Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.
That looks terrible!
Some homebrew of mine is now able to visualise SFX and modulation. It makes for a nice way of understanding how they work, as opposed to staring at the raw SMPS data instead. Hopefully I'll be able to release this soon.
Here's a first look at the new design for the Main Menu for Sonic 1 - Score Rush!
Plans are for each submenu to have a different palette and background text.
This is from a development build. The final build will have sound.
Below, the main menu's background, but without the foreground text, for viewing pleasure.
been a while. heres what i got of the title screen
Dithering on sky looks too blocky. You need to add extra tiles with transitions between them to make it look good.
Also water is too contrast and doesn't fit the sky. I suggest you to change colours for it
New project of mine that is inspired by Sonic VR. The same gist, but in Mania's engine and utilizing all of its objects for wacky, interesting platforming challenges. Frankly I'm not sure if this will actually come to fruition or not, but it'd be cool if it did.
I was digging through some old hacks of mine when I stumbled across these ancient relics from 2014 and 2016.
Remember that Project Sand/Sonic Aftermath hack that I have a few old videos about? Here's the one level of it that was worked on before the project died: Sand Zone from Cave Story.
There's not much that I can tell you about it: this one test level was made before I came up with any ideas for gimmicks and the sort. That purple mess in the middle of the stage is supposed to be spikes, but its graphics are overwritten with the level tiles.
I believe that the music is a straight port from Cave Story: the Organya music was converted to XM with the org2xm tool, then that was converted to SMPS with xm2smps, and then that was converted from binary to ASM with SMPS2ASM, allowing it to be installed in my hack's custom sound driver. This hack was either rocking my Sonic 2 Clone Driver v2, or Flamewing's Flamedriver. After all this time, I can't remember which.
This footage is of an earlier build of my hack than the one seen in the other videos. The reason for this is that the hack was remade from scratch after this build, and this level was never reintroduced afterwards.
Here's a cutscene that was one of the last things that was worked on before the project died.
This was meant to be the opening cutscene to Knuckles' story: the hack was meant to be a 'what if' scenario where Sonic 2 ends differently, leading to a different series of events in what would be Sonic 3. This cutscene depicts the Death Egg landing in Angel Island's volcano directly after the events of Sonic 2, instead of the lake like it normally does. Following this, Knuckles would have gone to investigate it. At the time, I didn't have Knuckles ported into the game, so I used Sonic as a placeholder.
Between this cutscene, Sand Zone, and the custom title screen, this is all there ever was to Project Sand/Sonic Aftermath.
So what would have happened with the death egg then, would it have melted in the lava?
Cool intro though even without Knuckles.
Nope: like in Sonic & Knuckles, it would have stayed in the top of the volcano until it took off again.
Sonic 2 DX, but with actual footage! This is just Underground Zone and Sky High Zone, with 2/3's of Aqua Lake, due to Aqua Lake's boss not being done yet. Sky High Zone still needs Act 1's rings redrawn, along with some tile fixes in Act 2, and a slight layout edit in Act 3 to add trees.
Also: The weird wall-through in Aqua Lake Act 2 was a "dev shortcut" put in before level select was added by Mr. Cat, and I forgot about it, hence the weird incident in the level.
Later levels will have much more radical changes, as y'all have seen from screenshots of Green Hills, Gimmick Mountain, and Scrambled Egg Zone. Should be done by holiday 2022.
Is the anybody here wants a bit of my PROMOTION?
Introducing... the Quick Rush!
The Quick Rush is one of the two new gamemodes of Sonic 1 - Score Rush. In this gamemode, you're tasked with racking up the highest amount of points possible within one singular level as your score decreases.
The above video demonstrates two levels: Green Hill Zone act 1, and Marble Zone act 2, in Normal and Hard mode respectively, as well as the new Quick Rush exclusive Title Card for the end of levels.
Look forward to Sonic 1 - Score Rush REV02's release on October 10th 2022 at the Sonic Hacking Contest!
I love to see AoStH Robotnik in a hack. Really makes my day.
I wonder if one day we'll see SatAM Robotnik too.
Thanks) it's nice to see that someone likes it
I've finally gotten around to logging in here.
I have shown this off in many places, including the SSRG discord server:
Showcasing the new character select screen, and some Blaze gameplay.
As a side note...
If knowledgeable people wish to help with this project, feel free to contact me through discord. You can find me on the Sonic Retro, SSRG or MDDC discord servers, if you need to. I am looking for sprite artist, level art artist, musicians familiar with Furnace and the Fractal Sound driver, and pretty much anybody who is more experienced in 68K assembly code. I'd like to get a demo of this out at some point, but with just myself doing a bulk of the work and not having as much free time as I wish I could dedicate to it, progress is pretty slow.
Sonic sprites are getting a overhaul (but in the end it doesnt even matteeeeer)
Megadriven got delayed to Xmas 2022/Early 2023 since i can get this complete for the SHC deadline
Here is a gif with the sprites, if you want to use Megadriven sprite sheet for something, ask me in the DM's (Sprite sheet made by firefawxcinnamon and Axel_SRH)
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