Sonic 1 NEW STUFZ

Discussion in 'Engineering & Reverse Engineering' started by Sonic 65, Oct 25, 2006.

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  1. Sonic 65

    Sonic 65

    Tech Member
    I recently started working on my hack, Sonic 1: NEW STUFZ, again. S1NS had been ignored by me for sometime. I've restarted the hack, so I've only got a few screenshots to show.

    [​IMG]

    This is a new zone I'm making. It's basically my old Desert Zone, except it's going to be majorly improved in every way. The background is not fully finished.

    [​IMG]

    Instead of modifying the existing text, I decided to make a whole new logo. On the right side, notice that the credits aren't messed up (this is just showing that I added in a small ASM routine to use different patterns and mappings for the credits and the logo screen). This logo will probably be majorly modified over the course of the hack.

    I plan on adding the following features to my hack:

    - All zones completely redesigned
    - Multiple characters, each with a different set of levels*
    - An unlockable bonus zone**
    - Emeralds placed in the zone itself
    - Ported music (possibly some original music as well)
    - Redesigned title screen
    - Dynamic palette system
    - Many more features designed as I feel like putting them in.

    * By each having a different set of levels, I mean each character having the same levels, but with different layouts and palettes.

    ** The bonus zone will have only one act, and will be entirely different for each character (not just layout and palette-wise, the entire level)

    I expect to complete the hack by February 2008. More screens coming soon.
     
  2. redhotsonic

    redhotsonic

    Also known as RHS Tech Member
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    I do like the looks of that level. Your new logo is a good idea, but maybe a bit more detail to add?
     
  3. nineko

    nineko

    I am the Holy Cat Tech Member
    Am I wrong or I recently downloaded an old version in which there isn't the level layout for the final fight?
    I keep on falling down and die :(
     
  4. Verse

    Verse

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    I hope this one comes out a lot better than the last. I know you'll try harder this time.
     
  5. Rarmander

    Rarmander

    Poetaster Member
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    Ooh that desert level looks awesome. I probably should work on a hack again.
     
  6. Sonic 65

    Sonic 65

    Tech Member
    New pictures:


    [​IMG]

    An updated logo.

    [​IMG]

    The S2B Hall of Fame is being reincarnated, this time as an actual level (instead of just running through =P). This is the foreground art. I've tried to make the art fit S2B well. I have no idea what the background will be like. =P

    EDIT: IT'S S2B NOT SWS2B GAH
     
  7. JcFerggy

    JcFerggy

    Do you want to taco 'bout it? Member
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    The logo looks good, but the "6" and the "5" looka a little weird and should be reshaped, maybe like this?
    [​IMG]
     
  8. ICEknight

    ICEknight

    Researcher Researcher
    You could just modify the C for the 6.
     
  9. Sith

    Sith

    The molotov bitch Member
  10. Sonic 65

    Sonic 65

    Tech Member
    I actually stole those squares from the Sonic 2 Beta Hidden Palace Zone =P
     
  11. Super

    Super

    The ever vigilant GSWAS. Member
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    So I should check that then.
     
  12. Sanqui

    Sanqui

    Random nobody Member
    Nice levels, I think that hidden palace & wing forteress (right?) blend good.
     
  13. Sith

    Sith

    The molotov bitch Member
    Ahahaha, I remember now.
    And 2 lives nicely tucked below those blocks too. Well under one of those 'block bridges' anyway.​
    Super, maybe you should take a closer look on how they pixeled those and use a similar technique on your boxes.​
     
  14. Sonic 65

    Sonic 65

    Tech Member
    There isn't any Wing Fortress in there. I made everything in the pictures by hand except for the HPZ squares, which are from HPZ. =P

    I think my new art is much better than the old Sonic 1: NEW STUFZ art. My old desert zone used only about 5 8x8 tiles for the foreground =P
     
  15. Rika Chou

    Rika Chou

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    I only see 6 8x8 tiles in the new shot. :P
     
  16. Sanqui

    Sanqui

    Random nobody Member
    Yay, no wing fortress... But it looks good, so it doesn't matter :)
     
  17. Dark Sonic

    Dark Sonic

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    Working on my art!
    Ugh, I love Wing Fortress Zone (In debug mode anyways :P)
     
  18. Sonic 65

    Sonic 65

    Tech Member
    [​IMG]

    I've made some actual slopes (if you've played the last version of S1NS, you probably noticed that all of the slopes in the levels were 45-degree slopes; I'm trying to avoid that this time around.).

    I plan to make act 2 of this zone will be a desert oasis (either that, or an underground maze). I don't know what I'm going to do for Act 3 yet.

    I'm also trying to program in character-specific abilities, specifically an Insta-Shield for Sonic and hovering for Metal Sonic. It's not working well, but I'll keep trying =P

    Rika: I meant that there were only 5 used in the entire foreground of the old zone, background features (aka one cactus =P), slopes, and all. I haven't added background features to this level yet, and when I've finished the basic tiles of the level I'll go back and polish the second foreground layer up.
     
  19. Rainer

    Rainer

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    You really need to learn how to break up the monotony. The basic art for your levels are good, but they don't vary by much. Take a look at Sonic CD; for the most part, they did a great job keeping the levels fresh and innovating. That's because the developers didn't settle for monotony.

    Click me for an example.

    I plan to make my own tutorial on creating pixel art for platformers. That one specifically deals with RPGs unfortunately.
     
  20. Sith

    Sith

    The molotov bitch Member
    Yup, monotony is a real fun killer.

    If everything looks roughly the same, you get bored real quick.
     
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