Return to Origin and Bouncy Edition were fun because it was a new twist to an old game. Oergomized and SoniNeko suck though. Might as well play the original. A newly designed level is nice and all, but Jesus, playing through the same landscape gets old after a while.
<!--quoteo(post=219079:date=Aug 24 2008, 05:25 AM:name=STE)--><div class='quotetop'>QUOTE (STE @ Aug 24 2008, 05:25 AM) [/quote] Well that's most certainly a very nice art edit, and the palettes is well done too; pretty much no complaints. Oh, and I like the Life icon too.
<!--quoteo(post=219104:date=Aug 24 2008, 11:24 AM:name=Ollie)--><div class='quotetop'>QUOTE (Ollie @ Aug 24 2008, 11:24 AM) [/quote] GHZ looks awesome, but try making the "transition" from the grass to the checker-soil a bit smoother. MZ is good too (reminds me of Sonic Advance), but you should add some more contrast to the lava.
<!--quoteo(post=219079:date=Aug 24 2008, 05:25 AM:name=STE)--><div class='quotetop'>QUOTE (STE @ Aug 24 2008, 05:25 AM) [/quote] Certainly a nice start, but I don't particularly like the art direction in general—the shading is extremely random and the colors are a bit blinding. It's like you did an art edit for the sake of it. Try to think of a better direction to take the art in, and it should look pretty neat. <!--quoteo(post=219104:date=Aug 24 2008, 11:24 AM:name=Ollie)--><div class='quotetop'>QUOTE (Ollie @ Aug 24 2008, 11:24 AM) [/quote] Wow, now this looks awesome. I especially love the background on the first shot. You may want to do something about that lava in the second shot, though—it looks like the shading has been destroyed. Still, great work!
<!--quoteo(post=219121:date=Aug 24 2008, 04:55 PM:name=Tweaker)--><div class='quotetop'>QUOTE (Tweaker @ Aug 24 2008, 04:55 PM) [/quote] Certainly a nice start, but I don't particularly like the art direction in general—the shading is extremely random and the colors are a bit blinding. It's like you did an art edit for the sake of it. Try to think of a better direction to take the art in, and it should look pretty neat. [/quote] You make Master3k cry. =P
It's actually just that frame of animation in the lava really that doesn't look too good, but I have separated the shading a bit more anyway.
<!--quoteo(post=219079:date=Aug 24 2008, 05:25 AM:name=STE)--><div class='quotetop'>QUOTE (STE @ Aug 24 2008, 05:25 AM) [/quote] The Marble Zone art is pillow shaded which doesn't look too good, it needs a lightsource. If you don't mind: I don't know how easy it is to add extra blocks but you could add in extra blocks just to stop the receptiveness.
(now using this general thread instead of the one I've opened up before until I've got a good demo of the hack with multiple zones and stuff done) Couldn't get the background layout to port over correctly (doesn't matter, will try to replace it with something else anyway), there might be some bugs in the collision (had some earlier but haven't had any since), etc. BUT it's Hidden Palace Zone in S2's Final, including correct graphics, animation and even the Dinobot! ...not that this means I've got any useful 68000 ASM knowledge now or that this is even interesting, I was just kinda lucky with "S2B to S2 disassembly" copypasta and editing the stuff a bit to make it work, I'd say. And no, I'm not going for the Xth port of HPZ for my hack, just for its foreground graphics, music and likely badniks - I'm planning to make it somewhat more original :P
<!--quoteo(post=219678:date=Aug 26 2008, 08:40 PM:name=Flare)--><div class='quotetop'>QUOTE (Flare @ Aug 26 2008, 08:40 PM) [/quote] The Marble Zone art is pillow shaded which doesn't look too good, it needs a lightsource. If you don't mind: [/quote] While I prefer the shading on your version of the blocks, I'm not certain the shine effect on certain ones works too well. It makes the level look like some are made from stone while others are some other, reflective substance. I do, however, like the shine on those blocks in question, but rather than mixing and matching two different kinds of block in the same level, it might work to have one level use the plain, while another uses the shinier versions. (This, of course, would be assuming you were making the hack yourself, which obviously you are not, or if the creator of the hack were willing to use your designs)
<!--quoteo(post=220542:date=Aug 30 2008, 07:49 PM:name=A Yoshi)--><div class='quotetop'>QUOTE (A Yoshi @ Aug 30 2008, 07:49 PM) New art in progress for my new unnamed Sonic 1 hack. :v: Also, how's the palette? :o[/quote] I like that art change; it's not too different from the original, but it certainly looks better as well. And the palette is good too; it's a very relaxed palette, and doesn't look ugly at all. Nice work.
New spring art and initial spring jump sprite. (Edited from the original one I had) Oh, and new motobug art.
<!--quoteo(post=219952:date=Aug 27 2008, 05:04 PM:name=Blanche Hodapp)--><div class='quotetop'>QUOTE (Blanche Hodapp @ Aug 27 2008, 05:04 PM) </a>[/quote] rather than mixing and matching two different kinds of block in the same level, it might work to have one level use the plain, while another uses the shinier versions.[/quote] No. The vast majority of what makes the Sonic 1 level art good is how surreal it is. If you have all dark blocks, or all shiny blocks, the level looks flat and boring. But if you mix the two, the level gains variety and surreality which make it more interesting to look at.
Eh... I'm not so sure, in this case. The two types of blocks aren't even the same color, so you've got these shiny blocks that look entirely out of place. There could be more variety, yes, but there also needs to be uniformity—the two kinds of blocks don't have that.
I made a small art edit of GHZ: View attachment 2363 I think it looks good for someone who isn't amazing at digital art. *prepares for criticism*
Looks like you made some small changes to Crabmeat, and that's it. =\ Good edit though. Try creating one from scratch, or make heavier changes to an existing one next time, though, you'll get better results.