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Sonic Melponterations fan-made Sonic Generations "expansion pack"

#16 User is offline Hinchy 

Posted 26 July 2012 - 01:14 AM

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View PostKingofHarts, on 25 July 2012 - 08:54 PM, said:

Am I really the only one who would have wanted Carnival Night Zone for Sonic 3? Don't get me wrong... Gameplay wise, there is SO much you can do with ICE CAP, but... visually... an HD Carnival Night Zone would be orgasm inducing for the eyes. The lights, the water, the sounds, and you already have the balloons anyway.
I'd agree with you but we don't have any of the rest of the gimmicks, and I wouldn't want to do a gimmick-heavy stage like that as a result. If we could make our own gimmicks I would have forced Melpontro at gunpoint to agree with me on Carnival Night from the beginning.

#17 User is offline Roller 

Posted 26 July 2012 - 04:36 AM

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I don't know why you seem to think that you can't do the rest of the gimmicks... you have the balloons, the water, the bumpers from the Crisis City Classic Vector mission and the circular rolling platforms from City Escape's 2D Missions. Sure, you don't have the spinning vertical platforms, the suction funnels or the barrels, but if you have a bit of imagination and remodeling skills you can use the barrels from Charmy's Rooftop Run Mission as replacements- barrels rolling down inclines as things to avoid, and the water jets as vertical methods to get to new locations. In addition, you could use remodeled Sky Sanctuary platforms as horizontal circular rolling platforms for 3D segments, and the Seaside Hill cannons as the suction funnel replacements. The Four-Way Cannons look like they'd fit right in as well.

The only thing I can think of from Icecap are the Skateboard from Classic City Escape modeled as a snowboard, the Green Hill zone bridges and the Speed Highway scoops remodeled as those ice swings. I'm not even sure if there's any code left in the game for frictionless surfaces. I'm not sure why you think a gimmick heavy zone missing a few of its gimmicks is worse than a zone that doesn't look like it would have any meaningful gimmicks at all.

Anyways Classic zone suggestions aside I really love what you guys are doing! You've got your work cut out for you but from what I'm seeing it looks like you're more than up for the challenge. :)
This post has been edited by Roller: 26 July 2012 - 05:03 AM

#18 User is offline Retroman 

Posted 26 July 2012 - 05:04 AM

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I can see you are going for a 'Prison Island' Tails Music style with Oil Desert, like Sonic Advance 2. The lead sounds like it. It should have some Jun Senoue-style rock.

#19 User is offline P3DR0 

Posted 26 July 2012 - 07:10 AM

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I was watching the original Sky Troops, and well... Besides all the decorative objects that are lacking in this remake there is something else that's giving me this idea of blank, "empty". Right now it almost looks like that there are only two textures, rocks and sand.

So, over watching the original stage I've noticed that the level had a lot of green (toned down, because of the "dark" theme of the game).

I know this is still a work in progress, and trust me, I also know how annoying it is when people start saying "add this and add that" in such a earlier stage of development. But just keep in mind that some grass and moss will create some variation and help a little to tone down this feeling of emptyiness watching/playing the Sky Troops level.

And as I said on a previous post, I believe in the Generations Hacking topic... Perhaps changing the waterfall textures, from the Green Hill Zone will do the trick of the falling sand.



But whatever, just really wanted to comment on the vegetation subject, since I was rewatching the release trailer and got this feeling that something important was missing on the artistic subject.

#20 User is offline TommoPuppy 

Posted 26 July 2012 - 10:39 AM

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Yeah, the full art-pass is still a long way off right now, but considering nobody's really said anything about it I think your concern is justified.

#21 User is offline Hinchy 

Posted 26 July 2012 - 02:17 PM

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View PostTommoPuppy, on 26 July 2012 - 10:39 AM, said:

Yeah, the full art-pass is still a long way off right now, but considering nobody's really said anything about it I think your concern is justified.

I've said that [the full art-pass is still a long way off right now] a million times over.

There already is some moss/grass in the level in a few places. But we definitely intend to extend it to more of the level; we just haven't yet because right now the level is incredibly low-poly and simple. Hell, even the UVs are almost totally shit right now. Gameplay first.

Though, P3DRO, I would contest your claim about it only being rocks and sand. There is a rock brick texture as well as an actual rock texture that are clearly different, as well as a stone tile texture in addition to just sand for floors, and moss/grass is sprinkled throughout the level. That's in addition to the things like pillars and rails.

#22 User is offline P3DR0 

Posted 26 July 2012 - 02:31 PM

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View PostHinchy, on 26 July 2012 - 02:17 PM, said:

Though, P3DRO, I would contest your claim about it only being rocks and sand. There is a rock brick texture as well as an actual rock texture that are clearly different, as well as a stone tile texture in addition to just sand for floors, and moss/grass is sprinkled throughout the level. That's in addition to the things like pillars and rails.
Yeah, not going to insist on the subject since you made yourself very clear that the art direction isn't exactly the main focus right now. But what I said is that "it almost looks like there are only two textures" due the fact that there is so little variation, for like, 70~80% of the stage those are the only two really noticeable textures. But whatever... You made your point and I agree: Gameplay first.

#23 User is offline Melpontro 

Posted 26 December 2012 - 06:24 PM

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Beta 0.2 of Melponterations is now available for download.

https://docs.google....VUlXV1V3dU8tS28

#24 User is offline Aquaslash 

Posted 31 December 2012 - 02:27 PM

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I only just now heard of this, and the music is down.

#25 User is offline Hinchy 

Posted 31 December 2012 - 03:38 PM

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View PostAquaslash, on 31 December 2012 - 02:27 PM, said:

I only just now heard of this, and the music is down.

No it's not.

#26 User is offline Blivsey 

Posted 31 December 2012 - 05:29 PM

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Weren't you going to do something with that giant square platform at the beginning? It doesn't seem like you have.

#27 User is offline Lanzer 

Posted 31 January 2013 - 01:05 AM

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Time to bump this topic back up:


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