Discussion in 'Showroom' started by Gamma V, Oct 14, 2016.
This calls for a use of my patented Google-Fu©!
For the title cards, I used Selbi's Sonic 2 Text Code Generator. Level Select only required PlaneED.
There hasn't been any new progress on the hack itself since my last post, but I did upload the entire soundtrack to YouTube for your listening pleasure.
Looks like it's time to double post because this time, I DO have progress to show.
REFINERY RUSH ACT 1
Probably better take out that Aquis before he nails me with oil bullets.
Oil slide! Whee!
The lowest of low roads
Normally, you'd want to ride those red caps as they get blown into the air, but not here...unless you want to be impaled by ceiling spikes. This hazard MIGHT become more prominent in Act 2.
EDIT: I REALLY don't want to TRIPLE post, so I'll just edit to show the latest update.
REFINERY RUSH ACT 2
OK...I REALLY don't want to have to triple-post, and I have something ELSE to show.
You know how the port of Spring Stadium Act 2 used in SCZ2 wasn't very good? At first, I considered porting Act 1, which was one of my original choices for the Zone's music before I started learning to make my own SMPSes. While preparing the midi I was going to use, I decided to just try composing my own song for SCZ2. I've made custom compositions for Super Mario World in the past, but this is the first time I've done a custom SMPS composition.
FEELIN' LUCKY...FOR SPIRIT CASINO ZONE ACT 2
OK....Looks like I'll have to do this. I've been experimenting with the art import function in SonLVL. The result is that Marsh Palace Zone now has a custom background.
The top part of the background is ripped from Angel Island Zone from S3K, while the bottom is hand-drawn. The reason there are no cattails in Act 2, as seen in the boss screenshot, is that they glitch out when boss battle starts.
Holy shit, that's very nice!
Thanks, Trinitronity. It's time for another update!
METAL FORTRESS ZONE ACT 1
It's a pretty tough level.
Gamma, I'm liking your progress so far! I hope this can become well-known in the community. ^_^
Me too, InsanityWars.
Anyway, I just finished up Metal Fortress Act 2.
Everyone loves Bounce Shafts. Unfortunately, this is the only one in this Act.
Don't get smashed!
Yeah, go ahead and explode on me, Asteron! I'm invincible!
Ehh...looks like I'll have to double-post again. I have a couple things to show off. The first thing is pretty simple. Metal Fortress Zone got a new palette.
Sonic Legacy also has a SAGE 2017 Booth. Here's hoping it gets accepted. There's a download link at the bottom of the booth page, but if you don't want to scroll down to it or even care to look at SAGE Booths, you can get the latest build here.
Well... the previous palette was better. The new one has a couple of issues which result in screwed up shading on tubes (and metal parts too somewhat)
Oh OH OH!!! Gamma I frigging love that you are part of SAGE!
Just going to pop in here for two reasons real quick.
First, Looking good on your hack. Palettes are a woefully poorly-understood practice for many, but your hack shows a better grasp of palette choice and care at making visible sense with choices and contrasts. There's always room to improve, but you've got a decent direction going. Object placement needs a bit of touching up, as there's a few that look a bit off in positioning, but overall, it's not bad. Music might be my biggest fuss, because it just doesn't fit the tone and feel of the art and gameplay. Might want to take a bit of time to review how the classics meshed with their music selections (mostly) and either adjust your selections or arrangements to make them sound more fitting in the context they're put into. Overall, for a quick overview, you've got something going that's decently enjoyable, so stick with it.
Second, don't worry about multiposting on your own thread. As long as you're doing reasonable updates that make sense for a new post on your thread, go for it. As long as you're not overusing it or doing it on other peoples' threads or trying to bump your own thread needlessly, we don't mind. Multiposting due to hack updates just makes sense, and as long as the updates are substantive. Don't go posting for every little change, but if there's good amounts of development to show off, go for it.
@LazloPsylus My music choices are largely based on the level themes, and I made most of it myself. For example, Sonic Blast's Green Hill and Sonic Chaos's Turquoise Hill have the same level theme as Verdant Coast, which is why I used 16-bit arrangements of their music. Are there any tracks in particular that are unfitting?
Metal Fortress Act 2, with use of Megalovania from Undertale, sticks out particularly for me. Doesn't match the pace or styling. And to be fair, it's a common issue with a lot of compositions. Amateur composers often have similar problems with instrument choice, styling, and such, and it's really not an easy thing to learn and understand. It's a personal opinion, of course, so take it or leave it. It is merely the thoughts I was able to put out based on quick observations on the content provided.
I personally felt that Megalovania would fit a stage like Metal Fortress Act 2. That, and I wanted to port it after a friend from Discord got it stuck in my head.
Let me clarify on the specific problem with Megalovania: Instrumentation selection and pacing. Megalovania's pacing has a slow open followed by a manic base melody. The more manic portion would work with a bit of instrumentation alteration to sound more Sonic-y, but you have the slow open present, which is originally used for the buildup in the original game, but messes with pacing and impression when in a Sonic level where the pace is supposed to flow smoothly and consistently. A slow open doesn't work really well in a Sonic level for music unless you design your level around that pacing, which with how Megalovania is structured, would only be possible with a boss encounter, and even then would likely need some adjustment.
Basically, I'm not saying the song itself is bad inherently, it just needs some modifications and departures from the original to fit within the context of the style and feel of a Sonic level, and the level it's used on needs to reflect the intensity and pace of the music. Again, this is all personal opinion, albeit opinion that has seen quite a lot of hacks come and go and has developed quite a bit from personal experience. Not trying to offend or annoy, just provide suggestion.
Someone who played the SAGE build said he LIKED the use of Megalovania in MFZ2, so I think I'll keep it. If more people say it's unfitting, though, and if I find and SMPS a more suitable song, I'll replace it. I'll then post the Megalovania SMPS in the Free Assets Thread in case someone else might want to use it.
With that out of the way, it's time to move on to the real reason for this new post. I've made a few art edits in VCZ, MMZ, and SCZ.
In VCZ, the trees have been redrawn.
In MMZ, the tops of the non-tube ledge chunks have been altered to look more like they connect to the tubes. This is to give a better illusion of said tubes, as well as everything else Sonic is running on, are parts of a futuristic highway.
In SCZ, the background has been altered slightly to incorporate a River Spirit logo on one of the buildings based on the real life casino in Tulsa that inspired the name and palette of this Zone.
Well, if you insist, I think the song's out of place too.
Yeah, I would say Megalovania is not fitting for a level in general.
Uh, let me clarify some: Megalovania in its *current* form is unfitting. I think that with some modification (eliminating the long intro and just going right into the main loop), it could work much better. Also, some instrumentation adjustment could improve the feel of the song further. Granted, my opinion is not like those above, but I felt I should clarify, as I seem to have provided the wrong impression.
Separate names with a comma.