You ain't getting it because I haven't made anything to give to the public yet! ...Not until I've finished another act of Dopplertown, the first act of Magma Industry and an act of the new Frozen Circuit, anyway. Oh, about Frozen Circuit:
It's actually from the ModGen Sonic sheet. Surprised people are finally putting it in, not too shabby.
Not mine, but SOMEBODY ELSE'S. Looks to be someone who doesn't go to Retro or at least isn't a member at the forums. In the video description he is asking hacking related questions. Simple questions, yes. But to a beginner you have no idea what to do. The layout isn't changed radically changed yet, apart from editing existing chunks and objects. But look at the ART EDIT. It is interesting on the usual built off existing art kind of way. I think he/she deserves a notice here.
A horrible new palette for Chemical Plant. I don't think I'll be working on this that much. Note that this is actually an old screen. I've already fixed the blue colors in the slime.
I thought I'd finally show off my level layout for Marble Garden Act 1 in my untitled S3K hack. It's been in a more or less completed state for a while so I thought I'd keep people up to date with progress and how things are going. The palette I made usually gets mixed feelings as to whether it works or not but I rather like it and think it does a good job of giving the level a facelift of sorts. The mini-boss hasn't been changed yet, but I will get around to doing something with it.
Nice going DA, the music running at a slightly low pitch mixed with the evening palette, gives a great feeling that works well, not to mention the layout which looks and feels entirely new (Some clever gimicks there). Can't wait to see the mini-boss edit.
That palette for Marble Garden looks really good. It's nice to see how something as simple as a palette change can greatly alter the feel of a level, well done there. I share the same thoughts on the level layouts as MarkeyJester...they seem to have been planned out really well and the different branches that I could see are a promising sign of great replay value, and excellent use of the level gimicks there. Am I right in assuming there will be exclusive paths for Knuckles?
I quite like the palette as a whole, the mz music fit wells and the layouts look new and fresh. Can't wait to play it.
Yes, Knuckles will have his own routes (And different starting points) in most levels. Knuckles' path in MGZ1 connects back up to Sonic's about half way through, although you can take another branching route to get back to it earlier. And thanks for the comments guys. Progress is slow, but it's still progress. I will finish this hack (inb4 "D.A. Garden to finish another hack since Westside island? Pfft"), it's just not gonna be any time soon, unfortunately.
I like it a lot. Palette is awesome and the slight music change fits nicely. Level design looks very good and fun to play. Good job. Did you made that Sonic 1 Westside Island hack? I really liked that hack!
Yes, I did. The only other hack I have actually completed. And I'm glad you liked it. If you managed to get past Neon Plaza's boss, then kudos. (I've had a fair few people say it's too hard for the second boss) To keep this post from being a one sentence reply, I will also say that most, if not all, of the blue spinning top rides in the video I uploaded will be removed. I'm making them Act 2 exclusive. There are 2 reasons; 1) Nearly all instances of use at the moment are very small journeys that crash through a wall, only to get smashed by spikes straight after. A few people noticed it and I never noticed how pointless they are until now. 2) Act 2 has those large cylinder structures you can run up back and forth on the spinning tops which encourages their use.
Just some screenshot-dump from some Sonic Heroes related texture stuff. http://b.imagehost.org/0505/TeamSonic1.png http://b.imagehost.org/0973/TeamSonic2.png http://e.imagehost.org/0187/TeamDark1.png http://b.imagehost.org/0602/TeamDark2.png http://b.imagehost.org/0602/TeamDark2.png http://b.imagehost.org/0236/TeamRose1.png http://b.imagehost.org/0071/TeamRose2.png (Yes, I'm aware that I totally fucked Cream's color up.) http://b.imagehost.org/0897/TeamChaotix1.png (Vector's chain is too glowy.) http://b.imagehost.org/0855/TeamChaotix2.png http://b.imagehost.org/0994/TeamSuperSonic1.png http://b.imagehost.org/0029/TeamSuperSonic2.png http://b.imagehost.org/0343/TeamSuperSonic3.png http://b.imagehost.org/0133/Menu1.png http://d.imagehost.org/0067/Menu2.png http://e.imagehost.org/0869/Menu3.png http://I.imagehost.org/0165/Menu4.png http://I.imagehost.org/0467/Menu5.png Once again, the eye-textures have originally been created by KojiChao.
One of the things I liked about Heroes (same with Rush 1) was the menu design. It sort of seemed like a throwback to the more Japanese classic style art they used for boxart and such. You go ahead and ruin it D:
It's just proof-of-concept-stuff, really, sorry for destroying them, though. It was part of a test of what I could and could not edit without the .txd-files being corrupted by simply being saved despite any changes taking place. As it would seem, the textures for the menu are mostly among those editable (funnily enough, the textures for the characters within the menus are not, despite being near-identical to the in-game textures... which kinda makes them redundant to begin with.) Soon gonna check what else I can edit, for the time being, I got a lil' update. Funny how the render-sequence-format between Heroes and Adventure 2 are nearly the same, eh? Yeah, Knuckles kinda sucks in this thingy so far, will be replaced later. Background is again a POC-thingy. Meant mainly as a parody. 8D
Funny how a shitfuck of games including Crysis do to. It's almost like it's a very widely used video format.