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Sonic Zero: Remastered

#16 User is offline RGamer2009 

Posted 15 August 2012 - 11:34 PM

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I definitely enjoyed what I played, but the Tidal Tubes "Get the Goal" level seems to lag for me, and is the only one that does so even though the hub world has the same level stuff.

But otherwise really stellar! I look forward to seeing more.

#17 User is offline Minferno 

Posted 16 August 2012 - 07:16 AM

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Well this game was super cool!
This is what I thought of it:

- The level design was great! I liked the gimmicks.
- Get to The Goal lagged for me (like RGamer), on a computer that runs Generations, GTAIV and BatmanAC just fine. I dunno how this could be fixed though.
- The thing that was off putting was that all the levels in the 'hub world' weren't Tidal Tubes themed. Maybe you could change the hub or make it a bit like SAdv3 where there's a main theme in the hub and all the missions that you find in that hub are related to that level. Maybe once you've completed it, you could move onto a different hud like Palmtree parkway?
- Great character choice; I liked the input of Amy.

Overall though the game was good; a few tweaks here and there would improve it drastically. (not that it's bad now or anything)

#18 User is offline bluejayfusion 

Posted 16 August 2012 - 09:31 AM

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View PostMinferno, on 16 August 2012 - 07:16 AM, said:

- The thing that was off putting was that all the levels in the 'hub world' weren't Tidal Tubes themed. Maybe you could change the hub or make it a bit like SAdv3 where there's a main theme in the hub and all the missions that you find in that hub are related to that level. Maybe once you've completed it, you could move onto a different hud like Palmtree parkway?


Separate hub-areas with each zone's theme like in Kirby's Adventure. Ingenious.
You guys clearly made a great demo- the fans have been inspired!

Seriously, the hub and mission concept was a smart way to go.
We got the chance to sample a little bit of each zone and what the mission-oriented gameplay was all about.
A lesser team working under a deadline would have cut zones and featured only a single level, but your demo felt very complete.

#19 User is offline Sparks 

Posted 16 August 2012 - 06:19 PM

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View PostXeric, on 15 August 2012 - 03:41 PM, said:

FAPFAPFAP

I've been waiting so long to play this and I wasn't dissapointed. Amazing work, guys.

Is the Battlebird armada still in the game then? The end sign post confused me a little.
The Battle Kukkus are in, but for people who want Classic style gameplay, as well as liking the Mission style gameplay, both parties will be satisfied: in the final release, Mission Mode will be unlocked after beating Classic Mode, which will have a follow-up storyline featuring the Battle Kukkus (so missions are plot-related). Classic Mode has the more traditional Robotnik story-line. In each mission hub, there will be the normal zones, as well as types of levels like Tidal Sewers (Mystery Mire is cool though...) to keep Mission Mode from being a lone repetition of Classic Mode. Kukkus will also be abundant in Mission mode.

View Postbluejayfusion, on 15 August 2012 - 10:36 PM, said:

- While I get that weird face on the goal post is the game's antagonist (right?), it's a little off-putting.
Posted Image

He's only on the sign still because I haven't designed a new Eggman sign yet for normal mode. :V

View Postbluejayfusion, on 15 August 2012 - 10:36 PM, said:

- The 'hub world' might be better if it didn't have the same visuals as Tidal Tube Zone. Now that Sage is over, maybe give it a face-lift and rename it Warp Zone or something.
Maybe Sonic being stuck there and going through portals to complete missions is somehow part of the plot line.
The Hub won't be for all Missions in the game, each Zone will have its own hub. Tidal Tubes is just the first one we've shown off. The race in Palmtree Parkway will also have a few graphics tweaked, and in later demos will be a mission in the Palmtree Parkway hub, and the AI made a lot easier. It was only in this demo since the level was already made. The level design in the race is also not the level design for the Zone itself, since the races are designed specifically for racing another character. :u

In later builds, Tidal Tubes will have its owned themed "race" level, as well as other zones.

When recording the AI, I made the bad assumption that a lot of speed runners would play the demo, so I tried to keep Amy from being too easy. When you play as Amy, Sonic is a bit more merciful. Tidal Tubes is also designed with speed-runners in mind, as well as normal players.

View Postbluejayfusion, on 15 August 2012 - 10:36 PM, said:

- I liked that ancient ruin stage where Sonic has to eliminate all the badniks but the name seems kind of off- Tidal Tubes made sense. But Tidal Sewers?
If its a water ruin, might I suggest Sunken City Zone. If it's a sewer, how about Mystery Mire... oh Zelda reference.

Definitely considered, but it is meant to be a sewer, not a ruin. It was a spare tileset Gamernerd had contributed to Sonic Zero and I wanted to make some use of it (some of its parts are re-used in Tidal Tubes and Madcap Mine, to imply the sewer is somewhere between the zones).

View PostRGamer2009, on 15 August 2012 - 11:34 PM, said:

I definitely enjoyed what I played, but the Tidal Tubes "Get the Goal" level seems to lag for me, and is the only one that does so even though the hub world has the same level stuff.

But otherwise really stellar! I look forward to seeing more.

View PostAerosolSP, on 15 August 2012 - 02:21 PM, said:

Can we have an option to turn off the expensive effects? Everything underwater was skewed to the right for me, and I suspect that is a significant cause of how slow this game was for me. It took around 5 seconds for one in-game second to pass!

The lag seems to be a problem still on a lot of computers, so there's been a lot of tweaking going on to increase optimization, but the Team will probably not release a newer version until the After-Party build (which will likely be around Christmas). The issue was something in the Get to the Goal mission specifically, and not any other level. It's an embarrassing glitch since we ran short on time and couldn't get all the beta-testers on board, so this demo was a jump into the dark, and something the Zero Team isn't going to repeat. The no bubbles/no drowning glitch is also being fixed. The cause is when you die underwater and regenerate at a checkpoint underwater (if water levels are hard though this might be advantageous :ssh: )

If you are having lag, the Zero Team invites you to help us beta test newer builds so that we can be sure the lag problem is gone. Just send Kaosu or me a PM.

Glad to hear people like the result so far though! Any input and glitch reports is highly appreciated, and we've had plenty of both this year (lol). Not a bad thing though, it means the Team is taking the feedback to make sure these problems are eliminated. :)

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Here's a mock up done for a new HUD in the Badnik Beatdown mission. Does the HUD seem to help? Death will also be disabled in the mission. The Mission Hubs will have something similar, but with a Mission counter.


tl;dr: glitches will be fixed, mission mode will be heavily expanded in later builds, more fun to come at Christmas

#20 User is offline Minferno 

Posted 17 August 2012 - 10:01 AM

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That HUD seems like it would help a lot; I was unsure as to how many enemies there were, let alone how many were left. :p
This is just my opinion, but I don't think death should be disabled. How could you lose? Maybe you could only have 1 ring that you are automatically given at the start (you fall onto it or something) and you have to keep it otherwise you risk death.

Also, do you need level ideas for future hubs? Because I have quite a few ideas for levels that I probably wont be using anytime soon (I swear I've said that quite a few times now in this forum :I)
This post has been edited by Minferno: 17 August 2012 - 10:01 AM

#21 User is offline E-122-Psi 

Posted 28 August 2012 - 12:50 PM

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Sorry for the late comment.

Impressed with what you have so far. Lush authentic graphics and music, good level gimmicks and the mission mode adds some nice variety, I must agree that Palmtree Parkway is the high point of the game.

You also implemented Amy well. Only things I can see off are the lack of instant duck and the spring boost from using hammer attacks.

Only problems otherwise is the aforementioned screen stretch caused by water and the lack of a pause button.

#22 User is offline Deef 

Posted 29 November 2012 - 01:27 AM

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Anywhere else to download from? Never seems to work for me.

#23 User is offline Techokami 

Posted 29 November 2012 - 02:28 PM

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View PostDeef, on 29 November 2012 - 01:27 AM, said:

Anywhere else to download from? Never seems to work for me.

Details? The file is still present on the SAGE 2012 booth page.

#24 User is offline Deef 

Posted 30 November 2012 - 08:17 AM

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Sorry. Yep that's the one I meant. When I try to download it just sits there waiting for holenet forever.

Oh, nevermind. I just whacked the URL into a download manager and that did it.

#25 User is offline Sparks 

Posted 19 May 2013 - 01:58 AM

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Sonic Zero: Remastered has basically kicked the bucket. Kaosu has been occupied with other things, Larks occupied with finishing up University, and I've been occupied with my own platformer project, so development has grinded to a halt. Recently Kaosu and I have pretty much decided that Zero is not going anywhere, and have decided it would be best to have its assets gain a proper home instead of going to waste.

Kaosu and I are looking for fan games (or rom hacks?) that have steady progress, and that the accumulation of Zeros assets would actually advance said fan game towards closer completion. If your fan game only has one zone done, you might not be the best applicant. If your game has several zones made and is closer towards completion, but maybe has a zone or two that are lacking in quality, this might be more ideal.

On the table are the following:

  • Palmtree Parkway Zone
    • Snout badnik, Worm badnik, concept art, level maps, graphics, level gimmicks, etc.

  • Tidal Tubes Zone
    • Sub-bubbles badnik, Dragonfly badnik, Otter badnik, concept art, level maps, graphics, level gimmicks, etc.

  • Unfinished Assets
    • (Electric Enclave, Quirky Quarry, etc.)

  • Concepts for other Zones

  • Misc
    • Amy, Power Ups, leftover badniks and bosses, smaller stuff


This includes any gimmicks and enemies that are already in each zone, sprited, programmed, or both. This also includes anything you saw in the 2012 demo. Not sure about Kaosu, but I'll try to assist in bringing the zones over. Also included will be stuff such as concept art for uncreated gimmicks, and assistance in finishing the zones level layouts. Note: I won't be able to assist in porting things at a programming level to your fan game.

The assets won't be handed out publicly, so contact me via PM or Skype to apply for these assets, or post here if you have an inquiry about something specific, questions about the assets, Zero Remastered in general, etc. Kaosu and I would love to make sure everything doesn't go to waste, off to a good home. If your game is not made in Multimedia Fusion 2.0, then everything you acquire will have to be recoded from scratch, obviously.

So basically, if you have a fan game and you need material, acquire within.

skype: sondrogomez
email: [email protected]

Samples of what to expect:
(The whole 2012 demo)

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#26 User is offline Strife 

Posted 19 May 2013 - 05:18 AM

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I might apply for this. Freedom Planet could find any number of uses for the badniks and gimmicks present in Zero. All we'd really need to do is redraw them to fit the game's theme and possibly adjust their behavior to accommodate for the fact that they have HP instead of being destroyed in one hit. And since I'm already crediting most of the Zero team with doing engine work on Worlds for FP, I wouldn't technically be adding any more to the credits.
This post has been edited by Strife: 19 May 2013 - 05:20 AM

#27 User is offline BlazeHedgehog 

Posted 19 May 2013 - 07:10 AM

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And here I was hoping this thread getting bumped would be that second demo. :(

#28 User is offline Techokami 

Posted 19 May 2013 - 08:09 AM

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Well, arses. This really bums me out.
Talk to me on Skype, guys. Might put some of these things to use in Sonic Edge.

#29 User is offline Tiller 

Posted 19 May 2013 - 02:21 PM

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To be honest I would like to see how you guys went about making certain level and enemy gimmicks since I'm currently screwing around with Worlds and just barely beginning my project. I wouldn't use any of the assets or enemies as my own though, I would just be looking to learn how to get a handle on Worlds.

Bubble Bubbles are fucking genius.
This post has been edited by Tiller: 19 May 2013 - 02:22 PM

#30 User is offline Sparks 

Posted 20 May 2013 - 12:30 AM

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View PostTiller, on 19 May 2013 - 02:21 PM, said:

To be honest I would like to see how you guys went about making certain level and enemy gimmicks since I'm currently screwing around with Worlds and just barely beginning my project. I wouldn't use any of the assets or enemies as my own though, I would just be looking to learn how to get a handle on Worlds.

Bubble Bubbles are fucking genius.
If you're interested in this, we can give you access to our Dropbox and show you around. If more people are interested, I could write up a tutorial on level construction from the ground up to finishing.



As for updates, Palmtree Parkway and Tidal Tubes look like they're going to Sonic Time Twisted. Electric Enclave is going to Sonic Edge. Strife is currently looking through enemies and gimmicks of interest. With the main zones going to Twisted, and various things being redesigned for Freedom Planet (to help make them original, and or get rid of the Sonic look) I don't think similar content should be a problem.

I'm thinking about making the remaining assets public and letting whoever wants what claim them. Keep in mind some stuff was contributed by other members so the works will be labeled and you'll still have to give credit to them. Sound like a good deal? It's mostly stuff like unused sprites and unfinished zones.

As for Amy, it looks like she might end up in a later release of Sonic Worlds Delta, to be used as a tutorial on how to make a character that isn't just a Sonic clone.

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