Sonic 1: Stardust Gear Edition

Discussion in 'Showroom Archive' started by Stardust Gear, Jul 10, 2014.

Thread Status:
Not open for further replies.
  1. TheInvisibleSun

    TheInvisibleSun Visible Member

    Joined:
    Jul 2, 2013
    Messages:
    424
    Location:
    Western New York, USA
    I'm tempted to tell you that you're putting too much on your plate, so to speak, but I'll wait to see how well this plays out first...

    Nevertheless, I'm excited to see what the next release brings. I just hope it isn't chock-full of bugs.



    Oh, please.  There's no way he can do all this shit at the same time unless he asks for help. 

    This sort of thing takes time to complete.




    He never actually specified when these would be completed, but only that they are planned. Why be so rude? It's not like he said this would all be done tomorrow. Personally, I look forward to when these things do get done.

    Also, shouldn't the Topic Title be changed now, Stardust Gear?
     
  2. DJaftershock

    DJaftershock TWO-DEE-ECKS-GOLD Member

    Joined:
    Nov 20, 2012
    Messages:
    96
    Location:
    The United Kingdom
    I'm tempted to tell you that you're putting too much on your plate, so to speak, but I'll wait to see how well this plays out first...

    Nevertheless, I'm excited to see what the next release brings. I just hope it isn't chock-full of bugs.



    Oh, please.  There's no way he can do all this shit at the same time unless he asks for help. 

    This sort of thing takes time to complete.



    You must be unaware that you can do a lot of shit in not much time if you're good at this sort of thing. Look at the 30 Day Challenge hack.
     
  3. Stardust Gear

    Stardust Gear A Programmer Member

    Joined:
    Apr 27, 2014
    Messages:
    134
    I can't moderate my topic, Invisible Sun...
     
  4. Stardust Gear

    Stardust Gear A Programmer Member

    Joined:
    Apr 27, 2014
    Messages:
    134
    The topic is UNLOCKED.

    The topic title is CHANGED.
     
    Last edited by a moderator: Jul 14, 2014
  5. DJaftershock

    DJaftershock TWO-DEE-ECKS-GOLD Member

    Joined:
    Nov 20, 2012
    Messages:
    96
    Location:
    The United Kingdom
    I'd recommend keeping it locked because there's nothing worth currently having it open.
     
  6. TheInvisibleSun

    TheInvisibleSun Visible Member

    Joined:
    Jul 2, 2013
    Messages:
    424
    Location:
    Western New York, USA
    Or, the thread could be left open so that people can discuss the current release if they want. Locking the thread is pointless.
     
  7. Stardust Gear

    Stardust Gear A Programmer Member

    Joined:
    Apr 27, 2014
    Messages:
    134
    I have uploaded a new version.

    http://www.mediafire.com/?bwia959cy9py9yg

    New features:

    • GHZ background has been changed.
    • Some level layout edited.
    • Some music changed.
    • LZ foreground is complete.
    • Large SYZ modification. There are now moving bumpers and special ones.
     
    Last edited by a moderator: Jul 22, 2014
  8. TheInvisibleSun

    TheInvisibleSun Visible Member

    Joined:
    Jul 2, 2013
    Messages:
    424
    Location:
    Western New York, USA
    Trying it out now:

    -I like GHZ 1's palette, but Act 2's is a bit too purple, and Act 3 is a bit pink. Though it isn't horrible, maybe you could make something that compliment the palette of the first act a bit.

    -Try to remove some of the bottomless pits in Green Hill; often in the 'speed sections' I would return to see if I missed anything and end up dying.

    -The Diamond Dust Zone port seems a bit messed up, along with the already mentioned "Sonic Got Through/SEGA Sound" error.

    -For the GHZ1 Boss, you should edit the bottom level boundary so that the screen doesn't scroll down when you duck.

    -For the transitional stage after GHZ3 (a neat idea), perhaps you should remove the title card (and the pointless spike pit)? Heck, if it only acts as a transition, you can copy SBZ 2's code and just extend the right boundary and do the transition in Act 3. This way you save an entire level slot to do with as you please.

    -Really liking the MZ1 palette, and some of the ideas you have with the moving block sections. Though it would be cool if the alternate path near the beginning wasn't a dead end...

    -The Lava Reef Port sounds kind of odd with the Sonic 1 instruments, though it could be really interesting if you developed it more.

    -Liking MZ 2's layout (save for a few too empty sections), and music port! Nice job. The palette really compliments Act 1 as a sundown or "dusk" look.

    -...Then Act 3's palette is a bit too..."Ordinary", if you know what I mean. Maybe try making a nighttime palette (Act 4's works pretty well, actually)? I don't think the "horror/bloody" type of palette suits what you have going on here. The act also has no objects, even lava tags (though I suspect that it's just a WIP).

    -In MZ4, I transitioned to SYZ1 through the left boundary, though I don't know if this is intentional or not.

    -In SYZ 1 I got a continuous chorus of SEGA sounds after a certain point.

    -I like the idea of the disappearing bumpers, as well as bumper platforming. 

    -Purple Rings in SYZ3!

    -Neat idea with the Spring Yard Boss

    -Cool palette and Art in Labyrinth Zone. For Act 1, the music port is neat, and I like the "cool color scheme" you got going on there. Act 2 as well, though the music is a bit rough. Act 3's water has a Chemical Plant thing going on, which is OK I guess.
     
  9. Stardust Gear

    Stardust Gear A Programmer Member

    Joined:
    Apr 27, 2014
    Messages:
    134
    Invisible Sun, i have some comments for you suggestion:


    - Dark Dungeon Zone becomes a violent hellish volcano at night. The act 4 of this shows the dawn version of DDZ, when the hell 'turns off'.


    - MZ3 aka DDZ3 is very WIP. Right.


    - I am going to port S3 sound driver to fix the hellish SMPS ports. You have noticed the broken square waves and the random SEGA voices.
     
  10. Stardust Gear

    Stardust Gear A Programmer Member

    Joined:
    Apr 27, 2014
    Messages:
    134
    Youtube walkthrough is here! Go to the first post or go to this link.
     
  11. LooneyDude

    LooneyDude Back after a long absence! Member

    Joined:
    Feb 1, 2014
    Messages:
    277
    Location:
    EVERYWHERE
    When I saw Act 1 of Green Hill Zone, it reminded me of an island. That's when I got this idea on how you can give your zone its own identity.

    First: Make it more beach oriented.

    Replace the yellow flowers with a fence, and the grey ones with a fence, or something like that.

    Second: Change the palettes.

    It could make this zone truly spectacular.

     Before:                                                                     After:

    [​IMG]

    Well, those are mock-ups. Try to get the colors as close to that as possible.

    Third: Music.

    Try to change the playlist to something like this:

    Act 1: Windmill Isle Day

    Act 2: Blue Azure World (Emerald Coast 1)

    Act 3: Windy and Ripply (Emerald Coast 2)

    The challenge is finding good SMPSs for those songs. I hope I helped!
     
  12. TheInvisibleSun

    TheInvisibleSun Visible Member

    Joined:
    Jul 2, 2013
    Messages:
    424
    Location:
    Western New York, USA
     Well, if that's what you're going for, then more power to you then. I just assumed that you were going for a hot/volcanic theme to the stage rather than a "scary/creepy" environment. 

    Well, those are mock-ups. Try to get the colors as close to that as possible.
     Nice palette/art suggestions! Makes the transition much more clean, and smooth.

     As far as music is concerned, I wish that more people followed the Sonic 3&K model and used remixes for the subsequent acts in a zone. Yeah its more difficult, but it provides a better sense of continuity for each stage. Even if you don't want to create original music for the whole soundtrack, you can try porting some Chaotix tracks.

     
  13. Stardust Gear

    Stardust Gear A Programmer Member

    Joined:
    Apr 27, 2014
    Messages:
    134
    LooneyDude, nice palette suggestion.

    See my new palettes for acts 2&3 of Sky Shores: (Screenshoted via Kega Fusion, resized to 320x240)

    [​IMG][​IMG]

    For SSZ2, the foreground color is more violet-blue. It seems to be afternoon.

    For SSZ3, the zone is recolored and looks more like beautiful sunset than a sexy bright pink.

    And for the art of SSZ, I would not make this zone a standard beach.

    Sky Shores is a seashore floating in the sky.

    Try to suggest me a pattern for the foreground (the chess tiles are boring =] ) and for new plants and trees.

    The interlacing between the ocean and the clouds may be good, Looney.

    And for the invisible sun, I don't know how to port music from 32x game to Sonic 1 or even S3K.

    32x SMPS uses PWM drum tracks, and I don't know to convert them into DAC and PSG Hihats.
     
    Last edited by a moderator: Jul 24, 2014
  14. LooneyDude

    LooneyDude Back after a long absence! Member

    Joined:
    Feb 1, 2014
    Messages:
    277
    Location:
    EVERYWHERE
  15. TheInvisibleSun

    TheInvisibleSun Visible Member

    Joined:
    Jul 2, 2013
    Messages:
    424
    Location:
    Western New York, USA
    By looking to S3&K, I meant as an example, as in creating remixes of whatever you put in Act 1 yourself (and that Chaotix does this particularly well, in my opinion). As for the foreground pattern, why not just try something out yourself? What would you imagine a floating shore's ground/soil to look like?
     
  16. LooneyDude

    LooneyDude Back after a long absence! Member

    Joined:
    Feb 1, 2014
    Messages:
    277
    Location:
    EVERYWHERE
    Maybe I can help out with more art in the hack, if you don't mind. Just credit me.
     
  17. Stardust Gear

    Stardust Gear A Programmer Member

    Joined:
    Apr 27, 2014
    Messages:
    134
    New WIP Level Art for Sky Shores:

    [​IMG][​IMG]

    [​IMG]

    Notes:

    1.Some of the tiles still use the chess pattern because the use another nemesis art.

    2.Opened some windows.

    3.I like Looney's palette for act 3, but I'l change the water color and the grass color. 
     
  18. TheInvisibleSun

    TheInvisibleSun Visible Member

    Joined:
    Jul 2, 2013
    Messages:
    424
    Location:
    Western New York, USA
    Looks nice! Now, all you have to do is edit the walls and platforms (and maybe the flowers too, as suggested before) in SonMapEd to match, and the art for this zone should be on its way.
     
  19. Stardust Gear

    Stardust Gear A Programmer Member

    Joined:
    Apr 27, 2014
    Messages:
    134
    @TheInvisibleSun,

    I don't sure if SonMapEd is good, because it doesn't edit tiles. I'll make a C# program to edit nemesis art.

    And for the flowers, They use the tiles with the X inside a square. I'll try to make another flower.

    I'll try also to change the trees.

    And is it good the square outline pattern for the foreground?
     
  20. Painto

    Painto Arthurus Paintus Erinaceus Member

    Joined:
    Mar 24, 2014
    Messages:
    321
    Location:
    Lublin, Poland
    If you want to edit tiles in SonMapED all you need to do is

    • Export selected sprite (Ctrl + Shift + E)
    • Edit it with some graphic program (I recommend Paint)
    • Import it in place of the old sprite (Ctrl + Shift + I)
    Repeat 1-3 for all sprites.
     
Thread Status:
Not open for further replies.