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Sonic Zero: Remastered

#1 User is offline Sparks 

Posted 10 August 2012 - 12:53 PM

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Sonic Zero: Remastered is back with an all new build! This is the first build to feature the games excessive graphic overhaul, thanks to Gamernerd Advance, and sports levels from both the 2009 and 2011 demos. Now there is a new mission system (ala Generations), all playable as Sonic, Tails, Knuckles, and Amy Rose (courtesy of E-122-Psi).

This package is small, but a few weeks after SAGE, there will be a new build called the "After-Party," which will feature more polish, new bosses, more missions, and a whole new Zone to play!

Posted ImagePosted ImagePosted Image

In this demo there are three missions:
  • Get to the Goal
  • Badnik Beatdown
  • Race Amy Rose (Sonic if playing as Amy)


Credits:
  • Kaosu - Director, Manager, Character Art, & Music Composer
  • LarkSS - Programmer & Lead Assistant
  • Gamernerd Advance - Lead Level Artist, Some Sprites
  • Sparks - Level design, Assistant Level Artist & Sprites
  • Techokami - Programming Assistance, Sprite Assistance, Testing
  • Rathe - Sonic, Robotnik & Metal Sonic Sprites
  • Rael0505 - Parallax
  • Chronic - Level Art Contributions
  • Dimensionwarped & Overbound - "Madcap Grotto Zone"
  • Stephen "Strife" DiDuro - Freedom Planet @ http://freedomplanet.galaxytrail.com/
  • GsukiTsukenFunaga - Tails Sign
  • E-122-Psi - Amy Rose Sprites
  • Bluejayfusion - Snout & Dragonfly Designs
  • Game built using "Sonic Worlds" by Damizean & Co.
  • Sonic the Hedgehog, original graphics, and all related © SEGA


Download the demo at Sonic Zeros booth, hosted by Techokami at Holenet.info!
http://holenet.info/SonicZeroSAGE2012/

#2 User is offline Delta Hedgehog 

Posted 10 August 2012 - 09:15 PM

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I'm gonna sound retarded as shit right now, but which button is the start button? I was somewhat confused on what to do on the control configuration screen and now I have no idea what button it is, and I've tried pretty much every key I can think of.

#3 User is offline Sparks 

Posted 10 August 2012 - 09:33 PM

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An updated version has been uploaded with vsync off. Be sure to refresh just in case.

Delta: The configuration screen is where you set up whatever button you want to be whatever, so it's up to you if you want Start to be Enter, etc. If you need to reset your Configuration, delete "last" from Data\Profiles. You might have forgotten to set a key for enter.

#4 User is offline Delta Hedgehog 

Posted 10 August 2012 - 10:53 PM

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I deleted the one I already had, re-downloaded and got it a while ago, but thanks for the help anyway.

#5 User is offline bluejayfusion 

Posted 11 August 2012 - 10:44 PM

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Ha ha! I just watched some playthroughs of the demo on Youtube and it is KICKASS!!!

All of the people who have said that Sparks makes great gimmicks... holy smoke, no doubt about that... geysers, huge sand worms, the amy race, billboards shouting out Freedom planet, the 'sub-bubbles' enemy that creates a vortex... epic... really really epic stuff.

The levels look great! Palmtree Parkway is better than a lot of the levels in the Sonic Advance games and I was duly impressed with the great use of pipes and water spouts in Tidal Tubes. But perhaps most of all, I enjoyed watching my dragonfly enemy wiping the floor with various players... I think I may have cried at some point. It's movements were so fluid and the way it drops those exploding spike balls and reloads- so proud.

Gosh I wish my freaking laptop could handle Zero- this demo is off the hook. If I had not had lunch date with a super fine chick earlier, this would certainly have been the highlight of my day!

...although for damn sure it was a lot less expensive... ha ha.

Well done, Team Zero.

#6 User is offline Sparks 

Posted 11 August 2012 - 11:25 PM

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I designed most the gimmicks, but it's Lark who programs them and brings them to life. He's the one who makes them epic! Good stuff, isn't it? :)

Glad you liked seeing your badniks come to life too! Snout is also in Palmtree Parkway.

#7 User is offline bluejayfusion 

Posted 12 August 2012 - 07:43 AM

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Indeed. You guys are a great team.

My props go out to Lark for his programming magic.

I did, of course, enjoy seeing Snout... however... I think the high point of Palmtree Parkway is the giant sand worms. They are mindblowing. Whose idea was that?!
They completely steal the show. I don't think anyone sees it coming.

Also, I applaud the decision to have Sonic complete quests rather than acts. Zero is a fantastically entertaining fan-game.

#8 User is offline Relick 

Posted 12 August 2012 - 08:04 AM

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Is there anyway to launch it at fullscreen (or at least twice the size)? While it was fun to play (understatement of the decade - it was amazing) I am finding it really difficult to focus on the small box.

#9 User is offline Techokami 

Posted 12 August 2012 - 10:09 AM

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View PostRelick, on 12 August 2012 - 08:04 AM, said:

Is there anyway to launch it at fullscreen (or at least twice the size)? While it was fun to play (understatement of the decade - it was amazing) I am finding it really difficult to focus on the small box.

Press Alt + Enter at any time to toggle between fullscreen and windowed mode.

#10 User is offline Relick 

Posted 13 August 2012 - 01:26 AM

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View PostTechokami, on 12 August 2012 - 10:09 AM, said:

View PostRelick, on 12 August 2012 - 08:04 AM, said:

Is there anyway to launch it at fullscreen (or at least twice the size)? While it was fun to play (understatement of the decade - it was amazing) I am finding it really difficult to focus on the small box.

Press Alt + Enter at any time to toggle between fullscreen and windowed mode.


Ah, thanks so much. That's made it 10 times easier to play.

Great game Sparks/Lark!

Only got a couple of problems with the game:
It is impossible to leave a level (without restarting the game) after you enter it.
The hub world is slightly confusing, I didn't realise initially that there was an entrance underwater.

Also, there was a bug in the 'get to the goal' level. About halfway through all air bubbles stopped appearing (not even from sonic's mouth, or the badnik). I also couldn't drown either. Not sure what happened, but maybe it thought the sea was above sea or something.
This post has been edited by Relick: 13 August 2012 - 01:59 AM

#11 User is offline Sparks 

Posted 13 August 2012 - 05:39 PM

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Thanks for the feedback! Was a problem just finding the missions, or even aware that there was another? I'm thinking a solution to a bit of both will be moving the rings a bit and then making a hud that shows how many missions are left.

#12 User is offline Relick 

Posted 14 August 2012 - 02:35 AM

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Well, I wasn't sure how many missions were left, or there even were to start with. I just assumed that if you did one mission you unlocked one of the 'unavailable' rings. So I guess the HUD would help. Also, since the pathways allowed you to run across the water I thought that it was only a spring to bounce back up down there. Maybe make some sort of stylised arrow pointing down saying "Mission down here!" or something

#13 User is offline Aerosol 

Posted 15 August 2012 - 02:21 PM

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Can we have an option to turn off the expensive effects? Everything underwater was skewed to the right for me, and I suspect that is a significant cause of how slow this game was for me. It took around 5 seconds for one in-game second to pass!

#14 User is offline Xeric 

Posted 15 August 2012 - 03:41 PM

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FAPFAPFAP

I've been waiting so long to play this and I wasn't dissapointed. Amazing work, guys.

Is the Battlebird armada still in the game then? The end sign post confused me a little.

#15 User is offline bluejayfusion 

Posted 15 August 2012 - 10:36 PM

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Since I've already given this game my whole-hearted praise, I hope you don't mind a few pieces of constructive criticism.

- The 'hub world' might be better if it didn't have the same visuals as Tidal Tube Zone. Now that Sage is over, maybe give it a face-lift and rename it Warp Zone or something.
Maybe Sonic being stuck there and going through portals to complete missions is somehow part of the plot line.

- While I get that weird face on the goal post is the game's antagonist (right?), it's a little off-putting.

- I liked that ancient ruin stage where Sonic has to eliminate all the badniks but the name seems kind of off- Tidal Tubes made sense. But Tidal Sewers?
If its a water ruin, might I suggest Sunken City Zone. If it's a sewer, how about Mystery Mire... oh Zelda reference.

Oh damn, it would be completely 'sick' if you added water dripping off the ceiling and the drip-echo cave sound effect to that stage.
This post has been edited by bluejayfusion: 15 August 2012 - 10:48 PM

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