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Sonic 2: Rebirth of Paradise

Discussion in 'Engineering & Reverse Engineering' started by .hack//zero, Aug 1, 2003.

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  1. SGR

    SGR

    Give me the gams. Member
    Hmm... work on the clouds. Some are upside down and they look kinda unfitting. That's my only complaint. :(
     
  2. Sith

    Sith

    The molotov bitch Member
    Seems like you're getting things together since there's no sign of any mess in your current sig screenshot. :(

    As for the clouds, they look too round. Just stretch them a little bit.
     
  3. Rika Chou

    Rika Chou

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    OK fine, 18 colors. =P
     
  4. .hack//zero

    .hack//zero

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    More like 20ish. =P
     
  5. ICEknight

    ICEknight

    Researcher Researcher
    Looks very nice, but perhaps you should use more colors to differentiate a little between the background and the foreground...


    EDIT: Also, I think the clouds look a bit too solid and compact.
     
  6. Sparks

    Sparks

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    Sondro Gomez / Kyle & Lucy
    [​IMG]


    Right here, the clouds look like rocks being thrown around the same time.
     
  7. .hack//zero

    .hack//zero

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    Beta tester, expect a PM for it in a day or 2. After I'm done with EHZ act 2. I'm gonna work on the sub routine guide a more than this. Mainly so I can make this better. Quick question, if we know what all the sub do in s3&k. How hard would it be to port enemies from s3&k to S2ROP? If it does become easy, I'll be able to change S2ROP so you won't even be able to which sonic 2 it was started from.

    Small example: I want to make a fire elemental zone, and a ice elemental zone.

    I could use the fire zone's base a HTZ, and use the some of the effects from sonic 1 and s3k. Like the lava geyser, the lava falls from LRZ. HPZ's enemies, LRZ's enemies, MZ's enemies, and HTZ's enemies. Note this is just basic planning.
     
  8. SMTP

    SMTP

    Tech Member
    There really isn't that much Vram space to add more enemies than what's already there. But Im sure the lava could be ported...
     
  9. .hack//zero

    .hack//zero

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    I'll be able to figure something out, but yeah I do need to do a lot more research on vram. Since I know almost nothing about it. Can anyone point me to a place where I can out more about it? Vram stand for visual random access memory
    , right?
     
  10. StephenUK

    StephenUK

    Liquor in the front, poker in the rear Tech Member
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    You need to do a lot more research in general, coz you've made more help topics recently than anyone else I've ever seen. You must have been made a tech member for a reason, so why not do a little research of your own instead of asking everyone about every little thing you wanna do. It'll help you learn better and will improve your understanding of the how the game operates.
     
  11. .hack//zero

    .hack//zero

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    I'm doing a little bit more art work. It's a little rough right now, but it should give you a basic idea. Let me know if it look too close VHZ design.
     
  12. Sith

    Sith

    The molotov bitch Member
    You're using the same tiles as the other level. It doesn't feel like a new level at all.
    Make different tiles with a different concept. (sth else than big bricks with a grass layer.)

    Edit: I don't know if that's even possible though, since S2 EH & HT zone share tiles as well.
     
  13. BadCopNoDonut

    BadCopNoDonut

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    Its definitely doable, as I've done it. The art may be the same, but its in different locations in the ROM I believe, so editing one level has absolutely no bearing on the other. Its the same if you port one level's art in the SAME game to another level in the game(such as CPZ ported to WFZ). It copies that art to that level's slot, but the levels are independent of each other, so again, changing one has no bearing on the other.
     
  14. stormislandgal

    stormislandgal

    It's not a phase! Tech Member
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    Actually, the art is shared between the 2 levels, but when you edit the art for HTZ with SonED, it get's copied into it's own location for later editting, seperate from EHZ.
     
  15. Dark Sonic

    Dark Sonic

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    Is that why when you look through the tiles for Emerald Hill zone there are a couple tiles that look like they are the lines which those moving platforms in Hill top travel on?
     
  16. stormislandgal

    stormislandgal

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    Actually, I believe that's default to EHZ. If it looks screwed up in EHZ, chances are it's for HTZ, since they share the same 128x128 mappings.
     
  17. .hack//zero

    .hack//zero

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    Here's some of my plans for what I'm gonna do for the other levels.

    CPZ: Genocide cityish level. What we thought it would have before we know about cyber city. Art plans: Metal, dirt. Haven't really planned this one out too much.

    ARZ: A old flooded castle. I'm doing the art for this one now. Expect me to keep the back ground pretty much the. Since it really fits the palette that I'm using.

    CNZ: Not sure about this one. As for level design plans, I'm gonna do a pinball like zone.

    HTZ: A fire elemental Zone

    MCZ: A ice elemental Zone

    HPZ: A crystal Zone

    OOZ: A construction site

    MZ: not sure about this one yet.

    SCZ: pretty much the same as the original, only harder.

    WFZ: Same as original with new art.

    DEZ: A spacey level,3 acts. Hopefully by the time I get to the level. Porting levels from sonic 3&K will be easy. Since I'm gonna wanna some enemies from S3&K enemies in here.

    WZ: Another natural like level.

    DHZ: An Egyptian level.
     
  18. Rika Chou

    Rika Chou

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    You should really start from scratch when making a new level.
     
  19. .hack//zero

    .hack//zero

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    Yeah, I know. I just need to the basic level art to get me started, or even give me ideas. I'm now working on GCZ. I konw, the art sorta looks fugly right now. Still, tell me what you think. You guys wouldn't be complaining about the lack of colors on this level.
     
  20. StephenUK

    StephenUK

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    I think this is going to be another 50 page topic with you updating it every time you scratch your arse again.
     
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