General Screenshot/Movie Thread

Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.

  1. Misinko

    Misinko Oh SHIT it's the Biolizard! Member

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    Yes I am. So far I've made Metropolis the first level, and made springs load in the stage, both of which were easier than I expected. Now I'm looking at the warp pipe's code to see if I can either influence Sonic's exit point, or make the camera cooperate better after warping.

    Edit: added quote due to pagebreak.
     
    Last edited: Jul 8, 2019
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  2. VAmoosic

    VAmoosic Newcomer Trialist

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    I really like these man. Love the high contrast look to them. Gives quite a nice asthetic to a potential full art style. I also like the use of almost anti-aliasing on the eyes and other parts to make the head turn smoother. Very clever indeed. :)
     
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  3. Catswell

    Catswell Plushy lazy cat Member

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  4. VAmoosic

    VAmoosic Newcomer Trialist

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    Interesting colour scheme and idea there. I think that the side of the leafs versus the trunk are a little too small perhaps?
     
  5. Animemaster

    Animemaster Lets get to work! Member

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    You have me interested so far.
     
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  6. Catswell

    Catswell Plushy lazy cat Member

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    I really love some interesting styles and themes for levels.

    [​IMG]
     
  7. MarkeyJester

    MarkeyJester ♡ ! Member

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    I'm not entirely sure what theme you're going for here, so I'll save my criticism for the final product.

    I do like that ancient stone looking ring though!
     
  8. Devon

    Devon Down you're going... down you're going... Member

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    [​IMG]

    Slowly, but surely, it's being worked on.
    (Graphics by BinBowie, VAdaPEGA, LooneyDude, and TheStoneBanana in this screenshot, dialogue in the textbox by Misinko)

    =======================================
    Twitter videos of this level in action by BinBowie:
    #1 #2
    ===================================

    Other notes:
    - While it's been like so for like 2 years now, it's no longer based on Sonic 1, but rather, it's been moved to an optimized Sonic 3K/Crackers hybrid engine with 32x32px sized chunks that can be flipped. It is also using AMPS+Dual PCM by Natsumi and MarkeyJester respectively.
    - Lover's sprites are still in the process of being redone in VAda's style instead of the Sonic 1 style, so that's why some of the sprites look like edits of Sonic 1 sprites while others are more detailed.
    - At this point, a good majority of the core mechanics have been implemented, it's mainly a matter of developing the gameplay around it now and also getting graphics done. The soundtrack is pretty much complete, though there may be some changes later down the line (at this point in time, there are a whopping 70 original tracks and jingles, all done from 2016 to 2019 by BinBowie! Here's a preview)
    - We are only really working on this when there's free time these days. We are pretty busy with our lives now, with things like jobs. It's only cancelled when we say it is.
     
    Last edited: Jul 15, 2019
  9. MarkeyJester

    MarkeyJester ♡ ! Member

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    So that's why VAda hasn't been making my sprites, fooooor shaaaaame VAda, foooor shaaaame >=o

    This looks to be a very intriguing and comprehensive project, it's certainly unique visually and audio wise as also the gameplay from those videos. The animations are smooth for the most part (the ancient Chinese coins in particular have a nice bend/flow to them), there is something a bit subpar with the graphics of the level, but I feel that adds to the style of the game so no complaints there (the palette choices are nice), and the movement of the title card/HUD/window are smooth and well executed, well done~

    I am concerned about the 32x32 chunk system though, I'm worried you might have inadvertently restricted yourself during the pursuit of removing a restriction. I am seeing where these 32x32 chunks are a bit too easily, but I am also seeing sections that look like 128x128, not to mention the layout data size must have been increased tenfold insanely. I just hope you guys don't fool yourselves and end up not using it effectively enough, or using it in ways which damage the graphics. I mean, I congratulate you, well done, but I just hope you've done it for more meaningful reasons than "how look what we have!". Your team list looks quite robust, so I'm probably threating over nothing, but I have seen similar things like this happen before where the creators get carried away and forget the important things.

    If you play your cards right boys then I think we'll have a 1st place contest winner here, even if it's liable to be a demo by October~
     
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  10. Devon

    Devon Down you're going... down you're going... Member

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    I'm not worried about the 32x32 chunk system. I did all the math beforehand and thought about it very carefully for a good while and I do firmly believe we'll be okay in that regard. We wanted these smaller chunks so that we could develop more precise and complex layouts easily (particularly for later levels, not so much for this tutorial level). As of now, the ROM hasn't even hit 1.5 MB, even with the rather substantial empty layout files assigned to levels that are yet to be developed, and also the fact that all the PCM samples and songs have already been implemented, which too takes up quite a bit of ROM space. As for level artwork, VAda tends to use as little tiles as he could without letting the overall artwork suffer (Pipes Of Green in the remastered Pantufa actually uses quite little tiles, surprisingly!)

    Also may as well drop this here, a pretty much working overworld engine. We still have yet to fully flesh this part of the game out more, but it will eventually become a pretty important part of the game. Natsumi helped out on this part. She made the original rendering engine for it (which had to be scrapped, unfortunately, as we thought it could've been done better. In the end, since we are already using smaller chunks, we are just using the level renderer, and it's been working alright for us) and also the object library, particularly with dynamic VRAM allocation ala Sonic 3D Blast, which has been super helpful, so big thanks to her.

    Also no, VAda hasn't been working on the Lover sprites much these days, he's been doing other crap! :VVVVVVV
     
    Last edited: Jul 15, 2019
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  11. AURORA☆FIELDS

    AURORA☆FIELDS so uh yes Exiled

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    So, speaking of that improved DAC quality...



    Big thanks to redhotsonic for recording the video from hardware, and MarkeyJester and Nat The Porcupine for helping to make this all possible. Couldn't have done it without the major help from both!

    You may see those CRAM dots at the side, as it turns out, I need to adjust the h-int code, since this does not happen on my systems at all. I find it quite interesting since these are supposedly systems with the same timings anyway...

    But yes, quite a lot of trickery and dirty tricks went into making this happen, but I think the result speaks for itself. This is probably among the cleanest you could make the samples sound without actually replacing the samples themselves~
     
  12. Kilo

    Kilo Foxy Fren Exiled

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    This is more of a joke if anything, but this shows some of the results of following my guide. Now, this is a stupidly large and unnecessary clip because it bumped the ROM size to 3 Mb.
     
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  13. Trickster

    Trickster Well-Known Member Member

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    upload_2019-7-21_1-6-30.png
     
  14. Pacca

    Pacca Having an online identity crisis since 2019 Member

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  15. VAmoosic

    VAmoosic Newcomer Trialist

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    Loving Metropolis graphics/pallet changes and music replacement there. I can imagine the amount of work that'd need to be done to pull this type of thing off and it looks like a great start. Can't wait to see what else you update and add to :).
     
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  16. Jdpense

    Jdpense Custom Title Member

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    I'm loving the new gimmick added to Mystic Cave Zone's past (the mine cart), though I am not sure how I feel about Sonic using his sliding sprite when he rides the cart. Also I would recommend reducing the amount of Slicers and Asterons for Metropolis Zone's past, since I believe the past version of each Zone was an easier version of that Zone in the original Sonic CD.

    Other than that, great work, and I'm excited to see where this project goes!
     
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  17. Monitor

    Monitor Custom Title Member

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    [​IMG]

    One afternoon on Green Hill ...
     

    Attached Files:

  18. JayKuriN

    JayKuriN wowie Member

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    Sorry in advance if I post this in the wrong place, or do something wrong, haven’t been on a forum in a long time.

    Anyway, I’m working one of those Sonic 2-Delta-type hacks. It changes zone layout and looks, and adds beta zones.

    https://youtu.be/2QyBKlZ1sZM

    It needs polish, but I’d rather get the layout done first before I work more on the art and iron out the bugs.

    I think I should mention this is my first time messing with Sonic 2, so I don’t have much experience with it aside from a few stupid palette hacks.

    Edit: yeah, posted in the wrong place, sorry.
     
    Last edited: Jul 30, 2019
  19. Jdpense

    Jdpense Custom Title Member

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    @DevCion - The orange looks too bright, and I think you should try to adjust the blue in the waters and the blue in the clouds to match the orange sky in the background...

    As for me, what I am showcasing isn't too special but I thought I might as well show if off...



    It's just a simple demonstration of menus and save feature in my hack....
     
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  20. Monitor

    Monitor Custom Title Member

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    yes i will soon get better
    to match more
     
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