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Original Project Discussion Thread

Discussion in 'Project: Sonic Retro (Archive)' started by Retro_Stew, Jul 18, 2008.

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  1. Not that I want to disrupt the flow of this thread, but since people are just posting whatever shit they please anyway --

    [​IMG]


    Would anyone object to a generic grassy stage that looked something like this? It could also incorporate some ideas people have discussed in this thread (like the ant hill and the hollow tree trunk tunnel).
     
  2. zeldrak

    zeldrak

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  3. Matwek

    Matwek

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    <!--quoteo(post=210445:date=Jul 24 2008, 03:41 PM:name=GameNerd Advance)--><div class='quotetop'>QUOTE (GameNerd Advance @ Jul 24 2008, 03:41 PM) [​IMG]


    Would anyone object to a generic grassy stage that looked something like this? It could also incorporate some ideas people have discussed in this thread (like the ant hill and the hollow tree trunk tunnel).[/quote]

    That is very much along the same lines as I was thinking as you can probably see from these couple of sketches I did.

    http://i82.photobucket.com/albums/j260/mat...onceptArt03.png
    http://i82.photobucket.com/albums/j260/mat...Art/Layout1.png
    http://i82.photobucket.com/albums/j260/mat...Art/Layout2.png
    (The last two fit together)

    As for the tile designs I think we should be heading in more of an Angel Island style, with different types of tiles having slightly different designs so they can be matched up to create a new look each time rather then the generic patterened block.

    http://i82.photobucket.com/albums/j260/mat...20Art/Basic.jpg
    Very crude but kind of helps illustrate my point (I borrowed the background from sonic advance). Also we need to see more slopes in the pixel work, I would have put some in mine but it took me long enough making sure the dirt/wood transition tiles matched up.
     
  4. <!--quoteo(post=210459:date=Jul 24 2008, 07:07 AM:name=Matwek)--><div class='quotetop'>QUOTE (Matwek @ Jul 24 2008, 07:07 AM) [​IMG]


    Would anyone object to a generic grassy stage that looked something like this? It could also incorporate some ideas people have discussed in this thread (like the ant hill and the hollow tree trunk tunnel).[/quote]

    That is very much along the same lines as I was thinking as you can probably see from these couple of sketches I did.

    http://i82.photobucket.com/albums/j260/mat...onceptArt03.png
    http://i82.photobucket.com/albums/j260/mat...Art/Layout1.png
    http://i82.photobucket.com/albums/j260/mat...Art/Layout2.png
    (The last two fit together)

    As for the tile designs I think we should be heading in more of an Angel Island style, with different types of tiles having slightly different designs so they can be matched up to create a new look each time rather then the generic patterened block.

    http://i82.photobucket.com/albums/j260/mat...20Art/Basic.jpg
    Very crude but kind of helps illustrate my point (I borrowed the background from sonic advance). Also we need to see more slopes in the pixel work, I would have put some in mine but it took me long enough making sure the dirt/wood transition tiles matched up.
    [/quote]


    Oh don't you worry, I'm gonna continue improving the concept; I've been working on this concept on-and-off basically since I came here and I was shit at spriting. This stage will continue to be spruced up until it truly is as high standard as anything from S3K.
     
  5. Wetflame

    Wetflame

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    Just wanted to clear something;

    is this game going to take into account the later games, or is it going to be a direct sequel to S&K?

    I'd recommend going as far as SA2....
     
  6. ICEknight

    ICEknight

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    I'd rather have a game where Sonic & Tails still haven't brought their colored contacts and become xtreeeeme.


    (that's some time before SA1)
     
  7. Polygon Jim

    Polygon Jim

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    All the bitches.
    It should take right after S3&K.
     
  8. Wetflame

    Wetflame

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    Sonic was Xtreeeeme in Sonic 3, he was snowboarding for crap's sake. Adventure for was no more Xtreeeeme.

    The thing is Adventure explains a lot of the backstory behind Angel Island and the Chaos Emeralds.

    I actually have a good idea for a plot post SA2.
     
  9. Armada

    Armada

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    I've been workin' on my Sonic, all the live long day...

    [​IMG]
    Just messing. I made a few edits to the others made (very minor). There's probably some palette wonkyness somewhere.
     
  10. You know, someone a few pages back made a throwaway reference about Robotnik making a weather machine. I actual think that would be an excellent underlying concept. It would be like the seasons to Sonic CD's ages. THink about it, say theres a flooded path that you can't get through, find a weather machine and destroy in a mini-boss battle, and it becomes summer, where all the rain has dried up. Or maybe you need to walk across a lake. Crack open a machine, and wait for December's foggy freeze.
     
  11. Sonic The Hedgehog: Oracle Of Seasons?
     
  12. Armada

    Armada

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    Link up to Sonic the Hedgehog: Oracle of Ages for bonuses. :U
     
  13. Polygon Jim

    Polygon Jim

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    across town from Hinchy
    All the bitches.
    Armada, I think it looks a bit better, with 2 more pixels on the end of the bottom spike.

    [​IMG]
     
  14. Armada

    Armada

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  15. STHX

    STHX

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    I have a question. If the game will be made for the PC, what resolution will it have?
    If this game is made for the Genesis, its resolution would be 320x300, but don't you think that it may be too limited for a PC. I'm not saying to make Sonic 4 HD, however a bigger resolution, even if just a little, may be nicer. Allow me to borrow Chimpo's sprites to make an example:

    [​IMG]

    This is how that sprite will look if the resolution is 640x600, double of the Genesis resolution. I don't think the resolution must go past 640x600, but I have an idea for a different solution. Maybe, instead of increasing the character and the stage resolution, we can increase the camera resolution, so that a bigger portion of the zone is displayed, but the zone, the characters and all the other objects keep the original Genesis resolution, or at least have a double resolution.
    What do you guys think?
     
  16. Armada

    Armada

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    I'd like to see it remain the normal resolution. Leave the hi res art to S2HD.
    EDIT: Don't forget, that brings more work upon making hi res level art, and so on. :\

    Also, more running animation:
    [​IMG]
    It's about time I got back to spriting.
     
  17. Tweaker

    Tweaker

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    320x224 is a traditional resolution for every Sonic game I've seen. There's no reason to change that—it would only make things look awkward.

    However, I don't oppose an option that would, say, double the resolution like an emulator would. I like playing at double size.
     
  18. Qjimbo

    Qjimbo

    Your friendly neighbourhood lemming. Oldbie
    In regards to where this should take place, it should be post S3K, pre SA1. The 3D Sonic universe, while it might explain some things, is far too messy in my opinion and it's easier to just ignore it.
     
  19. Armada

    Armada

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    I think Q's idea is probably the best way to go. That way, we won't have to deal with character's coming out of nowhere.
     
  20. Xilla

    Xilla

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    I had an old idea for a fangame years ago which involved Robotnik flooding out a desert and having a volcano erupt in the middle of a city, just really for the fact that those conditions in those environments would be unusual.

    But yeah, I like that idea. Say your path was blocked by ice - hit the weather machine and melt it! (Turning it into a water stage in the process)
     
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