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Sonic 2 Retro Remix Current Version: SAGE 2011

#151 User is offline Emerald Spirit 

Posted 14 July 2009 - 04:16 PM

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Holy CRAP. This is really impressive. It almost seems like a 2D Adventure. Can't wait to see more of this!

#152 User is offline Cinossu 

Posted 14 July 2009 - 08:27 PM

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Holy shit this looks impressive.. I like, and I want. Now. :P

SRAM isn't really hard. If you want a heads up on it, on Thursday/Friday when I'm back in England I'll send you the info. It's very easy stuff.

I want in on this project. c.c *hit*
This post has been edited by Cinossu: 14 July 2009 - 08:27 PM

#153 User is online Overlord 

Posted 14 July 2009 - 09:08 PM

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Very nice stuff. I especially like the subtle boss tweak (much more RUN THE HEDGEHOG OVER like =P) and the achievements system that I recognise from that mappings tool that was released a while back. Good stuff here.

#154 User is offline Telstar 

Posted 14 July 2009 - 11:46 PM

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Wow, awesome! Keep it up! Also,

QUOTE (God 1 @ Jul 14 2009, 01:02 PM)
The Wall Kick sprite is from Crackers, just with an extra arm placed on (taken from Mighty's identical sprite, of course).

Looking at that picture, the 26th sprite (with some necessary tweaking) seems like a better candidate than what you have already, official or not.
QUOTE (God 1 @ Jul 14 2009, 01:02 PM)
...you could always get said hack and play the same level, just with broken physics and horrible music.

Unless you created a secret hack and sent it out to everyone on Retro but me and you're referring to that instead of Turbo, I'd kill you, but you made it.

Anyways, fantastic work. I think I'll refer to you two as "God 1" and "God 2" from now on. Listen to me, attempting to sound official...

#155 User is offline Mr. Mash 

Posted 15 July 2009 - 07:05 AM

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I really love what you're doing here, but maybe if you edited this sprite from Crackers as the wall jump, it would fit a little smoother.

#156 User is offline Flare 

Posted 15 July 2009 - 10:58 AM

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Its strange but I like that wall jump sprite that you are using. I think its the big eyes that draw me in haha. But yeah great work definitely looks amazing so far.

#157 User is offline Telstar 

Posted 15 July 2009 - 01:58 PM

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QUOTE (Mr. Mash @ Jul 15 2009, 05:05 AM)
I really love what you're doing here, but maybe if you edited this sprite from Crackers as the wall jump, it would fit a little smoother.

Isn't that what I said? argh.gif

#158 User is offline Mr. Mash 

Posted 15 July 2009 - 03:31 PM

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QUOTE (Telstar @ Jul 15 2009, 07:58 PM)
QUOTE (Mr. Mash @ Jul 15 2009, 05:05 AM)
I really love what you're doing here, but maybe if you edited this sprite from Crackers as the wall jump, it would fit a little smoother.

Isn't that what I said? argh.gif

Apparently so, sorry. =P
but yeah, change the top foot so it's against the wall and it should be good times. I might even try to draw it for you.

#159 User is offline Roybertito 

Posted 15 July 2009 - 03:52 PM

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Wow, this looks absolutely incredible. Playing the beta, it feels faster than any 2D Sonic, but in a very good way, and the new version looks to capitalize on that speed and add a bit of extra challenge. I like the idea of having tons of different passages and missions, sort of adds a choose-your-own-adventure aspect to the game.

Keep up the awesome work, I'll be following this.

#160 User is online Thorn 

Posted 15 July 2009 - 05:27 PM

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By the way, DNXDelta got in touch with me last night and mentioned that his PC is possibly fubar'd, so until he's got everything under control, I'll be forging ahead with level designs.

For all of you who're pointing at the sprite directly under the wall kick sprite on the Mighty/Sonic comparison sprite sheet (the skidding sprite) as a possible replacement for the wall kick sprite: you all apparently have better art skills than I do. While the angle Sonic's facing definitely makes sense, there's way too much there to edit for me to have any shot at drawing it correctly. Sonic's raised leg and foot has to be moved to the "wall", everything behind the foot's current position has to be custom-drawn, the other foot has to be rotated somehwere between 30 and 45 degrees to look like it's flat against a wall, the fist against the wall needs to open into a palm on the wall, and the arm holding the ring has to be moved to a more natural position (there's no reason to hold it out like that for a wall kick). That's way too much for me to do without drawing something out of proportion or with improper shading.

Somebody teach me to be an artist, dammit, because I sure as hell can see what I need to do... I just can't do it. >_>
This post has been edited by Thorn: 15 July 2009 - 05:29 PM

#161 User is offline BlackHole 

Posted 15 July 2009 - 05:42 PM

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*shrug*

Will that do? (WIP of you want me to continue)
This post has been edited by BlackHole: 15 July 2009 - 05:49 PM

#162 User is online Thorn 

Posted 15 July 2009 - 06:01 PM

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^ That was fast.

Besides Sonic punching the air, there's just two things bugging me (but remember that I have no sense of right and wrong with this stuff). Imagine a cheese wedge, or a small piece of a pie. When I look at Sonic's shoes in your sprite, I see two red wedges with totally flat sides, a flat top and bottom, and a round back -- maybe I'm just interpreting it wrong. The other thing bugging me is that Sonic's torso seems to be damned far away from the wall and his arm and legs are almost straight, like he's just barely touching the wall and not using his elbows or knees to push off at all.

It took me a second to find the other arm, too, but it's totally correct. Maybe I'm just being overly critical, because that's ten times better than anything I could do. If you could keep going I'd totally appreciate it, of course. :P
This post has been edited by Thorn: 15 July 2009 - 06:01 PM

#163 User is offline NHY 

Posted 15 July 2009 - 06:21 PM

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I have to say I'm impressed by the emerald collecting concept... A LOT.

I haven't seen that in a sonic hack before but its gives it a new twist, otherwise, this may have got lost in the other seemingly generic hacks out there. I see you also borrowed an idea or two from Sonic 1 extended edition ( ie, the hud level and entering the normal levels by use of a big ring. )

Tell me, are you going to have any of the emeralds in the hud levels themselves, like Super Mario 64? Perhaps some of the other characters could come in here, like having to chase / fight knuckles within a part of the hud level to get him to hand over an emerald.

Its cool as it is, though so far. Keep it up.

#164 User is online Thorn 

Posted 15 July 2009 - 06:26 PM

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QUOTE (NHY @ Jul 15 2009, 07:21 PM)
I haven't seen that in a sonic hack before but its gives it a new twist, otherwise, this may have got lost in the other seemingly generic hacks out there. I see you also borrowed an idea or two from Sonic 1 extended edition ( ie, the hud level and entering the normal levels by use of a big ring. )

Yep, no possible way I thought about this while playing Sonic Advance 3. Not a chance. :P

QUOTE (NHY @ Jul 15 2009, 07:21 PM)
Tell me, are you going to have any of the emeralds in the hud levels themselves, like Super Mario 64? Perhaps some of the other characters could come in here, like having to chase / fight knuckles within a part of the hud level to get him to hand over an emerald.

There's been an emerald in the first hub since the last beta -- I just didn't include it in the video. While I may have some random NPCs sent you on fetch quests or give you missions or the like, I don't intend to use official characters for much. Like Super Mario 64, I intend to keep character development to a bare minimum. If I so much as give an NPC a name, it becomes a fanfic and nobody will touch the hack again.
Now watch as I change my mind later, and somebody holds this against me.

#165 User is offline BlackHole 

Posted 15 July 2009 - 06:31 PM

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QUOTE (Thorn @ Jul 16 2009, 12:26 AM)
QUOTE (NHY @ Jul 15 2009, 07:21 PM)
Tell me, are you going to have any of the emeralds in the hud levels themselves, like Super Mario 64? Perhaps some of the other characters could come in here, like having to chase / fight knuckles within a part of the hud level to get him to hand over an emerald.

There's been an emerald in the first hub since the last beta -- I just didn't include it in the video. While I may have some random NPCs sent you on fetch quests or give you missions or the like, I don't intend to use official characters for much. Like Super Mario 64, I intend to keep character development to a bare minimum. If I so much as give an NPC a name, it becomes a fanfic and nobody will touch the hack again.

Am I correct in assuming you'll be having the various animals released from the badniks as these NPCs, as to save some room instead of having totally new tiles for them?

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