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Sonic the Hedgehog: Overlooked!! (FIRST PUBLIC RELEASE)

Discussion in 'Engineering & Reverse Engineering' started by Ayla, Feb 29, 2008.

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  1. Ayla

    Ayla

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    FIRST PUBLIC RELEASE!! SONIC THE HEDGEHOG OVERLOOKED V. 0.01A: *retracted due to complaints about incompletion*



    I wanted to get a little further with this before posting a topic, but I'm pretty excited at the moment -- so here it is! Overlooked was an idea of mine that I had years back (originally I had been working on it in the PC version of Sonic CD) that incorporated various levels of Sonic that I felt weren't really looked at all too much. Here's the levels that I'll have:

    Azure Lake Zone (s3 2p)
    Endless Mine Zone (s3 2p)
    Chrome Gadget Zone (s3 2p)
    Carnival Zone (Sonic Crackers)
    R2 (still considering tentative names) ??Abandoned Archetype Zone??
    Desert Palace(s3 2p)
    Scrambled / Crystal Egg(only on third act) (s2ms)

    Each level I'm planing (at the moment) to have three acts. The original version of this had HPZ and WZ, but those have been done to death and I'm heavily worried about originality.

    ...and what's a new hack without at least one picture?

    [​IMG]

    Suggestions, help, comments, etc. are very much appreciated as long as it's constructive =) Progress at the moment is 5% completion and a public, playable version should be out within a month from now ^^

    EDIT: The error in the background and the non-transparent leaves I just noticed and fixed =P


    =-=-=-=-=-=-=
    COMPLETION
    =-=-=-=-=-=-=

    Title Screen 30%
    Level Select 0%
    Title Cards 0%

    ALZ

    Art 80%
    Layout 10% (100% conceptual / on paper)
    Objects 5% (100% conceptual / on paper)
    Boss 0%

    EMZ

    Art 70% (definately needs some help on extra tiles)
    Layout 1%
    Objects 0%
    Boss 0% (5% conceptual / on paper)

    CGZ

    Art 70%
    Layout 3% (100% conceptual / on paper)
    Objects 1% (100% conceptual / on paper)
    Boss 0%

    Speed Slider Zone

    Art 90%
    Layout 5% (100% conceptual / on paper)
    Objects 0%
    Boss 0%

    Rusting Ruins

    Art 5% (35% conceptual / on paper)
    Layout 0% (80% conceptual / on paper)
    Objects 0% (70% conceptual / on paper)
    Boss 0% (50% conceptual / on paper)

    Desert Palace

    Art 60% (100% for act 1 and 2) (100% conceptual / on paper Act 2 and 3)
    Layout 30% (100% conceptual / on paper)
    Objects 25% (100% conceptual / on paper)
    Boss 0% (100% conceptual / on paper)

    Scrambled / Crystal Egg

    Art 50%
    Layout 0%
    Objects 0%
    Boss 100% (yah.. I'm keeping the final boss for Crystal Egg. I'll try and make it a bit easier than it's gg/sms counterpart>.> )
     
  2. Tweaker

    Tweaker

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    [quote name='Nayr T'nargh' post='182169' date='Feb 29 2008, 12:30 AM']R2 (still considering tentative names) ??Abandoned Archetype Zone??[/quote]
    Mercury Mine Zone? =P

    Anyway, pretty cool stuff! Do you plan on trying to get the music to each level in there as well?
     
  3. Ayla

    Ayla

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    yah.. although I feel some of the s3 2player zones were kind of dull music-wise.. might have to spice 'em up a bit ~.^
     
  4. Qjimbo

    Qjimbo

    Your friendly neighbourhood lemming. Oldbie
    Nice upscaling =)
     
  5. Quexinos

    Quexinos

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    This is a very original idea. I can't really provide input on just one picture but so far the concept seems great. I can't wait to play it.
     
  6. Icy Guy

    Icy Guy

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    Looks pretty neat. Azure Lake should be a blast to play as a full zone as long as you remember to include the surprise/booby trap springs. Gotta have springs that catch you off guard and throw you back through the loop you just went through. Just don't overdo it. ;)
     
  7. Ayla

    Ayla

    I shat on your desk ^^ Oldbie
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    I had a few interesting concepts for Azure Lake, but that was NOT one of them... thanks for the idea! :D
     
  8. Troublegum

    Troublegum

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    I always wanted to see Chrome Gadget developed in to a full level. Sounds like an interesting concept, good luck with it.
     
  9. JoseTB

    JoseTB

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    [quote name='Nayr T'nargh' post='182169' date='Feb 29 2008, 06:30 AM']R2 (still considering tentative names)[/quote]

    Mercury Mi-- Damn, Tweaker beat me to it =P

    Looking good. I also had this very same idea for years, but never got to actually work on it (lack of time, etc)
     
  10. Ayla

    Ayla

    I shat on your desk ^^ Oldbie
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    mercury mines was fake (although humorous.. kudos to Nemesis) =P The most accurate representation of R2 was that brief clip from the SCD ending video.. but it's possible that could be interpreted as a mine. It's one of two levels that will have ass tons of custom art so I have plenty of time to think about that one. I've decided that I'll be making updates on % progress in various areas by editing the first post.
     
  11. P.P.A.

    P.P.A.

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    I highly doubt R2 was a mine stage. Quartz Quadrant was already a mine, wasn't it?
    I always imaged R2 to be some ruins in a jungle or desert...
     
  12. ExecByte

    ExecByte

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    This is a good idea. After all these years, I never played those Sonic 3 competition zones until yesterday, and I was like, "Oh my god, these suck." Basically since there wasn't much to the layouts. And you're right, the music for some of them is pretty lame. It should be good to play these as real zones when you finish them.
     
  13. Rika Chou

    Rika Chou

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    Personally, I LOVED the S3 competiton zones music.
     
  14. I agree, I love the S3 Competition music too.
     
  15. Xilla

    Xilla

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    Thought the competition music fit in quite well in Sonic Pocket Adventure myself, although I love the tracks anyway (especially Endless Mine).
     
  16. Ayla

    Ayla

    I shat on your desk ^^ Oldbie
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    Endless mine was the height of the S3 competition music, imo. Azure lake's didn't feel quite right but wasn't too bad, however Desert Palace was absolutely nauseating -- didn't fit a dezert zone in the LEAST.

    Anyway, I've run into a problem and, although I'll probably have it figured out by the time anyone replies, I'm posting this just in case =P

    [​IMG]

    Can't go around the loop... <.< Everything else is right as rain. The collision is perfect except for that one spot and I have no idea wtf I'm doing wrong here. I was assuming it had something to do with the path swapping (I still don't understand that and it's been the bane of my existence from when I first even started doing level layouts eight years ago) Collision is modified ARZ collision, although this one was a default I used and is D2 D2 and angle F8. All Solid on both solidity settings. The collision map on either side is +/- 1 pixel, so I don't see that as being an issue as well =\ I'm gonna take a look at HTZ in just a sec to see how they made the fucker work in that level, but this is driving me MAD >=\ After that I plan on porting the rest of the art that can be ported and then continue to finish the level layout for this act. ^^

    EDIT: ...and now as I figured I got it fixed >.> Didn't have the right properties on the path swapper. Still have a LITTLE bug to fix, though.. because although sonic goes around the loop he runs upside down off the left side >.<
     
  17. Tweaker

    Tweaker

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    Do you plan on upscaling the level at all? That loop is awfully small...
     
  18. Ayla

    Ayla

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    of course.. but I liked the smaller loops >.> Thought it added an interesting dynamic. Now the whole thing is just inconsistent. If making the loop larger will help I'll do it =\


    EDIT: I didn't want to make a new topic for this unless it was actually something significant which at the moment I'm not sure if it is.

    [​IMG]

    I've gone through the mappings three or four times now to make sure I didn't accidentally stick random shit on the end or what not. ALZ didn't do this when I was grabbing it's mappings so the only conclusion I can jump to is that CGZ thinks that it has mappings for a full level.. even some of the 16x16 blocks fit together correctly when viewing those alone o_o Don't know what's going on here.. but could it be possible that at one time this was going to be a lot -- bigger? :blink:

    EDIT2: Upon closer examination it looks like those might be ALZ mappings stuck on the end! See the mountain shape? Thoughts?
     
  19. Ayla

    Ayla

    I shat on your desk ^^ Oldbie
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    Double posting updates in my own topic is cool right? Regardless just figured I'd let you guys and gals see Desert Palace ^^ I just finished porting the art and the raster ripple effects in EHZ look like they were meant to be there just like I thought they would <3

    [​IMG]



    ...and a little bit of action...



    [​IMG]


    Should have some early images of Chrome Gadget soon, but there's some awkward chunks to start out with and I'm having to rebuild a BUNCH of stuff straight from 16x16 stuff (not nearly the bitch that rebuilding the loops in ARZ is being but annoying none-the-less)
     
  20. Peruant

    Peruant

    Just dropping in through gaps Member
    Man that 1st screenshot of Desert Palace looks awesome. The second one looks like it's missing something in the background. It's still in progress but that I can understand
     
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