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Sonic 2 Recreation


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#37 Thundertimi

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Posted 05 October 2007 - 10:54 AM

Another update, and this might be the last one for a while.

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Sonic performing his dash.

That dash is great!
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#38 shobiz

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Posted 05 October 2007 - 11:46 AM

The dash looks awesome, but isn't it slightly unfair Sonic can't kill enemies with his special move while Tails and Knuckles can?
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#39 redhotsonic

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Posted 05 October 2007 - 02:54 PM

Yes, but it doesn't matter that much. You can just jump normally at the enemies.
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#40 shobiz

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Posted 05 October 2007 - 04:51 PM

Yeah, that's true, but it's less fun that way :P

Anyway, is it just me, or does Sonic's hand look weird in the jump dash sprite?
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#41 redhotsonic

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Posted 05 October 2007 - 08:52 PM

Fuck, someone noticed! Yeah, the mappings weren't big enough. As for his hand that is behind him, it is there, but caumaflauged with the cloud.
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#42 Sephiroth

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Posted 05 October 2007 - 08:58 PM

That sprite gives me an idea!
I think that just being able to implement an air dash is great, but that sprite is still weird.
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#43 redhotsonic

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Posted 06 October 2007 - 10:38 AM

JcFerggy has suggested a sprite as a Sonic3 style. once done, I'll ask which one you prefer.
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#44 shobiz

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Posted 06 October 2007 - 12:35 PM

What about the sprite Chimpo made over at S2Beta? That was pretty cool.
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#45 OrdosAlpha

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Posted 06 October 2007 - 02:58 PM

Fuck, someone noticed! Yeah, the mappings weren't big enough. As for his hand that is behind him, it is there, but caumaflauged with the cloud.

You do know that you can alter Sonic's dynamic mappings data, right?
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#46 redhotsonic

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Posted 07 October 2007 - 05:04 PM

Fuck, someone noticed! Yeah, the mappings weren't big enough. As for his hand that is behind him, it is there, but caumaflauged with the cloud.

You do know that you can alter Sonic's dynamic mappings data, right?

Yeah, but I don't know how. SonMapEd won't load it properly.

Anyway, here is a feature in progress.

Posted Image
HTZ will be my level select level. The 1st ring is EHZ. The second is CPZ and the 3rd is HPZ (HPZ won't be in my hack, it'll be ARZ or something soon). Anyway, if you hit the first ring, it will take you to EHZ. If you hit the CPZ or HPZ one, it'll do nothing. Now, when you finish EHZ act 2, it'll take you to HTZ again to the level select. Now if you hit the CPZ ring, it'll take you there, and the EHZ and HPZ will do nothing. This goes on and on. I haven't got this far yet, but once all levels are complete, all the rings will be active.

This is still in progress. I will also have a warp for the options menu and one for the final boss. Questions? Comments?
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#47 Sephiroth

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Posted 07 October 2007 - 05:32 PM

*bows*
You truly amaze me, RHS.
Now hand it over!

Oh, If I were you, I would just cover the entire background with an empty chunk and just get to work on a new background, because then it will be even more original.
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#48 Spanner

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Posted 07 October 2007 - 10:14 PM

The rings are too small, perhaps a giant ring in it's place (not ripping off S1EE though) or perhaps a sign with the level & you jump on a spring to go there. Good work though, RHS.
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#49 redhotsonic

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Posted 07 October 2007 - 10:58 PM

All new objects I create always have the still ring. I haven't got to making the art yet. I've nearly done the options art though.

EDIT:
Posted Image
Here is the level select level so far. New background that wil be animated (same as SA3). This is the options part. This was also a still ring but I've done the art for it now. Touch this, and it'll take you to the options screen. You can change character here and then you go back to the level select level.

I might make some levels work with certain characters. For example, to get the emerald in level one, you must be Sonic, for level two, you must be Knuckles, etc. Good idea or not?
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#50 OrdosAlpha

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Posted 08 October 2007 - 01:44 AM

Yeah, but I don't know how. SonMapEd won't load it properly.

You do realise that you have to load the mappings data, pattern load cue data, and the animation data, right? Failure to load even one of those will result in a fucking mess being displayed.

Note: It's been a while since I've altered Sonic's mappings, so I'm not too sure if the animation data is required.
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#51 redhotsonic

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Posted 08 October 2007 - 01:40 PM

Yeah, but it only shows Sonic's standing sprites.
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#52 shobiz

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Posted 08 October 2007 - 03:20 PM

Pressing "[" or "]" should make SonMapEd display the other sprites as well.
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#53 redhotsonic

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Posted 08 October 2007 - 05:24 PM

I know, but there all garbled up because it shows Sonic standing sprites.
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#54 puto

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Posted 08 October 2007 - 06:16 PM

Then you likely forgot to load the DPLCs.
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