General Screenshot/Movie Thread (Archive)

Discussion in 'Showroom' started by Cinossu, Aug 16, 2007.

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

    MarkeyJester ♡ ! Member

    Joined:
    Jun 27, 2009
    Messages:
    2,873
    If you pretend the level has three suns, then it looks awesome!

    In reality though, it is pretty much copy and paste work, and that sort of distances my likings a bit. BUT, that's a preferrence, so don't take my opinion seriously.

    Keep up the good work.
     
  2. SuperEgg

    SuperEgg I'm a guy that knows that you know that I know Member

    Joined:
    Oct 17, 2009
    Messages:
    Location:
    THE BEST GOD DAMN STATE OF TEXAS
    Level Three Suns? Come now Markey, surely you jest sir. Everybody knows Namek doesn't look that nice =P

    But as an echo of past comments, I more or less agree. Your whole background lacks any depth and lighting colors. It's almost as if some unknown force is illuminating your level evenly.
     
  3. ralakimus

    ralakimus pretty much a dead account Member

    Joined:
    Aug 26, 2013
    Messages:
    1,068
    Off topic from the background issues...

    I wanted Sonic to have a move that wasn't so overused, so I decided give him a ground pound. I now want to show it off.

    Here's a video that gives a little overview of the ground pound:
     
    https://www.youtube.com/watch?v=5d8GraPx3dI
     
    What do you guys think of it?

    (PS: For all you newbies that will be all like 'hey, I want the code for your ground pound. Can u please give it to me so i can put it in my hack?' That answer is NO. If you want a ground pound, code it yourself.)
     
    Last edited by a moderator: Jan 20, 2014
  4. Ravenfreak

    Ravenfreak Is actually a guy. Member

    Joined:
    Feb 10, 2010
    Messages:
    399
    Location:
    O'Fallon, MO
    Funny thing is, I coded something very similar to your move but in Sonic 2 SMS. xP It's different for sure, so that's pretty cool. I would fix the camera so it doesn't scroll down while performing the move though.
     
  5. TheJeli

    TheJeli Umm... Member

    Joined:
    Jun 20, 2011
    Messages:
    245
    Location:
    West London
    That's actually pretty cool. It moves at a really good pace, so if you made some levels that made the most of it, it would be a really unique hack.

    EDIT: Goddamn new page.
     
    Last edited by a moderator: Dec 12, 2013
  6. Solar

    Solar What? Member

    Joined:
    Nov 29, 2013
    Messages:
    81
    Okay, one more time will show what I have done with this game-_-

    (I have everything in one screen has brought together, for convenience) so I made a different palette for each phase.

    I am waiting for you to critique.

    [​IMG]

    (Bloody Green Hill is a tradition)

    ASM I don't know, but I'll try to surprise you. _.
     
    Last edited by a moderator: Dec 14, 2013
  7. DanielHall

    DanielHall Well-Known Member Member

    Joined:
    Jan 18, 2010
    Messages:
    862
    Location:
    North Wales
    Here's a suggestion:

    Why don't you leave the third act as it is, and change back the first, and do some art edits to make the zones get more nightmarish as you go on. Ever played the first level of Monster Party? A bit like that. You could do some good things with the totem poles, at least.
     
  8. BlackYoshi

    BlackYoshi Active Member Member

    Joined:
    Nov 10, 2013
    Messages:
    27
    Location:
    Buenos Aires, Argentina
    The title would have blood in the top of the letters, and bat wings, eggman would run scared like a stupid after boss fights, lol, the tilest must be edited for originality, the blood in the green hill looks good, but the trees would look good without leafs and with creepy colors.

    BE ORIGINAL. Good luck with the project !
     
  9. Misinko

    Misinko Oh SHIT it's the Biolizard! Retired Staff

    Joined:
    Apr 30, 2013
    Messages:
    726
    Location:
    Ohio
    I think the text looks fine as-is. It's bassed on Sonic.exe, and that's how the text looked in the game.
     
  10. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

    Joined:
    Feb 5, 2012
    Messages:
    929
    Me again and I'm bored again, so Ill show you some more of my hack, usually I shouldn't do this so the hack is a surprise, but I have nothing better to do.
    [​IMG]
    [​IMG]
    Some credit goes to Blazer for the art, and RHS for leading me in the right direction for the Sonic and Knuckles sidekick modes.
    comment away...
    Edit: Sorry about the life icon having the wrong palette, ran out of artloadcue space, wont be fixed till the Sonic 3 way of handling PLCs is ported, hack is twice the size of the original Sonic 2, might have to think of improving the engine in the future. If anyone would like to give me some insight on how the Sonic 2 engine functions, it would be greatly appreciated.
    Edit2: I mean look at all these.


    ArtLoadCues:
    dc.w PlrList_Std1 - ArtLoadCues ; 0
    dc.w PlrList_Std2 - ArtLoadCues ; 1
    dc.w PlrList_StdWtr - ArtLoadCues ; 2
    dc.w PlrList_GameOver - ArtLoadCues ; 3
    dc.w PlrList_Ehz1 - ArtLoadCues ; 4
    dc.w PlrList_Ehz2 - ArtLoadCues ; 5
    dc.w PLC_WZ1 - ArtLoadCues ; 67
    dc.w PLC_WZ2 - ArtLoadCues ; 68
    dc.w PLC_8 - ArtLoadCues ; 8
    dc.w PLC_9 - ArtLoadCues ; 9
    dc.w PlrList_Mtz1 - ArtLoadCues ; 10
    dc.w PlrList_Mtz1 - ArtLoadCues ; 11
    dc.w PlrList_Mtz1 - ArtLoadCues ; 12
    dc.w PlrList_Mtz2 - ArtLoadCues ; 13
    dc.w PlrList_Wfz1 - ArtLoadCues ; 14
    dc.w PlrList_Wfz1 - ArtLoadCues ; 15
    dc.w PlrList_Wfz1 - ArtLoadCues ; 16
    dc.w PlrList_Wfz2 - ArtLoadCues ; 17
    dc.w PlrList_Htz1 - ArtLoadCues ; 18
    dc.w PlrList_Htz2 - ArtLoadCues ; 19
    dc.w PLC_Hpz1 - ArtLoadCues ; 20
    dc.w PLC_Hpz2 - ArtLoadCues ; 21
    dc.w PLC_10 - ArtLoadCues ; 22
    dc.w PLC_10 - ArtLoadCues ; 23
    dc.w PLC_10 - ArtLoadCues ; 24
    dc.w PLC_11 - ArtLoadCues ; 25
    dc.w PLC_12 - ArtLoadCues ; 26
    dc.w PLC_13 - ArtLoadCues ; 27
    dc.w PLC_14 - ArtLoadCues ; 28
    dc.w PLC_15 - ArtLoadCues ; 29
    dc.w PLC_16 - ArtLoadCues ; 30
    dc.w PLC_17 - ArtLoadCues ; 31
    dc.w PLC_18 - ArtLoadCues ; 32
    dc.w PLC_19 - ArtLoadCues ; 33
    dc.w PLC_1A - ArtLoadCues ; 34
    dc.w PLC_1B - ArtLoadCues ; 35
    dc.w PLC_1C - ArtLoadCues ; 36
    dc.w PLC_1D - ArtLoadCues ; 37
    dc.w PLC_1E - ArtLoadCues ; 38
    dc.w PLC_1F - ArtLoadCues ; 39
    dc.w PLC_20 - ArtLoadCues ; 40
    dc.w PLC_21 - ArtLoadCues ; 41
    dc.w PLC_22 - ArtLoadCues ; 42
    dc.w PLC_23 - ArtLoadCues ; 43
    dc.w PLC_24 - ArtLoadCues ; 44
    dc.w PLC_25 - ArtLoadCues ; 45
    dc.w PLC_26 - ArtLoadCues ; 46
    dc.w PLC_27 - ArtLoadCues ; 47
    dc.w PLC_28 - ArtLoadCues ; 48
    dc.w PLC_29 - ArtLoadCues ; 49
    dc.w PLC_2A - ArtLoadCues ; 50
    dc.w PLC_2B - ArtLoadCues ; 51
    dc.w PLC_2C - ArtLoadCues ; 52
    dc.w PLC_2D - ArtLoadCues ; 53
    dc.w PLC_2E - ArtLoadCues ; 54
    dc.w PLC_2F - ArtLoadCues ; 55
    dc.w PLC_30 - ArtLoadCues ; 56
    dc.w PLC_31 - ArtLoadCues ; 57
    dc.w PLC_32 - ArtLoadCues ; 58
    dc.w PLC_33 - ArtLoadCues ; 59
    dc.w PLC_34 - ArtLoadCues ; 60
    dc.w PLC_35 - ArtLoadCues ; 61
    dc.w PLC_36 - ArtLoadCues ; 62
    dc.w PLC_37 - ArtLoadCues ; 63
    dc.w PLC_38 - ArtLoadCues ; 64
    dc.w PLC_39 - ArtLoadCues ; 65
    dc.w PLC_3A - ArtLoadCues ; 66
    dc.w PlrList_KnucklesLife - ArtLoadCues ;67
    dc.w PlrList_Std2Knuckles - ArtLoadCues ;68
    dc.w PlrList_SignpostKnuckles - ArtLoadCues;69
    dc.w PlrList_ResultsKnuckles - ArtLoadCues ;70
    dc.w PlrList_ShadowLife - ArtLoadCues ;71
    dc.w PlrList_Shadow_Signpost - ArtLoadCues ;72
    dc.w Plrlist_DEZ_boss - ArtLoadCues ;73
    dc.w Plrlist_SLZ - ArtLoadCues ;74
    dc.w PLC_CCZGF - ArtLoadCues ;75
    dc.w PLC_CCZGF2 - ArtLoadCues ;76
    dc.w PLC_GHZ_Boss - ArtLoadCues ;77
    dc.w PLC_MGZ_Boss - ArtLoadCues ;78
    dc.w PLC_ICZ - ArtLoadCues ;79
    dc.w PLC_ICZ2 - ArtLoadCues ;80
    dc.w PLC_MCZ2 - ArtLoadCues ;81
    dc.w PlrList_Wfz3 - ArtLoadCues ;82
    dc.w PlrList_Wfz4 - ArtLoadCues ;83
    dc.w PLC_17_2 - ArtLoadCues ; 84
    dc.w PlrList_MHZ - ArtLoadCues ; 85
    dc.w PLC_1B_2 - ArtLoadCues ; 86
    dc.w PLC_14_2 - ArtLoadCues ; 87
    dc.w PLC_ARZ - ArtLoadCues ; 88
    dc.w PLC_Hpz3 - ArtLoadCues ; 89
    dc.w PLC_EHZminiboss - ArtLoadCues ;90
    dc.w PLC_HTZboss2 - ArtLoadCues ;91
    dc.w PLC_SLZboss - ArtLoadCues ;91
    dc.w Plrlist_SLZ2 - ArtLoadCues ;92
    dc.w PlrList_SignpostKnucklesSAK - ArtLoadCues ;93

    Edit3: I mean is this actually too many for the game to handle?

    Edit4: Grammar
     
    Last edited by a moderator: Dec 20, 2013
  11. Electroball

    Electroball who? Member

    Joined:
    Apr 10, 2013
    Messages:
    138
    So hey, here's another preview of my hack;

    http://www.youtube.com/watch?v=mN0Z3pZWeO4&feature=youtu.be

    Few things to note:
    - The main level theme is a place-holder. Ignore it.
    - Robotnik monitors don't hurt/kill you, they now only remove 1 life from your lives.

    Comments & Feedback please. It's the only thing that keeps me motivated to continue this... x_x
     
  12. DanielHall

    DanielHall Well-Known Member Member

    Joined:
    Jan 18, 2010
    Messages:
    862
    Location:
    North Wales
    Strange object placement leading to dick moves throughout the level will be a problem here, requiring trial and error to actually find out about objects.

    Also, I'm not exactly too keen with the Buzz Bomber, an aerial badnik, being underground but that's just nitpicking. Seems good, although the boss layout makes it far too easy with the spindash.
     
  13. Shockwave

    Shockwave 3 Time Stones Member

    Joined:
    Dec 18, 2013
    Messages:
    121
    Location:
    LA, CA
    Hey everyone, I'm Shockwave. I'm a brand new member but I've been lurking for a good while now and decided I wanted to properly join in. I'm looking very forward to meeting a lot of you.

    Anyways, I've been working on a hack for a little while now. I'm still just learning but I have been slowly picking things up as I go along. I just felt like getting a few screens out just for the sake of some feedback (even though it would just be responses to palettes more than anything).

    [​IMG]

    Sonic charging a peel out at the beginning of GHZ1,

    [​IMG]

    Tails rolling above the new water section of GHZ2,

    [​IMG]

    Knuckles gliding in GHZ3 (no layout changes yet, sans the end of the act), and last...

    [​IMG]

    ...GHZ4 (for now, just a copy of GHZ3 with the boss left in), featuring Eggman sporting his eggmobile from Sonic Battle.

    That's all I really want to show for now. Obviously a lot of work has to be done (just look at the lives counter in screens 2 and 3) but I like what I have so far, and I'm curious as to what any of you think.
     
    Crimson Neo likes this.
  14. DanielHall

    DanielHall Well-Known Member Member

    Joined:
    Jan 18, 2010
    Messages:
    862
    Location:
    North Wales
    That actually looks pretty good. I'm rather interested to see how the water pans out in GHZ 2.
     
  15. AsuharaMoon

    AsuharaMoon kakyoin did you lay this egg Member

    Joined:
    Aug 15, 2013
    Messages:
    65
    So far it looks very interesting.

    The palettes are fine, and it's good to see you did add to Tails and Knuckles, including what Dandaman said.

    Can't wait to see a video.
     
  16. Crimson Neo

    Crimson Neo I changed a lot. Member

    Joined:
    Sep 9, 2013
    Messages:
    497
    Location:
    Where I didn't wanted to be.
    man, I loved the palettes  especially ghz act 3, the water in ghz act 2 is very cool too.

    I'm looking forward for more stuff, good work.
     
  17. Misinko

    Misinko Oh SHIT it's the Biolizard! Retired Staff

    Joined:
    Apr 30, 2013
    Messages:
    726
    Location:
    Ohio
    Everything is so appealing. That second screenshot looks really good, with the way everything is placed. I look forward to seeing your progress in the future. 
     
  18. MarkeyJester

    MarkeyJester ♡ ! Member

    Joined:
    Jun 27, 2009
    Messages:
    2,873
    I see evidence of layouts that don't suck! Interesting...
     
  19. OrdosAlpha

    OrdosAlpha RIGHT! Naebody move! Root Admin

    Joined:
    Aug 5, 2007
    Messages:
    1,793
    Location:
    Glasgow, Scotland
    Palette is way too orange in that third pic. Other than that, shows promise.
     
  20. Crimson Neo

    Crimson Neo I changed a lot. Member

    Joined:
    Sep 9, 2013
    Messages:
    497
    Location:
    Where I didn't wanted to be.
    new pallet of sky sanctuary(from S3k PS)...It's good, does the palette needs any fix?

    [​IMG]

    edit: grammar.
     
    Last edited by a moderator: Dec 25, 2013
Thread Status:
Not open for further replies.