Whoops, Tarquin is dominating the race here. (By which I mean, I double-posted. Soz.) http://www.youtube.com/watch?v=KuX2j3nvcts Extremely early days yet. Spiritually, this will be going where my old hack Sonic One was ideally headed, only without the trappings of being a hack of Sonic the Hedgehog and with more original content (insofar as being another fast-moving blue animal can get, heh). I have a few ideas to make this game unique, playing those cards close to my chest for now. So enjoy a few layers of NES-palette parallax here.
It's been a while since I showed this here. http://www.youtube.com/watch?v=3WkpkznvQHk I haven't touched it in around a month. Been busy getting my desktop back up and running and producing regular Youtube videos again. You can probably tell there's some weird stuff that still needs a lot of work
The lower path feels a little long. I think that there should be some sort of opportunity to get back on the higher path somewhere near the midpoint. By the time you finally got out of that section I felt it would have been better to restart the level (and then there's even more water after it LOL)
That layout looks a lot more fun than what we got with the Sonic 2 remake. Good job! EDIT: Should mention I'm not bashing the remake, it just didn't feel like a Sonic 2 zone. This did.
Needs more green flashing orbs! Looks alright so far - it's definitely more Sonic 2-y in some areas than the 2013 remake, though I'm guessing you're still working on the layout. The other thing is the bottom of HPZ's background is never seen - the prototype seems to hint that it doesn't want to have the background waterfalls visible when Sonic is underwater.
Adding more of the background branch/orb detail will be one of the last things I do. No sense putting all that decoration around if I end up having to upend big parts of the level at some point The waterfalls being seen under the water bugs me, too, but I think it happens in other games? I mean, it technically happens in Chemical Plant, for instance, where you actually see a lake in the distance even as you're under the pink water. That's actually why I added the extra semi-transparent layer between the nearest background and the parallax, to try and mask the waterfall a little bit. I could probably do some shader shenanigans to mask out a separate version of the parallax without the running water, but I only just barely understand how shaders work and the masking example shader doesn't make any sense to me
I think its just about time you set up your own project thread. This project is stand out and needs one !
Seconded! Create a dedicated thread for this awesome project. I'd happily contribute and I'm sure many here would do the same. Plus it'd be a great destination for updates. Lovely video also. Exceptionally good graphics that improve on the baseline Green Hill Zone in every way imaginable - like your also exceptional work on Marble Garden Zone. You have some mad skills. Start a dedicated thread!
The only issue I have is that Green Hill looks a bit "flat" without the checkerboard ground/rock/whatever indents. The rest looks remarkable.
When Super Mario Maker dropped back in 2015 (and Mega Man Maker afterward), I was kinda hoping someone would make a Sonic Maker of some sort. And you went and did it, you absolute fucking madman. Did you work on this before Mario Maker or was this what inspired yo, if you don't mind me asking Was Mario Maker the inspiration for it, or does it predate it (if you don't mind me asking ?)
It was actually the old PlaySega Level Creator that inspired me back in 2010, so it definitely pre-dates Mario Maker. This is my 3rd attempt at an approach to a Sonic Maker type thing. I think the usage of this will be rather different to MM as it has completely different mechanics for both the terrain and the gimmicks.
This just keeps on looking better and better, Lapper. It's been so awesome watching you post progress over the last year.
I found a pic of the PlaySega editor and the similarities to my first attempt are everywhere For simplicity & general fun, a tiled method like that is extremely limiting. Using polygons allows for immense customisation with little effort.
Just some screenshots of my fangame in a lazy display I whipped up on Paint.NET. There's some things (like the BG) that are WIP, and I really need to work on fixing them, but I think it's at least at a presentable shape to showcase [media]https://imgur.com/vX5fBE4[/media] Credits in this screenshot go to my friend DVD and LordPotatosack on the tileart, and just Potato on the Sonic. (and general palette for the fangame) I've been busy trying to make the level extremely solid. I might make a gif soon, as I don't think screenshots are as effective as a stroll around with a gif, but my screen recorder isn't the best thing on the earth so if I did, things would get pretty laggy. :v: