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Sonic 4 Genesis Edition

#1 User is offline StephenUK 

Posted 20 March 2010 - 12:00 PM

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So as some of you know, I decided to start trying to recreate Sonic 4 on the Genesis/MD, in a bid to hopefully allow people to enjoy the game with the classic physics and controls we've all become accustomed to. At the moment, this is the progress I have:



As you can see, it's not a lot, but as screenshots are limited and I don't know how to rip from flash files, I'm just working with what I've got. If anyone can supply some screenshots showing as much of the scenery and background from Splash Hill as possible, it will certainly help to speed this process up. Feel free to suggest improvements and stuff, but try to keep noobish crap out of this topic please, I want it to be serious.

#2 User is offline Spanner 

Posted 20 March 2010 - 12:02 PM

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It's good so far. I made a SMPS import of SHZ1, if you want it let me know.
Also, if you were going to use the homing attack targets would you be able to rip the ones from the Sonic 2 final boss or would you recreate it?
This post has been edited by SOTI: 20 March 2010 - 12:03 PM

#3 User is offline Jayextee 

Posted 20 March 2010 - 12:06 PM

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If these aren't hi-res enough, maybe whilst you're waiting you could make an attempt at the scrolling background layers? Admittedly there'll have to be some adaption into horizontal deformation strips.
This post has been edited by Jayextee: 20 March 2010 - 12:06 PM

#4 User is offline Sparks 

Posted 20 March 2010 - 12:10 PM

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Object porting/art editing from Sonic 3? v.png

#5 User is offline StephenUK 

Posted 20 March 2010 - 12:13 PM

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QUOTE (SOTI @ Mar 20 2010, 05:02 PM)
It's good so far. I made a SMPS import of SHZ1, if you want it let me know.
Also, if you were going to use the homing attack targets would you be able to rip the ones from the Sonic 2 final boss or would you recreate it?


I'll certainly look at using that port, and as for the homing attack targets, I could just use the S2 boss targets, but that depends on if I even put the homing attack in it.

#6 User is offline Hanoch 

Posted 20 March 2010 - 12:15 PM

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Sonic 2's final boss doesn't home on you. It gets your x position and sets it, and then it moves down at really fast speeds. If you mean the homing hands, they're also not homing, they are actually moving diagonally down.

On Topic: Nice art you got there, Stephen. Have you already done the enemy imports or you will do them later?

#7 User is offline StephenUK 

Posted 20 March 2010 - 12:22 PM

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QUOTE (Hanoch @ Mar 20 2010, 05:15 PM)
Sonic 2's final boss doesn't home on you. It gets your x position and sets it, and then it moves down at really fast speeds. If you mean the homing hands, they're also not homing, they are actually moving diagonally down.


He meant just using the artwork from them, not the programming.

#8 User is offline Jayextee 

Posted 20 March 2010 - 12:23 PM

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I might be alone in this, but I'd love to see the HUD ported if you're able. smile.png

#9 User is offline StephenUK 

Posted 20 March 2010 - 12:27 PM

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QUOTE (Jayextee @ Mar 20 2010, 05:23 PM)
I might be alone in this, but I'd love to see the HUD ported if you're able. smile.png


Already working on it.

#10 User is offline RAMPKORV 

Posted 20 March 2010 - 12:48 PM

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I will continue transcribing midis from the original game as soon as I get to hear them. That's most likely the only thing I could help with though.

#11 User is offline D.A. Garden 

Posted 20 March 2010 - 12:52 PM

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I like the way this is going. I did prefer the bigger blocks, but the smaller ones don't look too bad now you've added the ones with the metal bolts on top. The only thing that looks a bit off is the small dark blocks; they seem to have less depth. The grass seems spot on though.
I look forward to seeing where this is going.

#12 User is offline Robochao 

Posted 20 March 2010 - 01:31 PM

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I knew somebody would be up to this. Good luck to you!



#13 User is offline StephenUK 

Posted 20 March 2010 - 01:38 PM

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Ok so I made a start on the HUD ring, and although I know it doesn't look right, I'm struggling to work out exactly what I'd need to do to fix it. If any of our sprite artists here can find the problem and fix it, I'd be more than grateful.

#14 User is offline Mobiethian 

Posted 20 March 2010 - 01:38 PM

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This is gonna rock! I'm glad that it has been started at least.

Hey StephenUK are you still doing your Sonic CD 2?

#15 User is offline StephenUK 

Posted 20 March 2010 - 01:41 PM

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QUOTE (Mobiethian @ Mar 20 2010, 06:38 PM)
This is gonna rock! I'm glad that it has been started at least.

Hey StephenUK are you still doing your Sonic CD 2?


Yeah I'm still working on that, but that is one of those projects that requires a lot of thought and planning to get it to be as good as I want it to be. As a result I've done more design work and planning than I have at actually putting the necessary features in the game, although half of the base work for the engine is done.

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