Discussion in 'Engineering & Reverse Engineering' started by Tweaker, Jun 26, 2008.
Some Frosty Peak Zone stuff... and... Knuckles.
Nice! Are you remaking the entire game with newer more player friendly level design, or just demonstrating it in the first levels?
I'm planning to release a demo with 4 zones complete, the last two will be hard but not to Kazio standards but there will be fun and a neat remix to the original zones.
Figure this fits here, one of the projects I'm working on is Sonic Forces Overclocked and recently we decided to show off some screenshots of an upcoming stage, Eclipse Forest:
Also shameless plug incoming but Overclocked has a Twitter page you can check out to look at these screenshots and learn a bit more the project if you're unfamiliar: https://twitter.com/SFOverclocked
I've been following this project closely for a while now. Great to know you have an account here.
I managed to make a really nice act results screen; it feels like everything blends in together.
Ignore Act 2 as level design is still incomplete as of the day I published this!
It's coming, I swear:
Very very cool, looks like the best fleshed-out rendition of Wood in a ROM hack yet. I'd love to see some kind of parallax in the background to top it all off.
Sprucing up the background is something I wanna do, but I wanna see how much VRAM the level assets take up first before adding level tiles or other details.
I'm also pondering whether to try and make it VS compatible, which would naturally mean more VRAM taken.
I don't know why, but she looks rather stiff in her running animations there. Is that how it was on Sonic Advance and the difference was that Sonic Advance is on a small screen so it was less noticeable? It doesn't look bad, it just looks stiff.
Maybe it's because I took the little bounce off of the running animation so now Amy just sprints static besides her legs like the other characters do. I could reinsert it if people don't like the change.
...I should really get around to making a thread for this hack, shouldn't I?
...Either ways, here's Arid Valley, in all its incomplete glory. Of course, by "incomplete" I mean "No lower background at all".
Forgot to say anything earlier but a few days ago we released a tidbit of Eclipse Forest gameplay showing off the intro and a little bit beyond: https://twitter.com/SFOverclocked/status/1366961634267258880
Personally, I hate it when people take out the running "bob" from the characters. I don't get why so many people use sonic's sonic cd walking sprites for stuff, they look unnatural.
Also, just complaining here, but sonic shouldn't just slap his legs around to run in like in most 3d fangames. I think Adventure 1 and Advance 2 are the best examples of how sonic should look running imo, and they've become my inspiration for animating running for anything in general. :p
I felt nostalgic and decided to start a video-compilation of all the custom bosses I've programmed to this day. There are actually plenty of them, some of which you may never heard of (others may be familiar though, if you played my hacks), so I believed they were worth recording and organizing for historical purposes.
The first part (this video) covers mostly early 2010s. One of the bosses here was never released, so it's the first time (in almost 10 years) it's being showcased.
Later parts will cover some of the more recent stuff.
Separate names with a comma.