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Sonic Zero: Remastered

#31 User is offline Tiller 

Posted 20 May 2013 - 01:17 AM

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View PostSparks, on 20 May 2013 - 12:30 AM, said:

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.


I would be delighted. I've only changed a few simple things here and there in the .5 version of Worlds to test how certain things work with the physics. I've only managed to add things like tiered speed for animation and details like dust trails. I found the lack of documentation a little disheartening but then again I haven't tried out Delta yet. I need to purchase MMF2 proper to use the plug ins I think. In particular I'm interested in how external forces can move the player character around, boss design, parallax, how mobius spirals work, and a possible option for widescreen, but my general knowledge is really lacking.

You know it might be smart to include a "real level" test act along with the standard test act with Worlds using some of the assets from Sonic Zero. More like a "this is what you can do with in a real coherent level" sort of feel rather than just a feature tour. Amy could be featured for how to make a unique character like you suggested. If there is more interest that is.
This post has been edited by Tiller: 20 May 2013 - 01:26 AM

#32 User is offline Sparks 

Posted 04 June 2013 - 06:32 PM

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All coding assets were claimed or moved to Delta, so only sprites and tiles here, folks.

Just a few things before I dump the remains of Zero:

Sonic Pocket Next Gens assets have also gone unused since 2009, due to the difficulty of scaling down the player collision in Sonic Worlds. If picking up the project interests you, give a post or throw a PM.
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There's a variety of WIP zones available, including Dawn Dash, Neo Marble, and Cyber City.

Lastly, if SAGE 2013 is happening this year, I'm considering hosting a livestream about how to do level design. Tiller kind of gave me the idea since doing a whole livestream for people would probably be more beneficial to the general fan game community. Would anyone be interested? I would most likely use Palmtree Parkway or Tidal Tubes as the example. This would mainly cover level design, enemy placement, how gimmicks relate to level design, etc.

Alright, lets get down to the leftovers.

Once somethings claimed, it'll be removed from this post and handed via PM to the new owner, less they specify otherwise.

Quirky Quarry was mostly an edit of Madcap Mine, so I'll just post it here with the rest of the content being dumped. They're completely compatible with the lib that DW released in his respective topic. Quirky Quarry was planned as a fusion of Madcap Mine and Barren Badlands (Sonic Exogenesis), so since its already public (I forgot this earlier), we're including Barren Badlands concept and early art..
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Genesized Kukku sprites.
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Sonic and Metal Sonics sheets are also up for grabs, but I'm only going to post Metals as a sample. Send me a PM with your project and its progress, since Sonic and Metals sheets are designed in a specific shading style that's a mix of Sonic 2 and 3, so I just want to make sure they go to the right projects.
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Concept for a scrapped zone, Scrambled Sphinx.
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Sonic Zeros special stages were going to be an upgraded remake of the Triple Trouble special stages. This is the sprite progress that was made, as well as the original art, done by Kaosu.
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Sketch artwork for a title screen, also by Kaosu.
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Misc Sprites
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If there's anything else I forgot while looking through Dropbox, I'll post it.

#33 User is offline Vaiz 

Posted 05 June 2013 - 01:26 AM

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View PostSparks, on 04 June 2013 - 06:32 PM, said:

IMAGES


Those are some really awesome assets. I hope they end up going to use for something.

#34 User is offline Palas 

Posted 05 June 2013 - 01:34 AM

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View PostSparks, on 04 June 2013 - 06:32 PM, said:

Lastly, if SAGE 2013 is happening this year, I'm considering hosting a livestream about how to do level design. Tiller kind of gave me the idea since doing a whole livestream for people would probably be more beneficial to the general fan game community. Would anyone be interested? I would most likely use Palmtree Parkway or Tidal Tubes as the example. This would mainly cover level design, enemy placement, how gimmicks relate to level design, etc.


I would love that. Theory on level design is always great, but yours specifically is most interesting. However, if possible, I'd like to know from you some more basic things such as how exactly do you get to work in a fan project as a level designer, how you work with the engine etc. I mean, it'd useless to ask you to cover thi in your livestream since it's probably common knowledge to everyone but me, but if I could get word from you by any other means :Ç

#35 User is offline Sparks 

Posted 05 June 2013 - 06:09 PM

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A lot of it is just networking, getting to know the right people. Basically finding and looking at fan games, and going up to them to see if they need help in certain departments. It probably helps to show what you've already done (aka a portfolio) to increase their interest.

I started making my own fan game, then merged with Zero because they had programmers and music composers, but were a bit behind on spriters and level designers, which was something I could do. End result was both games got more progress, but creative control was also a bit divided, e.g. I would pitch ideas a lot, but Kaosu still had the final say.

As for understanding stuff like the engine or program, it all depends on what you're using. I have no Game Maker experience, but over time I've found that Multimedia Fusion 2.0 has a poorly designed level builder. Programming wise, Sonic Worlds does include details in it that can help people understand the basics of the engine. Just need some basic programming knowledge and to read what the contributors put in Worlds.

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