Happy anniversary, Sonic + Sonic 1 TX Beta 1.5

Discussion in 'Showroom Archive' started by bluBird, Jun 23, 2016.

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

    bluBird Game Developer Member

    Joined:
    May 19, 2015
    Messages:
    32
    Location:
    Michigan
    Happy 25th anniversary, sonic the hedgehog! :)
    In celebration of his 25th anniversary, here's the latest build of Sonic 1 TX. I know, it's not much, but it's something.

    Sonic TX Beta 1.5 - The music update
    * Many songs have been replaced
    * MegaPCM Driver Installed
    * Somewhat complete LZ2
    * Somewhat complete GHZ tileset
    * More I guess

    Known bugs:
    * GHZ3 lacks music
    * Some music sounds a bit wonky (specifically 85, 86, 90, 8C, 8D, and a few others)

    Credits:
    * Credit to LordXernom for SBZ3 music
    * Credit to Nineko for some songs still left unfinished
    * Credit to ShinyKitten07 for MZ1 music

    Have fun! :)

    Screenshots:
    [​IMG][​IMG][​IMG][​IMG][​IMG]
     

    Attached Files:

    Last edited: Jun 23, 2016
    LordXernom likes this.
  2. AbyssalLeopard

    AbyssalLeopard Well-Known Member Member

    Joined:
    Sep 30, 2015
    Messages:
    116
    Location:
    Spain
    I will try it tomorrow when I can use the Internet. Judging by the screenshots though, GHZ and MZ's palettes need work. I might make those for you if you want.
     
  3. Chaotix

    Chaotix Bad at Team Fortress 2 Member

    Joined:
    Aug 21, 2014
    Messages:
    190
    Location:
    England
    The second LZ screenshot looks nice actually, although it's quite dark underwater. The other palettes are quite nice, other than GHZ's (It's too bright, in all honestly. Maybe it's just the grass.) and MZ's (I do like the shade of blue, but it clashes a lot with the background and the grass). The HUD does look quite small to read, as well as the E from SCORE being there still. Either way, good luck on your future endeavours.
     
  4. bluBird

    bluBird Game Developer Member

    Joined:
    May 19, 2015
    Messages:
    32
    Location:
    Michigan
    You think that's too bright? You should see what it used to look like! It was even brighter!
    [​IMG]

    Nonetheless, I'll do what I can. I'm also already aware of the problems in MZ.
    (also, do you like the old HUD pictured here more or the new HUD more?)
     
  5. AbyssalLeopard

    AbyssalLeopard Well-Known Member Member

    Joined:
    Sep 30, 2015
    Messages:
    116
    Location:
    Spain
    The HUD is ok, but the letters could be bolder and could use some shading. The idea is really cool though!
     
  6. bluBird

    bluBird Game Developer Member

    Joined:
    May 19, 2015
    Messages:
    32
    Location:
    Michigan
    Okay. I'll do what I can to sort-of combine the old and new HUD.
     
  7. Clownacy

    Clownacy Retired Staff lolololo Member

    Joined:
    Aug 15, 2014
    Messages:
    1,016
    While we're talking HUD, removing the leftover 'E' from the score section would be an improvement =P

    Also, notice how the original HUD's text always had a shadow? It helps to stop the text from blending into the background. If the screenshots are any indication, the new HUD's text can easily get 'lost' in a level's art.
     
  8. pixelcat

    pixelcat The Holy Cat Jr. Member

    Joined:
    May 31, 2014
    Messages:
    395
    See, your GHZ lacks good shading, that's why people say it's bright.
     
    Pacca and Crimson Neo like this.
  9. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

    Joined:
    Feb 5, 2012
    Messages:
    929
  10. EMK-20218

    EMK-20218 The Fuss Maker Exiled

    Joined:
    Aug 8, 2008
    Messages:
    1,067
    Location:
    Jardim Capelinha, São Paulo
    I played it. I found:
    - Level layouts with a terrible design. They has excessive speed points, a lot of bottomless pits, misplaced rings in almost everything in the (three) layouts, lack of 'Object 44' (Solid walls) almost everywhere and a lack of rings in most of GHZ. The only edited level layout is GHZ and it does have lots of vertical places to explore... but most of them are unreachable. Most of the objects in levels are placed in a very strange way.

    - Terrible palettes in general. They have lacking brightness and softness, still the color choices you did in ALL the levels were not good.

    - Bad music choices in almost everything. Only invincibility has decent music, most of the levels makes bad use most of the known already-shared SMPS music and the custom songs sincerely are verging the terrible. I debugged one of the songs and I noticed it uses only two channels.

    - Weirdly, the levels have a name in the level select but they has a different name in their title cards. This made me to ask myself: WHY?

    Conclusion:
    I respect your effort in this game, but I don't like it. You have too much to practice yourself, and this hack needs a very big polishment and improvement yet. I'm sorry if I sounded rude, but I'm sure you can do better than this. Take other (good) hacks as a reflection for you to improve this project.
     
  11. Devon

    Devon Down you're going... down you're going... Member

    Joined:
    Aug 26, 2013
    Messages:
    1,372
    Location:
    your mom
    He may have changed some names durimg development, but forgot to change the level select text or the title card text.
     
  12. Sith

    Sith Active Member Member

    Joined:
    May 11, 2016
    Messages:
    28
    The problem with some of your palettes is that they lack contrast and look like an LCD screen with poor backlight.
    It's not really about your palettes being too bright or dark, but about most colors having a similar brightness, making the scenery look a bit flat.

    What you need to do is take colors further apart in brightness. I guess that's what some people here mean with 'shading'?

    Edit: ah oh well, I googled and it makes sense now.
    https://en.wikipedia.org/wiki/Shading
     
Thread Status:
Not open for further replies.