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General Project Screenshot/Video Thread

#3031 User is offline Sparks 

Posted 28 August 2011 - 02:21 AM

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Yeah it's a bit better now, but that's not quite what I meant by changing the floor tile. I was thinking a new floor piece to contrast against the bricks, maybe something white?

#3032 User is offline Blaumagier 

Posted 31 August 2011 - 08:38 PM

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My current project, very much still a WIP, is to insert Rouge the Bat into Sonic 1 as a fully playable character, and I intend to have her function the way she does in Sonic Adventure 2, minus the crappy digging/shard hunting aspect. Hopefully I'll get to that point and then be able to use this build for future projects involving Rouge as a playable character. I haven't gotten to any of the ASM hacking yet, aside from replacing the end of act title cards. The sprites were Sonic Battle sprites, edited by Joe The Echidna Fox to put Rouge in her Sonic Heroes outfit, but I had to edit the colors to get them down to 15 colors. I have almost all of the character art done and here's a few screen shots.
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For the most part I think the palette works out nicely and it seems only a few things such as, Buzz Bombers and Eggman, look very odd. I was thinking in the end I'd just redo those and hopefully make them look better. I think most of the Rouge sprites turned out pretty good, although I'm not entirely sold on my pushing animation. I'm still working on the title screen and ending sprites, but I found one picture on google, no idea who made it as there was no credit to it, but I reduced it down to 15 colors and I'm thinking about using it and trying to make variations for animations to use in the title screen.
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Also, I found this sprite that someone named Mew Seeker had made on deviant art that I think would serve nicely as the final sprite in the ending if I could make it larger and a bit more detailed, although that's not really a specialty of mine.
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#3033 User is offline Sparks 

Posted 02 September 2011 - 11:11 AM

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http://www.spriters-...nic/sheet/30168

#3034 User is offline Blaumagier 

Posted 02 September 2011 - 06:59 PM

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Now those are some beautiful sprites. I think they might fit for Genesis sprites way better than the Battle sprites do seeing as the Battle sprites have that outline. I actually stumbled across those, myself, last night and have seriously been considering using them ever since. It's a shame there's no pushing or ending sprites on that sheet, though. I suppose I'm going to have to just man up and try to make something myself for that.

#3035 User is offline Ravenfreak 

Posted 06 September 2011 - 03:02 PM

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Whenever I get bored with hacking Sonic Chaos, I hack Sonic 2 SMS. Here's a video of what I've done so far. I plan on editing layouts and art in the future, and I've added a very early WIP jumpdash.


#3036 User is offline Ambil 

Posted 08 September 2011 - 09:20 PM

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Well done.

As you know, I posted in this topic about the life counter in Sonic 2 SMS. Finally, I got the solution. The life counter in RAM is not BCD. I changed it to BCD by modifying every instance of it in the source code (I can give more details if needed).

Also, thanks to the disassembly, I finally made one of my challenges: create a three-digit HUD for the rings. It works perfectly! If you have 100 rings and get hurt, you don't die. Also, at the end of the level, you get bonus for all your rings over 100. There's only a problem: if you surpass 100 rings by getting a monitor, you don't get an extra life. This also happens in the original game.

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However, the game shows problems. The edges of the levels aren't solid anymore and Sonic can get out of them, sometimes causing the game to crash. This is strange, because I didn't modify anything related to the edges of the levels. Also, if I modify the code of the collisions with monitors, the game crashes after a few seconds, even if I don't get any monitors.

#3037 User is offline jasonchrist 

Posted 08 September 2011 - 09:34 PM

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Sonic 2 GG is my favourite handheld Sonic of them all. It shits on all the Advances and Rushes put together... it's alot better than Sonic Chaos too now I think of it.

Can't wait to see what you guys are gonna do with it.

#3038 User is offline Bareirito 

Posted 10 September 2011 - 10:27 PM

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So I was playing and messing up with the ReadySonic's special stage files and I became inspired to customize the first two special stages, those are seen in the following video.



So what do you think? Are they ok?

I'm taking your opinions. :)
This post has been edited by Bareirito: 10 September 2011 - 10:28 PM

#3039 User is offline Sik 

Posted 10 September 2011 - 11:14 PM

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I see lots of sprite overflow in those special stages. You should avoid putting long straight walls. Also this is an issue when you put lots of objects together (e.g. at the end of the special stage 2 in the video).

Yes, I'm mean with that, but for some reason almost everybody seems to get it wrong =|

#3040 User is offline Bareirito 

Posted 10 September 2011 - 11:19 PM

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View PostSik, on 10 September 2011 - 11:14 PM, said:

I see lots of sprite overflow in those special stages. You should avoid putting long straight walls. Also this is an issue when you put lots of objects together (e.g. at the end of the special stage 2 in the video).

Yes, I'm mean with that, but for some reason almost everybody seems to get it wrong =|


Oh, now that you're saying that, I do see some sprite overflow, thanks for that, I might think on another design for those crystal groups. I will slightly edit it later.

#3041 User is offline MarkeyJester 

Posted 10 September 2011 - 11:41 PM

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One thing I will say is that it looks a lot more fun than the original Sonic 1 stages =D

Here's an idea, no-one's done this before so why not change the block designs in some way? That would be rather cool.

#3042 User is offline Sik 

Posted 11 September 2011 - 01:18 AM

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View PostMarkeyJester, on 10 September 2011 - 11:41 PM, said:

Here's an idea, no-one's done this before so why not change the block designs in some way? That would be rather cool.

I have seen the item blocks being modified before. The issue are the walls, I don't think I've ever seen anybody modify them (other than turning them into garbage). Probably because you need to draw them in many different angles.

#3043 User is offline Ravenfreak 

Posted 11 September 2011 - 03:58 AM

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Awesome work Ambil, I had the same idea but I haven't even coded it yet. :v: I've noticed a similar error after I added my WIP Jumpdash. Sonic tends to get stuck and he goes "out of bounds" sometimes, especially in UGZ1. :\ And I see what you mean with the monitors, but I have no clue on what's causing the problem. x.X

#3044 User is offline nineko 

Posted 11 September 2011 - 04:11 AM

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View PostSik, on 11 September 2011 - 01:18 AM, said:

View PostMarkeyJester, on 10 September 2011 - 11:41 PM, said:

Here's an idea, no-one's done this before so why not change the block designs in some way? That would be rather cool.

I have seen the item blocks being modified before.
In my hack I turned UP and DOWN into :) and :(

#3045 User is offline Destructiox 

Posted 11 September 2011 - 06:47 AM

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View PostSik, on 11 September 2011 - 01:18 AM, said:

View PostMarkeyJester, on 10 September 2011 - 11:41 PM, said:

Here's an idea, no-one's done this before so why not change the block designs in some way? That would be rather cool.

I have seen the item blocks being modified before.


Posted Image /o/


I also suppose I could also use this post to say I'm currently still working on special stages for lunacy.
This post has been edited by Destructiox: 11 September 2011 - 06:47 AM

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