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Sonic: An Angel of Life

Discussion in 'Engineering & Reverse Engineering' started by CloverCC, Dec 16, 2007.

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  1. CloverCC

    CloverCC

    Member
    So recently, I've been thinking about making a major change in the direction I was intentionally heading for. First off, I'm ending this topic after finally realizing how premature it is to exist. I've started this way too early, and I really don't want to make another until I actually am in the final-touches stages. Mainly, the criticism is kind of hard for me to follow if I havn't even completed it yet. Once it's finished, it will be easier for me to correct/change things around, because no one's a mind reader. I can't say something and expect anybody to get it right there on spot, and I'm at fault for assuming that. Really, I should have waited until I was sure of things before I made this topic, but as of now, I'm requesting it to be locked/trashed, in favor of starting off fresh when I actually do get around to finalizing my hack.

    Here's another reason why I want to start fresh again; My current plans are going to overshadow everything else I've mentioned; Level variety, color variation, level plans, etc, because I'm going to have all sonic 1 levels, all sonic 2 levels, AND all sonic 3 and knuckles levels incorporated into my hack, after initially deciding just to split my current hack into 2 parts, I'm going to extend this into 3 different parts (Similar to final fantasy 7)
    Listed In order, the levels are the only thing I know for fact, so I'll leave you all with their order;

    Part one will consist of the organic zones
    Angel Island
    Green Hill zone
    Emerald Hill zone
    Wood Zone
    Mushroom Hill
    Aquatic Ruins
    Marble Garden
    Marble zone
    Hill Top zone
    Sandopolis zone
    Mystic Cave zone
    Lava Reef Zone + act 2
    Hidden Palace zone + sonic and knuckles version


    Part two will consist of the urbanized/ruralized zones
    Hydrocity zone
    Labrynth zone
    Carnival Night zone
    Casino Night zone
    Casino Night zone beta
    Springyard Zone
    Starlight Zone
    Custom level # 1 (Unplanned)
    Custom Level # 2 (Unplanned)
    Oil Ocean zone
    Chemical Plant zone


    Part 3 will consist of Robotnik's empire
    Scrap Brain zone
    Launch Base Zone
    Sky Chase Zone
    Winged Fortress
    Sky Chase zone with Ice Cap Zone
    Sky Sanctuary
    Death Egg Zone V. sonic 2(Extrerior Eclipse)
    Flying Battery zone (Current Divine Doomsday)
    Custom Level # 3 (planned)
    Custom Level # 4 (Planned)
    Death Egg zone s3k
    Custom Level # 5 (Planned)



    Anything is possible. I am capable of pulling this off. See you all in a few years
     
  2. Chimpo

    Chimpo

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    Didn't read any of the walls of text but so far I don't like the whole every level is dark theme. Makes everything look generic, repetitive, and boring.
     
  3. Flygon

    Flygon

    Member
    I agree with this fact strongly.

    However, I also find the levels to be unique and rather interesting, in particular, Luxurious Lights Zone.

    Nice Sonic CD naming scheme by the way.
     
  4. muteKi

    muteKi

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    Yeah, while individually, the palette modifications for ARZ, MGZ, and Labyrinth are all really nice, over time the muted palette gets tired, not to mention that all three levels use very similar art AND color schemes. Too many blue bricks.
     
  5. Yuski

    Yuski

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    I think you need to remove on of the park/casino levels or transform it in another kind of level.
     
  6. Flygon

    Flygon

    Member
    I quiet disagree with this statement, if anything, I think more hacks should incorporate more of these kinds of levels, just seeing hills and mechanical bases is getting boring.
     
  7. CloverCC

    CloverCC

    Member
    Well, part of the storyline I didn't type involved exactly how Robotnik would take over the world. His space fortress, Almost the size of mars, would sit infront of the earth, to not only turn the earth into a giant snow ball (I couldn't think of a better metaphor for the earth turning into a frozen wasteland), but would absorb the sun's solar energy, which would charge up a laser aimed to hit the arctic regions, and so on. My point was that the darkness was supposed to be represented by Robotnik's fortress blocking out the sun, also implyed on my end-sign art.

    [​IMG]

    But then, I guess I could change a few levels around.. GGz, RRz, and MMz could have a little more light in them. And as for PPz, I already have an idea for a new foreground pallet. kind of like a tarnished-green type of color.

    Edit:

    [​IMG] This look any better?

    Also, [​IMG]? But try to ignore the out-of-place pink water shine. And I know it's not really a change to make it look more day-ish.. But it's something I've been meaning to do for some time (The sky, and clouds pretty much matched the foreground, which is why I didn't really like it), and for whatever reason, I think I may have found a good change.

    And Finally, [​IMG]. Again, any better?
     
  8. Tweaker

    Tweaker

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    Actually, what I suggest is each level gradually getting lighter as you progress through the levels. What this implies is that, as you trek through the levels, defeating Eggman eats away at part of his aerial fortress, to the point that he pulls out his trump card on the final battle, until you finally destroy it, bringing back light to Westside Island or whatever the hell you're calling it.
     
  9. CloverCC

    CloverCC

    Member

    I like that idea, but it wouldn't work with some of the levels, Like the underground zones, or the outer space zones, and I have all the levels set up in transcend into one another. But I am now doing a sort of day-to-night transition that happens each time a level is completed, but it's not like the on-screen types that are present in some hacks.

    Like, for example:

    Graveyard Garden's now portrayed as an early morning. then the following level (Putrid Polder) will be made to look like a day-time level, then the following level (Arcaic Ashes) has a night-fall look, then the following Zone (Wistful Wild) is Night, then the next zone (Mystic Massif) starts repeating the process.
     
  10. nineko

    nineko

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  11. 87th

    87th

    FOX HOUNDER Member
    The idea of making levels gradually lighter, suggests less of a threat in each following level. This could, potentially, bore the player.
     
  12. Armada

    Armada

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    How about doing the reverse? You could fit it into the story by saying the sunning is getting more eclipsed (which, by the way, is sort of the plot for my fan game).
     
  13. CloverCC

    CloverCC

    Member
    Honestly, I would much rather do the more logical morning->Day->Night, with a new storyline. Then again, The storyline is just for fun, it doesn't mean anything, really. Besides, The level layouts have always been my main target. :P
     
  14. Chimpo

    Chimpo

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    No it doesn't. At least you get to see other shades of colors except fucking dark blue and purples. Contra Hard Corps was a dark game with a constant threat, but at least we had some fucking bright greens and blues here and there. The dark theme in this is just fucking executed horribly.
     
  15. 87th

    87th

    FOX HOUNDER Member
    I'm not suggesting the game remains dark all the way through, as that's an even more boring theme (maybe it wasn't back in 1995, but we've had Prince Of Persia 2 and Shadow the Hedgehog since then).

    If there's visual evidence that the enemy is losing the battle, then the player may start to think "what's the point of bothering with the guy?".
     
  16. CloverCC

    CloverCC

    Member

    Well yeah, Of course an entirely dark-themed game would be rather boring and repetitive, and some levels I had (That were scrapped) infact had that sort of problem, which I'll get to listing eventually.

    I, again, Have been working on this hack when I was 11, and had not much knowledge of hacking. I had not a clue on how to edit the rotating pallets (I was only using SonED at the beginning for a while), which led me to go trial-by-error to find out which pallet would be a rotating one, then going back, and changing it to another pallet line (Most notably, with Metropolis, which is now Hydrocity), leaving almost an entire pallet line unused, being a complete waste of space. I know, I was very much stupid to do something without looking up any information that I would have needed, and because I just went on and did it anyways, somethings would not look right if I change them. I really am trying to work this out now, and I'm not going to leave it all like it is. I'm just saying that it may take a while, but I'll find a way to get it right.

    Chimpo, I'm not going to let everything remain purple and blue and dark. I apologize for that. I've decided it's going to be much more vibrant than that. I wanted to produce a quality game that shows effort, time and patience, originality, and completion, and that's what I intend to do.

    And for the light-to-darkness thing or whatever, It's going to be a morning-Day-Night transition, because I can't really do much with the outer space levels.
     
  17. Jayextee

    Jayextee

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    I'd say you're pretty much onto fulfilling that goal. I'd note that the zone ports aren't really original per se, but I kinda like what you've done with the palettes in places; don't go mistaking 'vibrant' for 'garish', now, y'hear...?

    Can't wait to be playing this.
     
  18. CloverCC

    CloverCC

    Member
    Alright, a few updates now.


    [​IMG] May or may not be a big deal, I've made minor changes to parts of CCz's loop tiles from HCz in order to work and run smoothly.


    [​IMG] I'm working on a new look for AAz's colors, in order to make it fit into the morning-day-night level change.

    [​IMG] Nothing much done so far, but I plan on giving FFz a new look aswell.

    Also, listing the cut zones now (first topic post).
     
  19. Flygon

    Flygon

    Member
    I find your original Putrid Pouldur quiet interesting, may I suggest putting it back in and renaming it, it does look quiet interesting and from my experience I have not seen too many Green Hill Zones anyway =P
     
  20. CloverCC

    CloverCC

    Member

    Yeah, I kind of had a tough time letting The original Putrid Polder go. I did spend a great amount of time on graphics (Especxially those little yellow specs in the picture, which would actually glow bright to dark to bright and so on), but I couldn't get the loops to work, some of the collision screwed up, etc.. Though, in my next hack, which will be comprised of nothing BUT S3K and Sonic 1 levels, I'll be sure to move my entire work of Putrid Polder onto there..


    Also, to be honest, My next hack will be split into two seperate parts, in which the reason being I want to use ALL of the S3K AND Sonic 1 levels.




    One last itty bitty thing.

    I've been taking the "Light-to-dark" coloring scheme to consideration, and I am going to use it.
    I'll use it for the Special Stages. :P
     
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