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Sonic Classic 2 **Snapshots and new information**

#361 User is offline Hez 

Posted 20 January 2012 - 05:42 PM

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View PostLordOfSquad, on 20 January 2012 - 04:40 PM, said:

View PostHez, on 20 January 2012 - 04:08 PM, said:

I can't really visualize the cave casino....


Allow this hastily scribbled concept art to help.

Posted Image

The basic concept I was going for was kind of an open quarry (think S3K Hidden Palace's background) with the moon shining in and small waterfalls dripping down. The city is half-functioning and worn out, with faded colours and broken lights. The natural threat of rubble and cave-ins would be a hazard as well as malfunctioning casino equipment.

You sir....have won 2-4 hours of my spriting time.

#362 User is offline Hez 

Posted 21 January 2012 - 08:56 PM

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Posted Image

Why do I cater to you faggots demands....

The Carnival Night Portion is a filler for now, but just to get the idea....it kind of looks sweet.

#363 User is offline RGamer2009 

Posted 21 January 2012 - 09:02 PM

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View PostHez, on 21 January 2012 - 08:56 PM, said:

Posted Image

Why do I cater to you faggots demands....

The Carnival Night Portion is a filler for now, but just to get the idea....it kind of looks sweet.

ALL OF MY WANT.

This idea bouncing is something that Sega should have been doing ALL ALONG.

I mean...look at it! It looks gorgeous!

#364 User is offline steveswede 

Posted 21 January 2012 - 09:05 PM

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View PostHez, on 21 January 2012 - 08:56 PM, said:

Posted Image

Why do I cater to you faggots demands....

The Carnival Night Portion is a filler for now, but just to get the idea....it kind of looks sweet.


That so works. Welcome to the casino of the Morlocks.

#365 User is offline TheKazeblade 

Posted 21 January 2012 - 10:01 PM

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View PostLambda, on 20 January 2012 - 05:40 PM, said:



Ooh! When you talked about the city being old and malfunctioning, that gave me an idea! Remember when the lights went out in Carnival Night? And those bars you had to pull down from the ceiling to keep the lights on in Sandopolis? Well, the city could start out dark, and there could be switches that "turn the city on", and as time went on, the city would slowly shut down again. After a minute, a few of the lights on the buildings in the background would turn off, and after another minute, a few more would, and once it's fully shut down, the bumpers/flippers/slots/ect. would stop working, and you would have to find another switch to get it all back up and running again!

It'd be a lot of work, and it's kind of crazy, but I figured it wouldn't hurt to share my idea.


Or, what if act 1 was the switch level, make it so each switch stayed on permanently, and when you activated them all, you'd find the goal and act 2 was going through the fully lit casion? That'd be neat :D

#366 User is offline LordOfSquad 

Posted 21 January 2012 - 10:54 PM

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Now that's cool as hell. This ought to be a nice break from the typical casino level.
This post has been edited by LordOfSquad: 21 January 2012 - 10:55 PM

#367 User is offline Felik 

Posted 22 January 2012 - 03:03 AM

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You could replace that gap with stars with just a starry sky and noting would change.
To really make it look like it was built inside a cave you should add some transition between casino area and cave ceiling area like some columns and stuff.
It looks like a typical casino level with a cave part slapped onto it.

#368 User is offline Hez 

Posted 22 January 2012 - 11:58 AM

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View PostFelik, on 22 January 2012 - 03:03 AM, said:

You could replace that gap with stars with just a starry sky and noting would change.
To really make it look like it was built inside a cave you should add some transition between casino area and cave ceiling area like some columns and stuff.
It looks like a typical casino level with a cave part slapped onto it.

I planned on it. I literally only have like three or four foreground tiles done. I should really highlight parts of my posts that say words like "placeholder". I just showed this to get the general idea across. I plan on completely redrawing the city part to add chunks of cave and rock in random spots, and have the city somewhat crumbling. I also plan on hybridizing parts of hidden palace and mystic cave parts to see what that does. All in all its kind of a fun experiment.
This post has been edited by Hez: 22 January 2012 - 12:02 PM

#369 User is offline Felik 

Posted 22 January 2012 - 12:57 PM

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View PostHez, on 22 January 2012 - 11:58 AM, said:

View PostFelik, on 22 January 2012 - 03:03 AM, said:

You could replace that gap with stars with just a starry sky and noting would change.
To really make it look like it was built inside a cave you should add some transition between casino area and cave ceiling area like some columns and stuff.
It looks like a typical casino level with a cave part slapped onto it.

I planned on it. I literally only have like three or four foreground tiles done. I should really highlight parts of my posts that say words like "placeholder". I just showed this to get the general idea across. I plan on completely redrawing the city part to add chunks of cave and rock in random spots, and have the city somewhat crumbling. I also plan on hybridizing parts of hidden palace and mystic cave parts to see what that does. All in all its kind of a fun experiment.

Personally I think that's a great idea either. I wanted to make sure that you'd not leave it as is since everyone just blindly screamed "hooray!"at your mock-up without any constructive criticism whatsoever :rolleyes:
This post has been edited by Felik: 22 January 2012 - 01:01 PM

#370 User is offline FeliciaVal 

Posted 22 January 2012 - 01:14 PM

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actually I was gonna say that maybe you could merge the background of Lava Reef act 2 with the city to make it look like more 'cave-ish', but what you have in mind is a good idea as well.

#371 User is offline Hez 

Posted 10 February 2012 - 08:54 PM

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I ended up basically cloning chemical plant zone while creating some objects for Drill Base. Doubt I'll keep it in, but it's funny to see it actually half-way worked.

#372 User is offline Kharen 

Posted 11 February 2012 - 02:03 AM

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I actually really liked that version of the Chemical Plant music. It was pretty good.

Anyways, what parts of Chemical Plant in particular were you wanting for Drill Base? As long as it wasn't the water, I'm fine with that. (or the boss, I never learned about the whole ducking Sonic glitch, so that boss fight was hell for me for a long time.) Also, all of what was in the video looked like it worked pretty well. What part wasn't working right?

#373 User is offline Hez 

Posted 11 February 2012 - 02:14 AM

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View PostKharen, on 11 February 2012 - 02:03 AM, said:

I actually really liked that version of the Chemical Plant music. It was pretty good.

Anyways, what parts of Chemical Plant in particular were you wanting for Drill Base? As long as it wasn't the water, I'm fine with that. (or the boss, I never learned about the whole ducking Sonic glitch, so that boss fight was hell for me for a long time.) Also, all of what was in the video looked like it worked pretty well. What part wasn't working right?

It's fully playable and "glitch" free. By glitch free I mean...well...basically it's not perfect physics wise. That's why I put glitch in quotations. I still have fun playing it with a different type of engine though. As for parts I was replicating, it was basically the tubs and the weird blue balls.

EDIT:


The code for time trials still works....Now I shall give this 2-3 hours of my time wasting attempting to beat my ghosts... -_-
This post has been edited by Hez: 11 February 2012 - 06:38 AM

#374 User is offline Hez 

Posted 15 March 2012 - 02:51 PM

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An update if anyone's interested.

#375 User is online Sonica 

Posted 15 March 2012 - 02:59 PM

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Awh, I saw some pretty creative ideas at the beginning there! I would pay good money for this.

Still, I'm glad it'll be free. ;P

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