Sonic and Sega Retro Message Board: Sonic Adventure Generations - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 19 Pages +
  • 1
  • 2
  • 3
  • 4
  • 5
  • Last ►
    Locked
    Locked Forum

Sonic Adventure Generations Because I had to

#31 User is offline Dude 

Posted 06 May 2012 - 09:07 PM

  • 3ds MAX Help Desk
  • Posts: 3026
  • Joined: 11-September 04
  • Gender:Male
  • Location:Southbridge, MA
  • Project:Sonic Adventure Generations
  • Wiki edits:43
I don't usually recruit help for projects like this because I'm used to being a single unit. But I think I might have to this time considering how intense the workload will be. If you're good at concept art, and texturing please let me know.

#32 User is offline pablodrago 

Posted 06 May 2012 - 09:27 PM

  • Posts: 34
  • Joined: 05-February 11
  • Gender:Male
  • Location:BS AS
wow is a really good port, I think I agree with the people, some parts are too big, but is necessary due to the physics. By the way in the video at 1:56 what happen is a collition problem or just the camera in 2D?
I can totally see the snowboard section in Icecap Zone with modern Sonic :v:
This post has been edited by pablodrago: 06 May 2012 - 09:28 PM

#33 User is offline Lanzer 

Posted 06 May 2012 - 09:34 PM

  • The saber calls for its master...
  • Posts: 5872
  • Joined: 27-February 09
  • Gender:Male
  • Location:Glendale, AZ
  • Project:Doing Stuff.
  • Wiki edits:1

View PostDude, on 06 May 2012 - 09:07 PM, said:

I don't usually recruit help for projects like this because I'm used to being a single unit. But I think I might have to this time considering how intense the workload will be. If you're good at concept art, and texturing please let me know.


Will you be needing any other help besides concept art and texturing in the near future?

#34 User is offline Polygon Jim 

Posted 07 May 2012 - 07:13 PM

  • Posts: 3071
  • Joined: 29-March 08
  • Gender:Male
  • Location:across town from Hinchy
  • Project:All the bitches.
  • Wiki edits:582
Yo Dude, this thing's like XBOX HUEG. You really need to suck less and make it smaller and less retarded.

#35 User is offline Lanzer 

Posted 07 May 2012 - 07:31 PM

  • The saber calls for its master...
  • Posts: 5872
  • Joined: 27-February 09
  • Gender:Male
  • Location:Glendale, AZ
  • Project:Doing Stuff.
  • Wiki edits:1
Recalling that, it was something Dude said in the Generations Hacking topic about SA levels being directly ported that I think explains the huge level:

View PostDude, on 04 May 2012 - 01:47 PM, said:

View Postultima espio, on 04 May 2012 - 01:36 PM, said:

I'm kinda curious as to how the Adventure/2/Heroes levels would work in Generations. It would be quite interesting...


Not very well, you either have to scale the level up a ton, or redesign the entire thing due to the Sonic's wide turning radius in generations. His acceleration curve also is different enough to make the level designs not work well.


That could be the explanation as to why the level is huge like it is.

#36 User is offline Thousand Pancake 

Posted 08 May 2012 - 01:35 PM

  • Being a food you put milk on and then eat in the morning
  • Posts: 332
  • Joined: 13-May 09

View PostPolygon Jim, on 07 May 2012 - 07:13 PM, said:

Yo Dude, this thing's like XBOX HUEG. You really need to suck less and make it smaller and less retarded.
Comic Sans? :psyduck:

#37 User is offline TheInvisibleSun 

Posted 08 May 2012 - 01:43 PM

  • OVER THE TOP TECHNO-BLAST
  • Posts: 1228
  • Joined: 09-December 09
  • Gender:Male
  • Location:Buffalo, NY, USA
  • Project:Sonic 1 Color Contrast

View PostThousand Pancake, on 08 May 2012 - 01:35 PM, said:

View PostPolygon Jim, on 07 May 2012 - 07:13 PM, said:

Yo Dude, this thing's like XBOX HUEG. You really need to suck less and make it smaller and less retarded.
Comic Sans? :psyduck:


There are many font options here.
This post has been edited by TheInvisibleSun: 08 May 2012 - 01:43 PM

#38 User is offline Dude 

Posted 08 May 2012 - 02:25 PM

  • 3ds MAX Help Desk
  • Posts: 3026
  • Joined: 11-September 04
  • Gender:Male
  • Location:Southbridge, MA
  • Project:Sonic Adventure Generations
  • Wiki edits:43

View PostLanzer, on 06 May 2012 - 09:34 PM, said:

View PostDude, on 06 May 2012 - 09:07 PM, said:

I don't usually recruit help for projects like this because I'm used to being a single unit. But I think I might have to this time considering how intense the workload will be. If you're good at concept art, and texturing please let me know.


Will you be needing any other help besides concept art and texturing in the near future?


yes, I think I'll need help with animations as well. Or at least, someone to teach me how to animate or someone to polish my rough drafts.

#39 User is offline Overlord 

Posted 08 May 2012 - 02:33 PM

  • Cat-herder
  • Posts: 14494
  • Joined: 12-January 03
  • Gender:Male
  • Location:Berkshire, England
  • Project:VGDB
  • Wiki edits:3,204
InvisibleSun - Only because it's more of a pain to remove them than keep them for the very few times they're valid. Don't bugger about, people: this isn't the sega.com boards =P

#40 User is offline Chaos Fusion 

Posted 10 May 2012 - 03:50 AM

  • Posts: 19
  • Joined: 19-April 12
  • Gender:Male
  • Project:Sonic Light and Darkness
The fact that it has the original textures gives me tears of joy even though that they are placeholder textures. Only criticism I have would be the island after the loop as its tad dull with that single spring. Besides that, your interpretation of Emerald Coast is brilliant. Nice work.
This post has been edited by Chaos Fusion: 10 May 2012 - 03:53 AM

#41 User is offline BandicootG 

Posted 11 May 2012 - 04:50 PM

  • Posts: 20
  • Joined: 29-April 12
  • Gender:Male
  • Location:Ireland
  • Project:Making a Blaze the Cat mod for Sonic Generations.
Well Dude, I really doubt it, but if you need any .adx files to use, I could provide you some from the Trial and Full Dreamcast versions of Adventure 1&2.

#42 User is offline Mike Arcade 

Posted 11 May 2012 - 05:41 PM

  • Lives in Obscurity
  • Posts: 357
  • Joined: 26-September 11
  • Gender:Male
  • Location:Somewhere in California
  • Project:TBA
VERY IMPRESSIVE, good luck man.

#43 User is offline Dude 

Posted 01 June 2012 - 10:44 PM

  • 3ds MAX Help Desk
  • Posts: 3026
  • Joined: 11-September 04
  • Gender:Male
  • Location:Southbridge, MA
  • Project:Sonic Adventure Generations
  • Wiki edits:43
So I've got news. I've found an animator and two texture artists, and Hinchy has graciously helped with some of the music. Progress is good and we're on track for a 1 or (maybe) 2 level release for the hacking contest.

Media update! These are all really old but they should be enough for now. I'll post a video sometime next week if this rate of work keeps up
Posted Image
Posted Image
Posted Image
Posted Image

#44 User is offline Lobotomy 

Posted 01 June 2012 - 11:13 PM

  • VERY PLEASED TO EXCITING NEW
  • Posts: 3799
  • Joined: 22-March 06
  • Gender:Male
  • Location:Traverse City
  • Project:Fixing Generations FOREVER, Project: In Silico, Unleashed PC Beautification.
  • Wiki edits:94
Looks rad, but you really, REALLY need new textures. Send me a PM over IRC or something and I'll at least hook you up with the floorgrass texture I'm using for the Unleashed retexturing project.

#45 User is offline Dude 

Posted 02 June 2012 - 12:25 PM

  • 3ds MAX Help Desk
  • Posts: 3026
  • Joined: 11-September 04
  • Gender:Male
  • Location:Southbridge, MA
  • Project:Sonic Adventure Generations
  • Wiki edits:43
You're probably right, but don't forget that those pics were taken at the lowest resolution, so our custom textures really weren't shown off too well. We're still working on them, but here are some better pics of the level in general:
Posted Image
Posted Image

  • 19 Pages +
  • 1
  • 2
  • 3
  • 4
  • 5
  • Last ►
    Locked
    Locked Forum

2 User(s) are reading this topic
0 members, 2 guests, 0 anonymous users