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Main Character Art Sonic/Tails/Knuckles and Shit

#16 User is offline Mobiethian 

Posted 11 November 2008 - 02:58 PM

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View Postsynchronizer, on Nov 11 2008, 02:52 PM, said:

I just have a question: should I move all the concept art I posted in the other forum here, or is everything going to be moved over by someone else?

Good question. I posted a new topic in the other forum about the concept art. I decided to leave it up to the artwork's creator to move their work to the new forum. This way there's no confusion over who wants what moved.

#17 User is offline synchronizer 

Posted 11 November 2008 - 03:08 PM

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All right:

Girder Gadget Zone:
Posted Image

Jade Jungle Zone:
Posted Image

Jade Jungle Zone Foreground Concept:
Posted Image

(Perhaps it can be expanded on.)

#18 User is offline Maxd 

Posted 11 November 2008 - 03:30 PM

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Looks good!

Also, due to the requests for Amy, I spawned the idea of having a hammer jump (easily): allow for the button press event to react like a spring collision event (a spring from the ground under her so her momentum will be carried horizontally, but


springs up vertically.) I would love to see this implemented in games (especially 2D because it's hard as crap to play as Amy in Sonic Advance) and I'm sure the community would like to have a pleasurable gaming experience with Amy for once.
This post has been edited by Maxd: 11 November 2008 - 03:31 PM

#19 User is offline Thundertimi 

Posted 11 November 2008 - 03:53 PM

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No amy...

Don't try rape this game please :P

#20 User is offline Jayextee 

Posted 11 November 2008 - 03:58 PM

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I don't like to see things like that.

"No Amy!" should be more like "Why Amy?" and it's counterargument "Why not Amy?" -- for one, I like the idea that characters play differently, something that could have been expanded since S&K, but sadly has not in the 2D games -- and is actually one of the strengths of the two Sonic Adventure games.

Of course, Sonic Advance 1 and 3 did a neat thing of making Amy useless. Why was this neat? I actually had to engage my freaking BRAIN sometimes instead of SPIN ATTACK DURRHURRHURR all the time. Of course, this was negated in SAdv3 when I found out how awesome Amy + Sonic (Partner) is; it's my team combo of choice for all-out speed.

Think, don't knee-jerk. Not here.

#21 User is offline Thundertimi 

Posted 11 November 2008 - 04:05 PM

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I mean, I don't like amy as character, even gameplay is good.

Sorry for saying that, what I said earlier, but don't take it too seriously :P

#22 User is offline Icewarrior 

Posted 11 November 2008 - 04:34 PM

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I always had some ideas and level concepts for a Sonic game and I would like to show you them:

FIRST IDEA: Hydraulic Platform (or Hydraulic Highway)

A reminder to the Oil Ocean zone from Sonic 2 with underwater passages.
Here's the background concept:
Posted Image

And here the tile cards concept:
Posted Image
Posted Image
Posted Image

Recoloured tiles from the Oil Ocean zone. (Note that I haven't made those 3 mock-up screens, they all come from the now dead Sonic Forever project.

Here's the underwater background concept:
Posted Image
This one is ripped from Sonic Megamix. I suggest to make a different one unless Tweaker agrees the use of that one.

SECOND IDEA: Frost Outskirts

A reminder to the Ice Paradise zone from Sonic Advance 2. A remake of that zone to sum up things.
Posted Image

Here's the BG concept:
Posted Image
This post has been edited by Icewarrior: 11 November 2008 - 04:36 PM

#23 User is offline PC2 

Posted 11 November 2008 - 04:36 PM

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After a bit of thought, Amy might not be so bad - it would be pretty cool to see a slightly different gameplay style, but then, how far can you go with it still staying true to the classics? Tails and Knuckles just got flying and gliding/breaking through stuff, and even in Chaotix the characters didn't stray too far from the "core structure". In Sonic Advance, Amy was significantly slower than all the other characters. She got a leap instead of a spindash and the ability to use her hammer, making her a little more of a combat character, which hadn't really been done in the 2D Sonic games until then, now that I think about it. It would be kind of cool to see Advance-style Amy gameplay-wise, but I just don't think it would be right for what we're aming for with this project, exactly. =\

Amy seems like she'd be more of a cameo of sorts, or maybe part of the storyline.
This post has been edited by PC2: 11 November 2008 - 04:39 PM

#24 User is offline Thundertimi 

Posted 11 November 2008 - 05:32 PM

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I just can't deal whit it, if we putting amy in this game :/

#25 User is offline SoNick 

Posted 11 November 2008 - 05:45 PM

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Icewarrior: I thought the idea was to make original backgrounds and slowly tweak them into something we like; you seem to be attempting to create a mashup of others' works.

Thundertimi: I touched on this in the other topic, but I'll go into more detail here: As Jayextee was saying, instead of knee-jerk "no I hate her fuck off" reactions, you should really try saying why the character shouldn't be included. An extremely selfish "well I don't like her" is not a cohesive or convincing argument! Team projects are about compromise; you may not like the character, but this isn't "Project: Thundertimi," this is "Project: Sonic Retro," so we have to go with what the majority wants.

#26 User is offline muteKi 

Posted 11 November 2008 - 05:55 PM

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That underwater background is a bad idea because it uses dithering -- we should use more colors or make it transparent instead (I don't know what the capabilities of E02 are in that regard) especially because good dithering would require some sort of RF or blur filter.

#27 User is offline Thundertimi 

Posted 11 November 2008 - 06:06 PM

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View PostSoNick, on Nov 11 2008, 05:45 PM, said:

Icewarrior: I thought the idea was to make original backgrounds and slowly tweak them into something we like; you seem to be attempting to create a mashup of others' works.

Thundertimi: I touched on this in the other topic, but I'll go into more detail here: As Jayextee was saying, instead of knee-jerk "no I hate her fuck off" reactions, you should really try saying why the character shouldn't be included. An extremely selfish "well I don't like her" is not a cohesive or convincing argument! Team projects are about compromise; you may not like the character, but this isn't "Project: Thundertimi," this is "Project: Sonic Retro," so we have to go with what the majority wants.


Youre right.
But I hope, I don't see her in game.

Sorry Jaytex. I didn't mean to insult.

Thanx for advice SoNick.

So let's continue: I think, Nack is good as miniboss, but end of game, it having bigger role maybe?
Nack/Fang have air bike, right? My idea, is connect different gadgets in his bike, Something simple, but effective.
Maybe drills, saws, small turrets etc.
This post has been edited by Thundertimi: 11 November 2008 - 06:07 PM

#28 User is offline Phoebius 

Posted 11 November 2008 - 06:32 PM

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Posted Image
(launch base zone)

I'm posting my sketch again. The idea was that :

Posted Image
This post has been edited by Phoebius: 11 November 2008 - 06:34 PM

#29 User is offline Jayextee 

Posted 11 November 2008 - 08:51 PM

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Phoebius, I like it. ROCKETS!

One of the things I've noticed (And love) about Out Run 2006 is that it's through and through a classic Sega game, and as such shares a lot of the typical key themes and imagery as a classic Sonic.

However, consider the following;

- The Expert track of Daytona USA had a similar setting with the shuttle.
- Launch Base Zone (S3)
- The first act of Egg Rocket Zone (Sonic Advance) has that awesome background narrative detailing the ascent into space.
- Sonic Team did a game about rockets. And mice. They gave it away with the DreamCast and it was AWESOME. Get ChuChu Rocket NOW.
- The last part of Metal Harbour

I'm going to argue that this is both a solid Sega and Sonic cliché, and simply MUST go in! :rolleyes:

#30 User is offline Sonic Boom 

Posted 11 November 2008 - 10:54 PM

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Okay, I was a bit reluctant to post this at first, but now that the project has been moved, I've now decided to give this idea a go...

On the older board, STHX made a post about how he analyzed the Special Stages and their mechanics of the previous Megadrive games and learned that in the Special Stages, the environment was pseudo-3D, the character automatically moved forward, and had the ability to move left and right along with the ability to jump (Sonic 1 being the exception). Now before I read his post, I too had studied the mechanics of the special stages and learned the same thing. Given the information in front of me, I came up with my idea of what could be the Special Stage for this project.

Now if you remember his post, he came up with the idea of a race...this is where our ideas differ. My concept involves collecting a specific amount of objects (rings/blue spheres, etc.) within a limit of time.

Now here are some images to help you get a better of idea of what I'm invisioning...

Posted Image

Now before you go off and start accusing me of stealing Sonic XG's idea of the special stage, read further.

The idea of using a path was inspired from a mix between Sonic 3D Blast's and Knuckles Chaotix's special stages. But my idea isn't just to have a straight, endless path...what I'm proposing expands upon that. For example, try to imagine some of the level layouts in some the Megadrive games only from another perspective.

The Special Stage would contain segments of loop-de-loops, corkscrews, ramps, you name it.
Posted ImagePosted ImagePosted Image

Along with the traditional gimmicks, I've been thinking about adding some that are either rarely used or even some new ones (spliting paths, platforms, funnels, tunnels, inverse corkscrews and loop-de-loops, etc.)
Posted ImagePosted ImagePosted Image
Posted ImagePosted ImagePosted Image

The more emeralds you collect, the more difficult the Special Stages get. To make things a bit trickier, I think adding some things such as a curvy path and segments of paths that seem to disappear would do it. In the case of disappearing paths, some rings could be placed so that they would serve as a guide so the player would know which way to move.

Posted ImagePosted Image

And to utilize transparent paths, perhaps in places where it seems like you can only go in one direction will include hidden paths where you can collect more rings like in the following image...

Posted Image

Other ideas I've come up with to make things more difficult include obstacles blocking some paths and trap doors
like so...

Posted ImagePosted Image

Here is my idea of what the midpoint could look like...
Posted Image

For later special stages, my idea includes a fork on the road where the player must quickly decide whether to go left or right...
Posted Image

And finally, the Goal. Once the player reaches the goal, perhaps the Chaos Emerald could appear from the top or something...
Posted Image

Objects and gizmos such as speed boosters, spikes and bombs are a given and should be included.

Now all this is simply what I've come up with and I really hope you guys like this idea. Of course, if there are any changes you would like to make to what I've come up with, I'm open to that.

Now as a reminder, this concept utilized automated acceleration, the ability to move left and right, and the ability to jump.

So what do you think?

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