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- Project: Sonic Retro (Archive) (27 posts)
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May 18 2009 07:23 AM- Currently:
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http://www.everyoneweb.fr/SailuMusic/
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Posts I've Made
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In Topic: Project Direction
14 May 2009 - 07:28 AM
I'm entirely with you STHX! ^^ I'm agree with all things you have said.
I just want to add some points : one minor and a major.
1) Minor point:
Play your favorite sonic games but don't forget Sonic and Sonic 2 Master System versions. They contain a lot of good ideas, and the harder gameplay of the second is amazing.
2) Mayor point:
Create a topic to elect a leader or a couple of leaders however
we must elect others leaders (that the works will be direct and coordinate by the upper leaders) for each needed tasks.
In this way each precised job will be supervised by an only skilled guy. So, all artists will be heeded, adviced or denied if needed. Too many works have been badly lead or lead for nothing until this day. -
In Topic: Project Direction
13 May 2009 - 04:00 PM
Here's an idea: Of all the people in this thread discussing the palette, how many of you actually plan on doing artwork for the game? This harks back to my original suggestion, which very wisely went ignored: Gather the talent you need to get shit done before you start making decisions for those people. Find an artist who's guaranteed to stick with the project until it collapses under its own weight again, and let them decide how many colors they want to use.
Or, hey, to make things even simpler, try this! Find an artist and tell them to make a Sonic level. That's all it should take. If the palette is really of any concern- which it shouldn't be, unless you really do intend to turn this into some sort of hack (Read: Retarded)- then you'll find that scaling back a palette is an exceptionally simple task with pixel art. Color replacement tools are a dime a dozen, you know. On the contrary, if an artist needs to be told up front how many colors to use before they can set to work, they probably weren't much of an artist to begin with, and they won't get you very far.
The palette isn't important right now. The Sonic sprite is particularly inconsequential; in fact, it's probably the single least important element of the entire project, and I'd question the capability of anyone vouching for a leadership position when they can't comprehend this one simple truth. There's a wealth of exceptional placeholder material at your fingertips, not to mention the sprite sheet Chimpo had already completed 1/3 of, which was fantastic and isn't about to be topped by anyone here anytime soon. Find a programmer and a level artist. Create a single act with one original and completely functional enemy. You can bitch about either later on, but these are the most elementary components of a Sonic game, and if you can't accomplish this simple task within a month's time, you'll have concrete, irrefutable proof that this project is a complete pipe dream which shouldn't ever be attempted again.
I'm totally agree.
We talk again and again, everybody shows his opinion, but what are we able to do exactly?
We must fix our skills before fixing the objectives rather than the opposite.
So, each of us must tell what he can do.
We don't need only one leader. We'd rather need one music leader, one concept art leader, one progammer leader ... And one (or two) "big boss" to coordinate and to fix the priorities, ok.
And we need some guys working under their decisions:
level designer(s), badniks designer(s), music composer(s), music programmer(s) ...
I think that just telling what you want to do is insufficient. Tell what you CAN do and then we must etablish a complet list of the staff.
Then, each of us will know his own task, concentrating on it and letting the others to do their jobs.
Personnaly, I can compose some music partitions in a sonic tone (in a guitar pro format) and give its to a music programmer. -
In Topic: Project Direction
13 May 2009 - 09:43 AM
If there isn't a strong majority to approves one of these two approaches (Retro hack-like Sonic or a moderner game), the idea to fork the project could be excellent, as Black Squirrel says.
As a matter of fact a 2D game with Saturn limitations enjoys me too. -
In Topic: Project Direction
13 May 2009 - 08:46 AM
Just one advice:
Keep the character's sprites of one game, as S3&K or Sonic 2. This is an retro project, isn't it?
You should keep the spirit of the old games and you'll gain a lot of time. In my opinion the most important are the level art and the architecture. It isn't the shoes' color of tails.
Why don't you make a vote to decide (not for the shoes -_-') ?
Do you want a real retro project or a new Sonic?
I think a new Sonic is too ambitious when I read all the travel that have been done and these results.
If you prefered to work on moderner graphics, I'd suggest you to go on the Sonic HD project.
So (in my opinion^^) :
- Target platform/engine being used: Genesis emulator.
- Intentional limitations: yes. In the other case, you'd lost time in taking too much different ways. -
In Topic: Music
16 January 2009 - 07:38 AM
Only Pheonix has given me an answer, so I repost my last messages (with some adds):
I've studied the Sonics' orchestrations (on Sonic 1 & 2) and I think I got the right style down. Listen to "the Flying Circus" and please tel me what you think about it (I know I still have to change this boring end).
http://www.everyoneweb.fr/SailuMusic/
It's just the composition, made with Guitar Pro. I would do this music again with a better software if I was sure almost all of you enjoyed it.
I could redo it with a software I usually use (listen "Hightech City" for an example) or with a software which emulates Genesis sounds. Do you want a cleaner and modern sound, or a old sonic-like rendering ?
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May 18 2009 07:23 AM
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