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| Tip: Create a fair "difficulty curve" - that is, start off easy and then get gradually more difficult as the hack progresses. |
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| Sonic The Hedgehog Returns (A team hack... sort of) |
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Sonic The Hedgehog Returns (A team hack... sort of) |
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| Posted on 2012-03-19 01:45:48 PM |
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The thread on JDCGames has some more info if interested...
Anyways, I'll try to explain this as best as I can.
Introduction
Sonic Returns is a new Collaborative hack I'm doing with Daizo (maybe more in the future). This will be a SMW hack, but intends to hold many elements of sonic and feel like a sequel to sonic, hence the title "Sonic Returns"
Because of this, we will hold true to many Sonic styles. We will be using the Sonic Player (obviously), the rings, monitors and so on. We will use GFX from Mega drive era Sonic games and re-palette them so they are more original. We would use hand drawn GFX but that sadly isn't possible really. :/
At the moment, we are currently using the resources on SMCW due to the fact we don't have an ASM coder/Music porter on our team. However, myself and Daizo would love to have those people on board to keep this as true to sonic as possible.
Story
There is no story line as of yet, but it has been agreed that Metal Sonic Will be the main villain. We are still deciding how to incorporate him into the story.
The World Themes
For the levels, we will have 6 worlds (or 'zones') which will feature two acts each and a boss. Speaking about levels, here is the current list:
W1: Wilting Wonders
GFX: Provided From 'Mushroom Hills'
Music: Not decided.
Boss: Not decided.
An autumn styled level which is an introductory level for sonic. Not the traditional first level, which is good.
The gimmicks could include Ladida's Falling leaves, moving platforms and the basic controls and stuff. Nothing too hard at this stage.
W2: Spooky Spelunking
GFX: Provided from Mystic Cave' NEEDS TO BE RIPPED.
Music: Not decided.
Boss: Not decided.
This is Mystic cave, which can feature basic underground elements such as darkness. It'd also be cool if we had some "spooky"
parts to it too, which could make up Act 2. Basically, it can be like an abandoned mine type thing.
W3: Frosty Frolic
GFX: Provided from 'Green Hill Zone' .
Music: Not decided.
Boss: Not decided.
A cold type level which is a re-palette version of GHZ. I'd like if there are water elements to this world, especially Act2. In this hack, we should make the water only slow down the player, like in sonic, rather than having the whole water physics. In the icey part though, we should perhaps have some 'melting' ice blocks and obviously make the level slippery.
W4: Murky Mainline
GFX: Provided from 'Oil Ocean Zone .
Music: Not decided.
Boss: Not decided.
An industrial type level using the Oil ocean graphics repaletted to look grey. This zone will feature tar and the tar bubbles that are in our SMWC level. This level will also feature lifts and plenty of obstacles. This level is probably going to be more non-linear.
W5: Frantic Funfair
GFX: Provided from 'Casino Night Zone' Need GFX.  .
Music: Not decided.
Boss: Not decided.
Need I say more? Carnival worlds are just simple amazing. I imagine loads of springs, buzzers and the like to make this level
really frantic and chaotic. There'll also be a lot of 'pits' in this stage, which is to be expected as it's rather near end-game.
W6: Celestial City
GFX: Provided from 'Starlight Zone'.
Music: Not decided.
Boss: All previous Metal Sonic forms plus a 'Stronger' one.
The last level which will feature various athletic sprites/blocks to throw the player off. This'll make use on all the previous tactics
to make a very challenging last level. Good luck.
The progress
As we are just out of the planning stages, we don't have -too- much progress yet. We do, however, have two (alpha) progress videos that'll give you the general idea of what to expect.
(Please read the annotations on these videos for info)
Where you can help!
Also, this is kind of a team hack. I will for the most part be doing the level design, but other people will be helping out. If you'd like to help out - we need Music and ASM help right now - then please reply! 
At the moment, This is just Daizo and me (JDC). We'd love to have more people though.
Our current team!
-JDC (Level Design, Level Testing)
-Daizo (GFX ripping, Level Testing)
-You?? (Music)
-You?? (ASM - Custom sprites/Blocks/patches if necessary)
You can also comment by pressing the "New Reply" button. 
Anyways, Enjoy. More progress will arrive soon as we continue to develop it.
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| Last edited on 2012-03-19 01:53:02 PM by JDC. |
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| Posted on 2012-03-19 02:24:28 PM |
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Finally a real(yes unofficial but if it looks and plays the same then it counts) sonic for snes not that stupid sonic 4 speedy gonzalez hack.(I still like the real speedy gonzalez.)
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| Posted on 2012-03-19 02:28:19 PM |
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Originally posted by crithFinally a real(yes unofficial but if it looks and plays the same then it counts) sonic for snes not that stupid sonic 4 speedy gonzalez hack.(I still like the real speedy gonzalez.)
Er... what? This is not speedy gonzalez or whatever the fuck you try to say.
Back on topic. I like this new hacking idea of recreating a Sonic game using the SMW engine, really liking it! Nice graphics you're getting too. They stay true to the classic Sonic games.
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| Posted on 2012-03-19 02:36:01 PM |
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Theres a speedy gonzalez hack that someone made as a fake sonic 4 for snes.
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| Posted on 2012-03-19 04:15:27 PM |
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Originally posted by MaxodeX
Er... what? This is not speedy gonzalez or whatever the fuck you try to say.
He was talking about this hack of the Speedy Gonzalez SNES game.
On topic; while it's not a new idea (it's been thought of and even attempted a couple times before now), it could theoretically work out great if executed properly.
As it is, though, I don't think the SMW engine is very good for a Sonic-themed game. Sonic games are generally about speed and relying on gravity to assist in reaching newer places. Mario games are.. not quite the same. I really don't like the idea of 3 emeralds per level; emeralds in sonic games are collected via special stages and there are only 7; generally one should be collected per-zone which is 2 to 3 levels (with the last one having a boss). I'd say maybe collecting emerald shards to complete a full emerald when say.. 6 to 9 are collected, since as seen in previous Sonic games, the Master Emerald can be easily shattered so that assumes the normal ones can too.
Along with this, I really don't care for the graphics for the player at all; you are using Genesis-style level graphics, while using Game Gear-like player graphics. You'll have to do a lot to the SMW engine in order to make a convincing SNES Sonic game.
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| Posted on 2012-03-19 04:36:51 PM |
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Originally posted by SonikkuOriginally posted by MaxodeX
Er... what? This is not speedy gonzalez or whatever the fuck you try to say.
He was talking about this hack of the Speedy Gonzalez SNES game.
On topic; while it's not a new idea (it's been thought of and even attempted a couple times before now), it could theoretically work out great if executed properly.
As it is, though, I don't think the SMW engine is very good for a Sonic-themed game. Sonic games are generally about speed and relying on gravity to assist in reaching newer places. Mario games are.. not quite the same. I really don't like the idea of 3 emeralds per level; emeralds in sonic games are collected via special stages and there are only 7; generally one should be collected per-zone which is 2 to 3 levels (with the last one having a boss). I'd say maybe collecting emerald shards to complete a full emerald when say.. 6 to 9 are collected, since as seen in previous Sonic games, the Master Emerald can be easily shattered so that assumes the normal ones can too.
Along with this, I really don't care for the graphics for the player at all; you are using Genesis-style level graphics, while using Game Gear-like player graphics. You'll have to do a lot to the SMW engine in order to make a convincing SNES Sonic game.
Indeed. This is why we mostly would benefit from some ASM coders to imrove the overall "realism" of this hack.
Don't forget though - this is in it's alpha stages. I believe this will be a lot better - and more convincing - later onwards.
In regards to the SMW Physics, I agree this needs to be changed. I think some kind of patch to change Mario's Acceleration might do the trick for now - to make him accelerate faster like Sonic.
As for the emeralds thing, I will do that. I think that's probably a better idea. As for the player graphics, I partly agree. However - they're the player GFX in the Graphics section right now, unfortunately.
Don't worry - most of these problems probably will be fixed farther down the development of this hack. I hope so anyways.
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| Last edited on 2012-03-19 04:37:57 PM by JDC. |
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| Posted on 2012-03-20 01:35:17 AM |
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Originally posted by SonikkuAs it is, though, I don't think the SMW engine is very good for a Sonic-themed game. Sonic games are generally about speed and relying on gravity to assist in reaching newer places. Mario games are.. not quite the same.
I find it easier to say that Mario games tend to focus on the exploration aspect of platformers while Sonic titles shift towards being more arcade-oriented.
QuoteYou'll have to do a lot to the SMW engine in order to make a convincing SNES Sonic game.
Definitely. When it comes to making a more Sonic-oriented game, you're better off just making a fangame from scratch, an existing Sonic-based engine, or just making a romhack of Sonic. Then again, I've heard that Sonic hacking is a lot more complicated than Mario.
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| Posted on 2012-03-20 08:57:26 AM |
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Sonic styled hack? Seems cool. Hmm... this probably won't be easy to do because Sonic games are usually some sort of time attack games (addicted to speed). I bet it will take lots of ASM stuff.
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| Posted on 2012-03-20 09:44:00 AM |
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A Sonic SMW hack? That's cool. It should bring back the memories for casual and hardcore gamers.
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| Posted on 2012-03-20 11:48:35 AM |
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I'm fucking damn happy you're making a Sonic themed hack. It really makes me smile. =D
As much as I want to, I however can't really joing in, as I'm busy with my own hack and school... but I wish you more than the best of luck.
As for the two videos: there's not that much in it, but they still look very good. Yeah, I'm having high expectations for this one. Good luck JDC and everyone else who's working on this! =D
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| Posted on 2012-06-01 03:12:29 PM |
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Originally posted by MrDeePayOriginally posted by SonikkuAs it is, though, I don't think the SMW engine is very good for a Sonic-themed game. Sonic games are generally about speed and relying on gravity to assist in reaching newer places. Mario games are.. not quite the same.
I find it easier to say that Mario games tend to focus on the exploration aspect of platformers while Sonic titles shift towards being more arcade-oriented.
QuoteYou'll have to do a lot to the SMW engine in order to make a convincing SNES Sonic game.
Definitely. When it comes to making a more Sonic-oriented game, you're better off just making a fangame from scratch, an existing Sonic-based engine, or just making a romhack of Sonic. Then again, I've heard that Sonic hacking is a lot more complicated than Mario.
Oh yes it is VERY much harder. You need many programs to edit one and it's VERY confusing.
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| Posted on 2012-06-01 03:18:38 PM |
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I'd be glad to port some music for this. Don't hesitate to contact me if you need something ported.
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| Posted on 2012-06-01 05:48:54 PM |
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...did we forget about this hack? ...What that a bump? ...Is JDC still wanting to finish this (and me, oh wait )?
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| Posted on 2012-06-01 05:51:33 PM |
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Oh wow, I didn't even notice the bump. Whatever.
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| Posted on 2012-06-02 10:11:16 AM |
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Since it doesn't seem like this ever went anywhere, I'll just close this thread. Please check the last post date a bit more carefully in the future.
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Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Sonic The Hedgehog Returns (A team hack... sort of) |
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