside down sections in LRZ act 2 just to add a little perk to the level and makes something a little bit different. This is easily one my favourite act edits.


Now back a few months back I posted a picture of Hidden Palace in a gold and red pallette. Alot of people didn't like it and upon reflection, neither did I. So I completely recreated the pallette to look a million times better. Also this is the only level to be 100% completed. I want to do this properly and take time to craft together all the levels and give each one "A new lease of life".
This is one of the reasons I am not having a release date for this.


Now here's a zone that is interesting to say the least. Death Egg is actually one of the easiest zones to edit with elements such as the gravity reverse tubes being able to be placed in both acts. Act 1 is a speedy level but a long level at the same time. Act 2 is much more sinister and a gruelling assault course of interesting obstacles. So I am purposely concealing any screen shots of this act until a release is made.

Well that is all for now guys, I always appreciate your comments and criticism on my work cause you guys are awesome and very helpful.

Have a lovely Christmas guys.
This post has been edited by UtopiaUK: 24 December 2009 - 10:21 AM

#139 User is offline Blanche Hodapp 

Posted 24 December 2009 - 10:15 AM

  • *urp*
  • Posts: 2407
  • Joined: 28-July 06
  • Gender:Male
  • Location:Rural Nowhere
  • Wiki edits:120
It's been a long time since I sat back and basked in the glow of multiple 404s...

#140 User is offline UtopiaUK 

Posted 24 December 2009 - 10:16 AM

  • Posts: 116
  • Joined: 22-October 08
  • Gender:Male
  • Project:Sonic 3 And Knuckles A New Lease Of Life
  • Wiki edits:14
Oh damn, sorry about that I will fix the problem.

#141 User is offline UtopiaUK 

  Posted 15 April 2010 - 02:47 PM

  • Posts: 116
  • Joined: 22-October 08
  • Gender:Male
  • Project:Sonic 3 And Knuckles A New Lease Of Life
  • Wiki edits:14
Update

Well it has been a long time since I updated this thread but I have crafting away for the past 4 months trying to make the hack even better. A release date is still not in the near future but good things are set. Anyway I would like to start by showing off a few new updates.



I have been altering the special stage pallettes so they coordiante with the emerald colour. Green stage for green emerald etc. I think they make the stages feel alot more fresh and more new.


Just some more fresh pallette edits except for the bonus stage which has had a new layout put in to make it more of a challenge.


Hydrocity, now this zone has had a huge amount of work done to it. Act 1 is a mixture of high speeds above water but taking on a Labyrinth Zone style for underwater. Act 2 is alot more fun with each character's paths breaking off after the wall chase. Also notice the new warmer above water pallettes, while the underwater looks icy cold and harsh. Also notice the cycle pallette edit in the top left screenshot.


Well that is all for now, Launch Base Screenshots coming soon.


Enjoy and comment smile.png

#142 User is offline Solaris Paradox 

Posted 15 April 2010 - 02:50 PM

  • Posts: 2456
  • Joined: 08-March 10
  • Location:On my butt in front of the computer. Where else?
  • Project:I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
  • Wiki edits:2
That's "a new lease ON life," actually.

/commonly-known-sayings-nazi

EDIT: Now, to give an actual opinion:

I like the idea of the design mentality behind your Hydrocity Zone layout, but the palette looks really bland to me. I don't like it when a zone's aesthetic is dominated by a single color (no matter how many shades there are) in a way that doesn't contrast itself properly, and personally that color scheme for Hydrocity just doesn't do it for me.
This post has been edited by Solaris Paradox: 15 April 2010 - 02:54 PM

#143 User is offline DigitalDuck 

Posted 15 April 2010 - 02:57 PM

  • Keepin' it cool.
  • Posts: 2860
  • Joined: 23-June 08
  • Gender:Male
  • Location:Lincs, UK
  • Project:Sonic 2 Random Levels, TurBoa, a few secret ones
Agreed on the colour front. It looks nice, but it needs more than just red. Couldn't you throw some green in the background somewhere? You'd be surprised at how much difference it makes.

#144 User is offline Solaris Paradox 

Posted 15 April 2010 - 03:50 PM

  • Posts: 2456
  • Joined: 08-March 10
  • Location:On my butt in front of the computer. Where else?
  • Project:I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
  • Wiki edits:2
QUOTE (DigitalDuck @ Apr 15 2010, 03:57 PM)
Agreed on the colour front. It looks nice, but it needs more than just red. Couldn't you throw some green in the background somewhere? You'd be surprised at how much difference it makes.


Didn't make much difference for Hill Top Zone, though I suspect that's more because the level was the same color as Sonic and an obvious Emerald Hill respray in the same game as Emerald Hill.

Bleargh, I hate Hill Top's design...

EDIT: Also, why was the hill top blue? Why was the only semi-lava level in the stage blue? What drunken excuse for an art director thought coloring 80% of the stage the same color as the main character was good art design?
This post has been edited by Solaris Paradox: 15 April 2010 - 03:53 PM

#145 User is offline Skeledroid 

Posted 15 April 2010 - 05:04 PM

  • Posts: 215
  • Joined: 17-November 06
  • Project:Platformer Engine
  • Wiki edits:1
QUOTE (UtopiaUK @ Aug 25 2009, 07:23 AM)
Minibosses, Maceballs and Madness.

http://www.youtube.com/watch?v=hiNvosny0Xs

holy shit. this and the death egg miniboss are intense.

great ideas and stuff, man. smile.png
This post has been edited by olaf: 15 April 2010 - 05:04 PM

#146 User is offline RedStripedShoes 

Posted 15 April 2010 - 05:37 PM

  • And I'm gone again.
  • Posts: 1350
  • Joined: 24-January 09
  • Gender:Male
  • Location:Chicago Zone Act 1
  • Wiki edits:1
QUOTE (UtopiaUK @ Apr 15 2010, 02:47 PM)
I have been altering the special stage pallettes so they coordiante with the emerald colour. Green stage for green emerald etc. I think they make the stages feel alot more fresh and more new.


I don't think it would be a good idea to use a single color for each special stage. You need contrast if you want to make it visually appealing. Here's what I suggest:

Green emerald stage: (Green and Light Brown tiling, Light Blue sky)
Yellow emerald stage: (Dark Purple and Turquoise tiling, Dark Blue sky)
Magenta emerald stage: (Beige and Dark Orange tiling, Light Blue sky)
Blue emerald stage: (Red and White tiling, Black sky)
White emerald stage: (Orange and Purple tiling, Light Blue sky)
Red emerald stage: (Dark Blue and Cyan tiling, Blue Sky)
Cyan emerald stage: (Yellow and Purple tiling, Blue Sky)

In case you haven't noticed by now, the color schemes are based off the original 7 zones of Sonic 3 (including Flying Battery).


Disregard.
This post has been edited by RedStripedShoes: 15 April 2010 - 05:58 PM

#147 User is offline dsrb 

Posted 15 April 2010 - 05:44 PM

  • Posts: 3074
  • Joined: 10-June 09
  • Gender:Male
  • Wiki edits:196
QUOTE (RedStripedShoes @ Apr 15 2010, 11:37 PM)
the color schemes are based off the original 7 zones of Sonic 3 (including Flying Battery).

I think I recall reading that this is the case in plain S3 (unless that's what you mean), albeit maybe that a different rule was used in S&K.


#148 User is offline RedStripedShoes 

Posted 15 April 2010 - 05:57 PM

  • And I'm gone again.
  • Posts: 1350
  • Joined: 24-January 09
  • Gender:Male
  • Location:Chicago Zone Act 1
  • Wiki edits:1
QUOTE (dsrb @ Apr 15 2010, 05:44 PM)
QUOTE (RedStripedShoes @ Apr 15 2010, 11:37 PM)
the color schemes are based off the original 7 zones of Sonic 3 (including Flying Battery).

I think I recall reading that this is the case in plain S3 (unless that's what you mean), albeit maybe that a different rule was used in S&K.


I feel like an idiot for not realizing just how similar these palettes are to the originals. I did notice the fourth was exactly the same at the time of writing, though I have no excuse for not trying to change it to something else.

#149 User is offline Cracker 

Posted 15 April 2010 - 06:02 PM

  • Posts: 20
  • Joined: 08-April 10
  • Gender:Male
  • Location:England
Omfg! Awesome screenshots.
I was only asking the other day about hacks for Sonic3/K and the lack of them! I must have skimmed over this topic when trying to look for hacks!

EDIT

Suggestion - I mentioned this idea in another thread the other day so it might be more appropriate here.

Can you make Hidden Palace into 2 acts? Act one being similar to Lava Reef 2 (like the original) just with minor palette edits and make it play through like an actual level with enemies and everything in (no boss maybe) and then have Act 2 where you fight Knuckles use more of the original Sonic 2 level design (not the background though) with maybe a palette change but the colourful light up bridges DEFINITELY would be awesome to see!

EDIT 2-

Another suggestion I just thought of. I always loved the design of the competition levels, so it would be awesome to see them actually used as FULL Levels with new/rehashed enemies and rings and all that jazz. Especially Chrome Gadget and the Cavern type one (Brain dead now... damn)
This post has been edited by Cracker: 15 April 2010 - 06:53 PM

#150 User is offline Varion Icaria 

Posted 20 April 2010 - 07:14 PM

  • He's waiting....
  • Posts: 975
  • Joined: 26-August 03
  • Gender:Male
  • Project:S4: Cybernetic Outbreak
  • Wiki edits:1
QUOTE (Cracker @ Apr 15 2010, 06:02 PM)
Omfg! Awesome screenshots.
I was only asking the other day about hacks for Sonic3/K and the lack of them! I must have skimmed over this topic when trying to look for hacks!

EDIT

Suggestion - I mentioned this idea in another thread the other day so it might be more appropriate here.

Can you make Hidden Palace into 2 acts? Act one being similar to Lava Reef 2 (like the original) just with minor palette edits and make it play through like an actual level with enemies and everything in (no boss maybe) and then have Act 2 where you fight Knuckles use more of the original Sonic 2 level design (not the background though) with maybe a palette change but the colourful light up bridges DEFINITELY would be awesome to see!

EDIT 2-

Another suggestion I just thought of. I always loved the design of the competition levels, so it would be awesome to see them actually used as FULL Levels with new/rehashed enemies and rings and all that jazz. Especially Chrome Gadget and the Cavern type one (Brain dead now... damn)

I can answer that for him. That requires ASM. Which my Disassembly is not released yet so it's much harder for people to do ASM in S3K. The half finished disassembly is a nice start for people to look at to grasp the basics but they won't be able to do much without things fully labeled.

  • 11 Pages +
  • ◄ First
  • 8
  • 9
  • 10
  • 11
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users