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Sonic Classic 2 **Snapshots and new information**

#676 User is offline Sparks 

Posted 05 April 2015 - 07:20 PM

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It does look very close to the original artwork. Can't wait to see it in motion. :) I also like the new rock detail on the right.

#677 User is offline Hez 

Posted 05 April 2015 - 08:20 PM

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View PostSparks, on 05 April 2015 - 07:20 PM, said:

It does look very close to the original artwork. Can't wait to see it in motion. :)/> I also like the new rock detail on the right.

That one was tough. It's so badly distorted in that part its hard to make out.

#678 User is offline Hez 

Posted 12 April 2015 - 04:55 PM

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View PostSparks, on 05 April 2015 - 07:20 PM, said:

It does look very close to the original artwork. Can't wait to see it in motion. :)/> I also like the new rock detail on the right.

Ask and you may receive!



Sorry for the double post.

#679 User is offline Sparks 

Posted 12 April 2015 - 05:17 PM

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The sand geysers are definitely an interesting gimmick. I'd suggest adding a bit more speed to the level though, right now the platforming seems a bit clunky for a Sonic level. Other than that, I like whats being done so far.

#680 User is offline MotorRoach 

Posted 12 April 2015 - 07:38 PM

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Oh my yes, now that's an interesting DHZ. Only thing I noticed is that during 0:08, when Sonic is holding onto the rope handle, his sprite is slightly badly place and more downwards than it should be-- if you look at it, his hands are not even holding onto the handle, they are just under it.

This also doesn't has to do with DHZ, and more so has to do with the Sonic 2 sprites used in the video. The way Sonic's head stands perfectly still as he walks just feels unnatural. You might really want to make him move up an down a bit during the walking animation, because right now, it feels more like he's slipping on ice instead of actually walking.

#681 User is offline Hez 

Posted 12 April 2015 - 09:24 PM

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View PostMotorRoach, on 12 April 2015 - 07:38 PM, said:

Oh my yes, now that's an interesting DHZ. Only thing I noticed is that during 0:08, when Sonic is holding onto the rope handle, his sprite is slightly badly place and more downwards than it should be-- if you look at it, his hands are not even holding onto the handle, they are just under it.

This also doesn't has to do with DHZ, and more so has to do with the Sonic 2 sprites used in the video. The way Sonic's head stands perfectly still as he walks just feels unnatural. You might really want to make him move up an down a bit during the walking animation, because right now, it feels more like he's slipping on ice instead of actually walking.


The sprite alignment with the rope is my bad. While designing the level I've been using normal mode. I switched it to Sonic 2 mode just to record the video. Very early WIP.

Also, the level pace gets faster right after that part actually with a spin tube and loop.

#682 User is offline KGB525 

Posted 20 April 2015 - 12:17 PM

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I'm happy to see that this project is still alive, Hez! I had a blast making the music which seems like forever ago.

#683 User is offline Hez 

Posted 26 April 2015 - 01:29 PM

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View PostKGB525, on 20 April 2015 - 12:17 PM, said:

I'm happy to see that this project is still alive, Hez! I had a blast making the music which seems like forever ago.

I'm glad! Music sounds great and memorable :P

So, I wasn't going to do it...but

Posted Image

VERY wip. Since the notes say the graphics basically got reused for "The Machine" in spinball, I figured it would be the best place to start. It will play VERY similiar to Metropolis act 3.

#684 User is offline 360 

Posted 26 April 2015 - 01:55 PM

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Even with it being WIP it looks fantastic Hez. Very strong and impressive visually. You were always super talented with level art and the screenshot conveys that. So with this being a level from presumably quite late in the game am I right in presuming you're quite far along now in terms of completion of the overall game?
This post has been edited by 360: 26 April 2015 - 01:56 PM

#685 User is offline TheKazeblade 

Posted 26 April 2015 - 03:37 PM

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When I've heard the Machine featured graphics from Sonic 2, I always had a hard time seeing it because they seemed so much more sparse and basic than I expected Sonic 2 graphics to be. But seeing those assets in a Sonic game, I totally see how they would fit now. Almost has a Sonic CD vibe!

Looking forward to it as always, Hez!

#686 User is offline TheValeev 

Posted 27 April 2015 - 11:07 AM

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Woah, remaking levels from Sonic Spinball? Dude, you don't know how I love this game. I'm so hyped to see this in action.

#687 User is offline Xeal 

Posted 27 April 2015 - 11:18 AM

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View PostTheValeev, on 27 April 2015 - 11:07 AM, said:

Woah, remaking levels from Sonic Spinball? Dude, you don't know how I love this game. I'm so hyped to see this in action.

Not what's going on. The level art from a scrapped S2 level was used in spinball. He's using that art from spinball to remake the level.

#688 User is offline Hez 

Posted 19 July 2015 - 03:42 PM

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Since its been a while, here's some game-play of your secondary nemesis of the game, Fang! This time, you'll be able to play through Sonic Classic 1 and 2 with him and go through all sorts of different routes to catch up to Sonic to make sure his current path is spoiled.

Gameplay is super similiar to Yoshi in Super Mario World 2 (even used sound effects temporarily). I ended up recording more than I expected because its actually super enjoyable and a refreshing gameplay style.

https://youtu.be/ZHCKHCksiTk

Again, the video quality is horse shit. If anybody seriously has any suggestions on what to use to record so you-tube doesn't automatically set the quality to 240 and just thrash it let me know.

#689 User is offline MotorRoach 

Posted 19 July 2015 - 07:15 PM

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I'm not going to lie, I swear that was done only for the purpose of a joke video and nothing else. The idea for Fang's aiming is an interesting idea, but I think that something about it could be changed, just so it wouldn't end up being a straight clone from the egg throw in Yoshi's Island. The flutter jump, on the other hand, just looks ridiculous and unfitting, because it's the same as if Sonic tried to fly by waving his arms really fast.

Unless you literally want an excuse to put a Yoshi reskin in the game, I recommend changing his ability to something else-- such as making use of his spring tail, which is... like, one of the distinct things about him, not waving his legs in the air.
This post has been edited by MotorRoach: 19 July 2015 - 07:16 PM

#690 User is offline Dark Sonic 

Posted 19 July 2015 - 07:29 PM

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View PostMotorRoach, on 19 July 2015 - 07:15 PM, said:

I'm not going to lie, I swear that was done only for the purpose of a joke video and nothing else. The idea for Fang's aiming is an interesting idea, but I think that something about it could be changed, just so it wouldn't end up being a straight clone from the egg throw in Yoshi's Island. The flutter jump, on the other hand, just looks ridiculous and unfitting, because it's the same as if Sonic tried to fly by waving his arms really fast.

Unless you literally want an excuse to put a Yoshi reskin in the game, I recommend changing his ability to something else-- such as making use of his spring tail, which is... like, one of the distinct things about him, not waving his legs in the air.

Agreed. I could totally see a Scrooge McDuck cane type move working for Fang's tail. The fluttering? Kinda odd.

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