Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.
In case none of you realised, I added more animations to smoothen the experience.
Cool sprite additions! Something about the added damage sprite seems out of place to me, though. Perhaps you can do it like Sonic 3, where only the arms move?
Anyway, fun more fun with physics:
So what I did was I branch the hurt animation to the slide animation to make it more seamless. So basically after Sonic gets hurt, his arms will move until you land.
Man, these gifs are weirdly satisfying.
Along with my J2ME research, I've been hacking Sonic X on the Leapster. Mostly been pulling graphics. However, I can only get tile data, still trying to figure out palette and mapping data.
^ Their work allowed me to be the first person to piece together and import the Knuckles pose from when you rescue him in that game, over to my new S2 hack.
Also this is a thing:
Not perfect, not final. I have to clean up photo 3 and fix the Death Egg background not loading (I removed it because it was using up palette lines 3 and 4 during the photos)
I finally decide to showoff my menus and pause menu for my latest hack (Its nothing too special I know)...
The functionality is cool, but the movement of the background is horribly distracting to me.
Using sprites from the 128x160 versions of Sonic 1 J2ME, I'm making a little ROM hack with mini badniks. More updates coming soon!~
OMG! That's so cute!
You should make em get scared and run off~
And now for the opposite!
IT’S THE BIG BOI!!! (Nice act clear pose too, btw)
I am disappointed the giant wheel did not bounce away...
I'm still working on the player. And today I would like to show you progress.
At the moment music from 9 games is available in the player.
But this is not a random music, and the music that seemed to me more interesting.
Here is the current list:
1. Bugs Bunny in Double Trouble.
2. Castlevania - Bloodlines (Beta).
3. Dune - The Battle for Arrakis.
4. Jurassic Park.
5. Jurassic Park - Rampage Edition.
6. Jurassic Park 2 - The Lost World.
8. Teenage Mutant Ninja Turtles - The Hyperstone Heist.
9. Yogi Bear's Cartoon Capers.
The boss looks pretty cool and the concept is pretty interesting, but I think it's way too easy to beat even for a first zone boss (Looks even easier then the drill tank boss...) I would suggest maybe adding an extra attack such as one where the boss would perform a quick charge towards Sonic if he got closer towards the boss.
Oh hahah, hadn't realized you were playing off my post, clever~
Anyways, the boss is looking quite good, I'm impressed you really managed to fit it all in VRAM, and the sprite limit. So far, however it's looking too easy. I hope in the future there will be some difficulty tweaking (i e only the head can be attacked at the shell bounces you away)
Also disappointed it's still the Moto Bug and not S2 prototype snail. =P
this is my last message as a Trialist, so I've been waiting until I've had enough progress to leave a video showing some of what has been done on Sonic 1 Delta.
After I posted the SSRG demo and we listened to feedback, the team decided to rework on level design for GHZ since that was our main focus, and while doing so, we improved things like Sonic's sprites, the music, etc. This is still unfinished as you'll probably see in the video. There's parts that still break the flow of the level but these will get fixed with time. I haven't changed things like the palmtrees to work properly as we've been mostly focusing on the levels themselves.
I'm very sorry for the video quality, but my PC can't really render at a higher quality than this at the moment. I've edited the video and explained some of the levels, how they work, and also talk about some of the stuff that will be added in the hack, too.
EDIT: I just realized that SSRG meant 10 posts as a limit, not 10 messages, my bad. :/
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