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Main Character Art

Discussion in 'Project: Sonic Retro (Archive)' started by Retro_Stew, Nov 9, 2008.

  1. DTX

    DTX

    A fellow w/a name fit for nary a man save himself Member
    I like that idea, it kind of reminds me of the Super Star Wars games for the SNES. It would help keeping gameplay fresh and slightly less repetitive, in a sense. But I'm not sure if that's fitting for a Sonic game such as this, a game which pretty much everyone has agreed we don't want more than 3, maybe 4 characters in. I think the concept works slightly better in a Fighting game where you have more characters, Or at least an Action game like X-men 2: In Clone Wars or Marvel Super Heroes in War of the Gems. Not to say it wouldn't fit at all, it just wouldn't fit in naturally. In other words, I think it's worth considering, and should neither dismissed as stupid or ridiculous nor be accepted with singular avidness or respect.

    All in all though, while I like the idea, I don't think it quite matches up with the style of the rest of the game. So even though I like the idea I would vote against using it, unless there is some kind of general consent by all (or at least most) members that we could use a gimmick like that in the gameplay.
     
  2. Thundertimi

    Thundertimi

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    Even name is Sonic Retro, we still trying make this "Sonic 4" style.
     
  3. Super

    Super

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    Seeing as the project has been moved over to the Retro forums, and has picked up a lot of new members to the project, I think a lot of things should be reopened for discussion. I mean, if brought up...

    And I've seen some positive views on a possible map screen so far, and you yourself stated that you are always seeing this stuff brought up here. Now, I'm not saying that we go back and start from scratch, hell no. But you have to give the opportunity to some of the old ideas now that the project as a whole has changed.

    Isn't the whole idea about Project: Sonic Retro about taking old ideas and throwing a new spin on them?
     
  4. Armada

    Armada

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    The game was originally designed to be "Sonic 4". As a retro Sonic game, it's geared to be a spiritual sequel and we have to think along those lines.
    I will support the statement to read the decisions set in stone so far.
     
  5. Tweaker

    Tweaker

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    I'm sorry, but I agree with CyclopsCaveman. There's being so much shit re-discussed because everybody has their own idea of a wet dream-inducing Sonic game. That's fair, but at the same time, if we revisit every little thing we're not going to make any progress.

    A map screen is something that is extremely trivial, and it was already proposed that a map screen may be in the game between Zones themselves, and not necessarily something like Super Mario World's or whatever. As far as I'm concerned, if you want to talk about a map screen, it should be within the bounds of that decision that was already made. If we're going to have a map screen between Zones, how will it work? What will it look like? How about making a mockup? All of these things are far more construcitive than just talking about GRR MY IDEA MUST MAKE IT INTO THE GAME OTHERWISE RAAAAAAAAAAAAAEG.

    So can we get back towards making some constructive and useful contributions to this project, please? It would be so much better in the long run.
     
  6. CyclopsCaveman

    CyclopsCaveman

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    Ideas posted in other threads in here:

    From Tropical Zone: "If we were to do something like art-y transitions between acts, like Act 1 Dock -> Act 2 Beach -> Act 3 Overgrown rain forest or something like that, we could make the zones more diverse if we wanted to, but we could keep elements from previous zones sorta. Like, in the rain forest act we could have metal bridges that go over the water, but are broken apart and rusted away from all of the rain and have trees breaking through them making holes leading underwater.

    And, to not have to make radically new tiles for each act, we could have similar tiles in each act. So, act 1 could have been bombed by Robotnik before Sonic got there, and as you get closer to shore, you start seeing sand on the docks, so in the beach level, we can have high tech walks that rise high above the beach that Sonic can take elevators up to, that have a small layer of sand on them. Something like that, you know?"

    Circus Zone: "I think a main feature of this zone should be demented clown badniks. The could look like the stuffed clown from Poltergeist, and could multiply and explode right in Sonic's face (the explosion would leave Sonic dazed, but he wouldn't lose his rings) and we could have him guarding secret palaces. And then we could make the zone boss a giant version of one of these, with Robotnik riding in it. And after you beat it, the arena explodes and Robotnik and Sonic fall into the entrance to the next zone, where the second part of the boss fight starts, where you fight two of the clown bosses at once, but smaller, and not controlled directly by Robotnik, who fled the scene. When the boss fight is over Sonic could run out to zone three.

    Also, for the roller coaster idea, why don't we make it an entire act? You get on it after you beat the miniboss in zone 1 and you ride for an entire act. It would be a fun idea to do."

    Underground Zone: "How about we have some sort of pneumatic tube system akin to CPZ's in certain areas, excpet Sonic jumps into a river of rushing water? Maybe we could have it at the end so Sonic jumps out of the rushing water at the beginning of acts.

    The idea is that we could have Sonic walking along a path and when he reaches a dead end he could jump down a hole broken into the ground by wear and tear, or Robotnik or something, and it lead into an aqueduct that has a huge amount of rushing water where you can collect rings and hit badniks while dodging falling rocks and spikes, adding some excitement to the travel around the zone idea. We could have two or three an act, and we could even style an entire boss around it."

    C&C?
     
  7. Galaxia

    Galaxia

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  8. CyclopsCaveman

    CyclopsCaveman

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    Galaxia: YES. That looks gorgeous, even if it is a concept. It would be really cool to see something like that. Maybe even add dangers into it if we decide on it as a later level boss? Like having to have Sonic jump over spikes, or onto simple badniks, maybe even adding bumpers to block sonic, depending on the zone?
     
  9. Galaxia

    Galaxia

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    I was thinking some bombs could be duds, and push you into the screen, killing you.
     
  10. CyclopsCaveman

    CyclopsCaveman

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    That's a bit too unfair, since it auto kills players. Maybe something that hurts Sonic and has him ricochet forward, not allowing him to collect any more rings. But to do that, we'd have to make the boss drop rings every once in a while.
     
  11. I did make a mockup of the 'world map'.... It was on the old forums... There's still tons of stuff that was on that forum that hasn't been trasnferred to here.
     
  12. Galaxia

    Galaxia

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    Oh yeah, good point... "Fuck yeah one more hi- OMFG ANOTHER DUD KILLED ME :rage:"

    [​IMG]

    Another spritebotch to demonstrate another idea, this time a Bonus Stage idea. Anyone remember those games on the old iPods where you had a ball and a paddle and you had to destroy blocks? Well, that's the basic premise. That purple thing there would be where Sonic spawns- it sinks to reveal the middle seesaw. The glowing red and yellow ball things there bounce in the air (straight up), and Sonic is propelled upwards, destroying the blocks and getting powerups. You end the Bonus Stage by not returning to a seesaw (I.e missing it).
     
  13. DimensionWarped

    DimensionWarped

    Erinaceous! Oldbie
    If you are talking about breakout style games, then... riiight.

    I don't know on this one. It looks rather difficult to get ejected. Especially if the seesaws stay predictable.
     
  14. BadCopNoDonut

    BadCopNoDonut

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    I had an idea for a casino zone that I wanted to do a year or so ago, but never did get around to developing further. I'll spare you the details as to my sporadicness in regards to making any new levels in the past few years.

    [​IMG]

    The red things with 5 dots are dice, and the red blocks with nothing in them, would have one of the card suits in them. Here's a rendition of them as larger objects:
    [​IMG]
    As for the emeralds, they were just a part of scenery, as I think of jewels and other bling-ish things in a casino, and I also have ideas for roulette tables to walk over and all. The gold and purple things were just part of the paneling for the level and the pallets were going to rotate, so the edges of the triangles would change colors. The colors of that can be changed as seen fit. These also could potentially fit in the circus level with a few modifications.
     
  15. Baby Ghost

    Baby Ghost

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    <!--quoteo(post=245282:date=Nov 13 2008, 09:50 PM:name=Baby Ghost)--><div class='quotetop'>QUOTE (Baby Ghost @ Nov 13 2008, 09:50 PM) [​IMG]

    In writing:

    1. Sonic gets 50 rings while going through the stage. Once he does, if he jumps in the air and presses the jump button again, he'll do a flip and jump off the side of the stage to land on the Tornado, flown by Tails (if playing as Tails or Knuckles, Sonic flies the Tornado.)
    2. The Tornado rises into the air to Part One of the Special Stage (if the special stages had names, they'd consist of the first word in the name of the corresponding stage plus "sky", so "Canadian Sky" and "Tropical Sky".) which works similarly to the special stage in Sonic Advance 3. If he fails here, an engine on the Tornado bursts and Sonic jumps off the falling plane back into the stage.
    3. If Sonic gets enough rings on Part 1, the Tornado lowers out of the sky and Sonic jumps off, and begins to run along the land. This is part two, which works similarly to a combination of the Sonic Advance 2 special stage (without turning around) and the Sonic the Hedgehog 2 special stage (without the tube walls, but with strange hills and turns). Sonic will have to dodge things like enemies and holes.
    4. (not in the picture) If Sonic gets enough rings on Part 2, he gets to the edge of a cliff where he finds the emerald and the stage ends. If he fails to get enough rings, he fails to stop in time and falls off the cliff, back into the normal stage.

    Is it any good, cause if it is, you can use it.[/quote]
    Just making sure people noticed that. Now I have a Bonus Stage concept as well.
    [​IMG]
    PACHINKO! See, Sonic falls in from the top and bounces down the stage until he lands in one of the pockets and gets that prize.

    Sonic face= Continue or 1up
    Rings= 1up or 50 extra rings
    Bar= 50 extra rings or keep your rings
    Robotnik = keep your rings or lose your rings

    It would be either all the effects before "or" or all the effects after "or". Of course you would be able to control Sonic's fall, and I thought about putting bumpers in there somewhere, but I had no bumper sprites. Also, the stage would probably be a longer drop.
     
  16. Maxd

    Maxd

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    <!--quoteo(post=247451:date=Nov 18 2008, 06:54 PM:name=Baby Ghost)--><div class='quotetop'>QUOTE (Baby Ghost @ Nov 18 2008, 06:54 PM) [​IMG]

    In writing:

    1. Sonic gets 50 rings while going through the stage. Once he does, if he jumps in the air and presses the jump button again, he'll do a flip and jump off the side of the stage to land on the Tornado, flown by Tails (if playing as Tails or Knuckles, Sonic flies the Tornado.)
    2. The Tornado rises into the air to Part One of the Special Stage (if the special stages had names, they'd consist of the first word in the name of the corresponding stage plus "sky", so "Canadian Sky" and "Tropical Sky".) which works similarly to the special stage in Sonic Advance 3. If he fails here, an engine on the Tornado bursts and Sonic jumps off the falling plane back into the stage.
    3. If Sonic gets enough rings on Part 1, the Tornado lowers out of the sky and Sonic jumps off, and begins to run along the land. This is part two, which works similarly to a combination of the Sonic Advance 2 special stage (without turning around) and the Sonic the Hedgehog 2 special stage (without the tube walls, but with strange hills and turns). Sonic will have to dodge things like enemies and holes.
    4. (not in the picture) If Sonic gets enough rings on Part 2, he gets to the edge of a cliff where he finds the emerald and the stage ends. If he fails to get enough rings, he fails to stop in time and falls off the cliff, back into the normal stage.

    Is it any good, cause if it is, you can use it.[/quote]
    Just making sure people noticed that. Now I have a Bonus Stage concept as well.
    [​IMG]
    PACHINKO! See, Sonic falls in from the top and bounces down the stage until he lands in one of the pockets and gets that prize.

    Sonic face= Continue or 1up
    Rings= 1up or 50 extra rings
    Bar= 50 extra rings or keep your rings
    Robotnik = keep your rings or lose your rings

    It would be either all the effects before "or" or all the effects after "or". Of course you would be able to control Sonic's fall, and I thought about putting bumpers in there somewhere, but I had no bumper sprites. Also, the stage would probably be a longer drop.
    [/quote]

    It would be nice to see some moving bumper implemented, maybe even springs to help you take advantage of the stage (don't make it too easy)! I would love to see this for a stage!
     
  17. DimensionWarped

    DimensionWarped

    Erinaceous! Oldbie
  18. Matwek

    Matwek

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    Bit of a long one again, might have to sperate special stage ideas into a different topic?

    Had a few ideas for a final level scenario. Near the end of the game Sonic and Knuckles’ paths split as they reach the far end of the island, Sonic takes the higher route leading to the cliff tops where he jumps aboard Robotniks’ airship factory, meanwhile Knuckles takes the underground route chasing after Nack and manages to board his submarine.

    1a) Inside the airship Sonic is attacked by various incomplete malfunctioning Metal sonics, ones without heads shoot wildly about, no legged ones crawl along the floor and every now and then give off electric shocks and heads bounce around before exploding (Could also have unfinished objects such as springs that barely work or ones that fire you too hard then break?).
    1b) From time to time skeletal versions of Metal sonic swoop in and attack like the ghost of S&K, to stop them you hit switches or break machinery to cut the power for a limited time. This also cuts the power to various traps, slowing them down and opening up new routes.
    1c) At other points you can charge up the machinery by spinning on a generator, brightens darkened areas or provides new routes by opening doors or making pistons move faster and act as launch pads.

    2a) On board the sub obstacles get in the way, to remove them Knuckles has to break stuff to allow the water to wash it away but then he also has to deal with no air until he can get to the next air lock.
    2b) Breaking through from a water filled room to another causes the water level to rise making you rush to the surface before drowning (similar to that brief part of Chemical Plant).

    Basically Sonic takes on ‘Electric’ based puzzles and Knuckles takes on ‘Water’ based ones. I did have an idea for Tails’ story involve him going back for the Bi-Plane and as he does so debris from the airship reigns down as Sonic destroys it, making ‘Fire’ Based puzzles for Tails but I think that needs a bit of work.
    [​IMG]
     
  19. roxahris

    roxahris

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    The instashield only works once, so your idea for Sonic would not work. Also, I'd see less gliding for Knuckles... but more climbing, seeing as this is underwater.
    I really like the special stage part of this, although the entry doesn't seem like a good idea... maybe at the end of an act, if you have 50 rings, tie Tornado flies down and picks Sonic up?