Sonic Adventure Generations Because I had to
#31
Posted 06 May 2012 - 09:07 PM
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
Posted 06 May 2012 - 09:27 PM
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
I can totally see the snowboard section in Icecap Zone with modern Sonic
This post has been edited by pablodrago: 06 May 2012 - 09:28 PM
#33
Posted 06 May 2012 - 09:34 PM
Dude, 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
Posted 07 May 2012 - 07:13 PM
Yo Dude, this thing's like XBOX HUEG. You really need to suck less and make it smaller and less retarded.
#35
Posted 07 May 2012 - 07:31 PM
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:
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.
Dude, on 04 May 2012 - 01:47 PM, said:
ultima 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.
#37
Posted 08 May 2012 - 01:43 PM
#38
Posted 08 May 2012 - 02:25 PM
Lanzer, on 06 May 2012 - 09:34 PM, said:
Dude, 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
Posted 08 May 2012 - 02:33 PM
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
Posted 10 May 2012 - 03:50 AM
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
Posted 11 May 2012 - 04:50 PM
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.
#43
Posted 01 June 2012 - 10:44 PM
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



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



#44
Posted 01 June 2012 - 11:13 PM
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
Posted 02 June 2012 - 12:25 PM
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:



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