Sonic 2 Recreation
#37
Posted 25 March 2012 - 10:33 AM
#38
Posted 25 March 2012 - 11:00 AM
Oh yeah... I like lt, by the way. Say, there are ring loops you can pass through them in the air,
did you use a hex edit, or ASM to make it? just sayin'. I mean, their not perfect due to the genesis
quality limitations. Also, I don't really like the HUD. I like the classic genesis HUD better. Not to be mean,
but try to use the best eye candy you can, that has appeal to the eyes. However, if custom stuff is just what
your going for, then don't take my word for it. In other words, I think the graphics in general are really REALLY good,
but not the best, like, say as megamix 5.0. Period.
Who said he wanted it to be like Megamix? I hate all these constant assumptions that everyone wants to make a hack like Megamix, but to be honest I've played hacks that I would consider better than Megamix, based on the sheer fact that I find them a lot more enjoyable. Not all of the art in Megamix is brilliant either at the moment, I should know coz the parts I think are lacking are the zones I did the art for in it, with the exception of maybe Misty Maze but even that can be improved. I will agree that in this hack there are a lot of lashing art styles, and I have already told RHS this on many occasions, but that is something that can be tweaked over time until the hack has a consistent art style. Comparing what is pretty much a one man hack with a couple of people helping out in some areas, to a proper team of 8 or more hackers all with a specific role and a specific quality that they can bring to the project is frankly ridiculous.
#39
Posted 25 March 2012 - 11:03 AM
Who said he wanted it to be like Megamix?
I don't want it to be like that. It's too over-rated. Now I'm going to get shot for saying that =P
#40
Posted 25 March 2012 - 03:43 PM
Edited by FinkMac, 25 March 2012 - 03:44 PM.
#41
Posted 25 March 2012 - 04:57 PM
Edited by RandomInnocentGuy, 26 March 2012 - 10:06 PM.
#42
Posted 26 March 2012 - 07:51 AM
It's absolutely a true fact. It was a good reason for me to have kicked up some asses of people in the past when some people compared my art/music work in Sonic 1 Harder Levels with the art/music work which Team Megamix did with Sonic Megamix 3.0. These hacks have completely different viewpoints and a completely different team work in general. Also regarding to remember that S2 Recreation wasn't nor based on other projects. The point is that even with similar drawing techniques which would/could be applied, this hack has a point of being unique and intelligently very different in comparison to any other hack of the past. Like you said, Stephen, a comparison between projects which are being worked differently is really ridiculous. It for don't say, tiring.Comparing what is pretty much a one man hack with a couple of people helping out in some areas, to a proper team of 8 or more hackers all with a specific role and a specific quality that they can bring to the project is frankly ridiculous.
#43
Posted 28 March 2012 - 12:04 AM
I'm not sure when I will release this, but it will probably be shortly after the hacking contest 2012 as I plan to enter it first time this year. Anyway, the levels.

This is the portal Zone. This is where you come to change/access levels, change characters or options.


The first level, West Bay Zone.


Dashhoops are in the game.

End level screen.

This is Great Gate Zone. StephenUK provided the art for this one so thanks to him. Instead of showing you pictures, here is a video that might interest you. It shows you what the level looks like, the new layer deformation, how the background changes when underwater, and how the sound system changes underwater (underwater sound driver by ValleyBell) Sorry for the crap quality

You may recognise this from Sonic Advance 3.

New shield. Does the same as the ordinary one, except it attracts rings.

New badnik alert. He just stands there. But when you get close…

He starts rolling towards you!

Tails is hurt!

And so are you! To destroy him, just jump or roll into him.

The CAZ block.

Push down on it and the block will move down slowly

Let go of down, then the block will move back to it's original position fast; shooting you into the air!

Another new badnik. Just don't hit the sides of him, and you'll be fine. He doesn't move. The platform can move in certain directs to reveal paths.

Gem Runway. The level where you can test your speed. See them little orbs in the foreground? They are all animated and pulse slowly.





Yes, that's right, I've created my own boss, and it took a lot of work. He's almost perfect, just one slight bug which rarely happens.

He fires red balls at you. They can hurt you unless you're jumping or rolling.

Jump at them, and they turn yellow. If the yellow ball hits Eggman…

It hurts him!

After a few hits and it goes into pinch mode, things get harder. He shoots a lot more at a time, and starts throwing spiked balls, that hurt you no matter what!
Other levels in progress:
http://rhs.sonicresearch.org/s2built_273.png
http://rhs.sonicresearch.org/s2built_270.png
http://rhs.sonicresearch.org/s2built_242.png
Yes, the lightning is animated
Here is another video! This shows you how the bosses work in S2R. That they have pinch mode, and that all bosses have changed in some way! This demonstrates EHZ (showing you act1, 2 and 3, and ARZ act 3). Also shows you that the bosses explode differently
Video is here, I cannot post another media: www.youtube.com/watch?v=SGada1Ni5sI Again, sorry for the crap quality
And one more video. Showing off how Sonic's burst works. Because of the crap quality again (sorry), you don't see his burst to his full potential, but you get the idea: www.youtube.com/watch?v=d68PQiLPero
Other facts
- S3K object manager (with the help of Module)
- S3K touch_response (Module)
- Optimised objectmove, objectmoveandfall, and animate_sprite, bringing even more performance.
- Fade in and out properly (instead of fading all red, all blue, all green, it does it all at the same time) (MarkeyJester)
- You can go back to the portal by hitting the back logo in any level in any act
- When you die, instead of the level restarting, the camera zooms back to the beginning (or checkpoint) and spawns you there
- Sonic and Tails, Sonic alone, Tails alone, Knuckles alone, Knuckles and Tails, Sonic and Knuckles, redhotsonic
- When Sonic and Knuckles, if you lose Knuckles, instead of him gliding back in for his respawn, he just drops in (look at the burst video link above and you'll see what I mean)
- Time over = on or off
- New music and SFX (thanks, ValleyBell). Some other music is done by SOTI.
- Sonic (only) has a burst mode (keep running fast for a long time)
- Tails can fly (and swim) and can carry others. When Tails is flying, press B and he will do a quick drop
- Knuckles can glide and climb
- Attract-ring sheild (as well as normal shield)
- Sonic does his celebration pose at the end of the act, rather than run off the screen
- New badniks and obects, including barriers, doorways, platforms and even a speedboat!
- When standing not pressing anything, before Sonic goes into his waiting animation, he will blink and tap his foot. Knuckles will also blink and shake his fists. Tails originally blinked in S2 anyway.
- Brand new layer deformations
- When Sonic jumps, press jump again and he will do a mid-air dash (beats the over-used homing-attack)
- ? ring monitor. Hit it and you'll randomly get either 1, 5, 10, 20 or 40 rings.
- Dashhoops
- Anything else I may of forgotten

Also, a lot of you may recognise this splash screen, but mine has been slightly modified to use redhotsonic instead, thanks to Markeyjester.
Questions, comments, criticism is welcome. And thanks to people who have helped me get this far.
Thanks,
redhotsonic
Edited by redhotsonic, 28 March 2012 - 12:41 AM.
#44
Posted 28 March 2012 - 02:14 PM
#45
Posted 28 March 2012 - 09:31 PM
Plus, those "work in progress" levels look really good too! I wish you luck in completing this!
#46
Posted 20 April 2012 - 05:39 AM
#47
Posted 25 April 2012 - 03:53 AM
#48
Posted 25 April 2012 - 05:47 PM
#49
Posted 07 May 2012 - 07:38 PM
A
Before:




B
Now:




Also, people are disliking the advance art. Okay, fair comments. So I have ditched the advance levels (except Chaos Angel Zone). Here is a new level I am working on, but let me explain.
I suck at art, I can't draw for shit. So what I did, is cycled through some other MegaDrive games and used recycled art from their games and put it together. Here is something I am working on (early work-in-progress):


Comments/criticism as usual are welcome.
redhotsonic
#50
Posted 07 May 2012 - 08:37 PM
Edited by Animemaster, 08 May 2012 - 09:37 AM.
#51
Posted 07 May 2012 - 10:37 PM
Also, people are disliking the advance art. Okay, fair comments. So I have ditched the advance levels (except Chaos Angel Zone). Here is a new level I am working on, but let me explain.
I suck at art, I can't draw for shit. So what I did, is cycled through some other MegaDrive games and used recycled art from their games and put it together. Here is something I am working on (early work-in-progress):
Comments/criticism as usual are welcome.
redhotsonic

Oh you... =P
#52
Posted 08 May 2012 - 12:19 AM
Oh you... =P
At least it's not purple lol
#53
Posted 08 May 2012 - 08:57 AM
#54
Posted 08 May 2012 - 02:39 PM
For the love of god PLEASE don't use Comic Sans for your title cards!
Why not?
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