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My Sonic 2 8 bit remake thread


John43
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I do hope you enjoy this version of Sky High Zone. I had a lot of fun making this tileset. Unlike the UGZ tiles which were based on modified opensurge maps, this one has been completely drawn from the ground up, using paint, gimp and a digital art pad. I am rather pleased with the result. 

Not only do I have this video, but I have also updated the demo at SFGHQ to include this playground so you can see it in motion (without youtube's compression). The demo also contains a number of adjustments to make the game smoother. And also the fire shield can now use it's dash ability.

Download it here

SAGE 2020 Demo+

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Sure thing.

victory.jpg
victory2.jpg
victory2.png

What I used to do when on paper was to draw using big thick outlines, and anything for animation would get drawn separately. Then I'd use the threshold tool in GIMP to make those outlines black against a white background. Then I'd use paint to manipulate and colour. The closer something is to the screen the blacker and thicker the outline should be. This was a time consuming and messy method which lead to that janky look of the demo.

Now I have a digital art pad, things have become much more streamlined, easier and fun. I can now draw directly onto paint (zoomed out 50% at 4K) with the thickest pencil and scribble my sprites, using the original as reference. The colours are taken from the original palette and now I can make additional frames using copy and paste which works out very smoothly. I scale these frames using gimp and turn them into a tidy sprite sheet which I can then code into the game. I am especially proud of this water drop animation.
bigclouds.png
bricks.png
drops.png
grid.png
SH-other.png
shmore.png
SHtrees.png
water.png

I hope this was informative

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Monkey Destruction Switch

I finally got around to playing the demo. It's so fun! The level design is great, the music rocks, and the visual style is appealing. I think Sonic's sprite needs some work to look more consistent, but other than that I don't really have any major qualms.

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  • 7 months later...
John43

I just finished streaming a playthrough of my demo since there has been a lack of updates lately but still some noteworthy changes to show off. Forgive the stream quality whenever Sonic goes fast, I think it was a neat stream nonetheless

 

 

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  • 4 weeks later...

Long overdue but I have started work on redrawing the sprites again! As a bonus I decided to stream it for those interested in the how. Forgive the audio quality I didn't realise my mic was in an awful position.

By the end of the stream I managed to port a single idle frame from Procreate on my iPad to OpenSurge on my PC. Here is a screenshot of the Sonic I ended up with.s003.thumb.png.212e38e6429cc0d5dfa46e7da16fd74b.png

What do you think? I think this Sonic looks cleaner than my old version, i'm not sure if I should increase the line thickness of every body part or just keep a black outline consistently for all sprites on the player's plane. No matter what I decide to do, next up will be a complete overhaul of Under Ground Zone, to clean it up and get rid of those ugly messy textures and black outlines in the environment. Before the next stream I will get the entire idle animation ported to the game and hope to have decided on a final art style (again).

Here's a comparison between the two:

s005.thumb.png.15a636749ec48ddf0c4856beb55eaa99.png

 

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Posted (edited)

Under Ground Zone is looking better now. Still got some touch ups to do and other tiles to redraw like the rails and lava. Somebody in a stream said they were disappointed that the sun is just a ball, so I will attempt to give it an Oil Ocean Zone style animation too. Everything is still being drawn by hand via Procreate. It is then "digitised" the same way they used to do it for Mega Drive games like Disney's Aladdin.

I really do feel like we are approaching a nice and unified final art style!

(Edit: I included some before screenshots from the same locations for comparison)s003.thumb.png.69ea6686294858bf7597fd1982288c07.pngs006.thumb.png.6894724d1798bff5d4069536c1eb4c89.pngs004.thumb.png.c0a0a012bd304d8391fd01a7a52c9b38.pngs007.thumb.png.5e972d08e9fdcc8b6c7c34260800fb5c.png

Edited by John43
Added old screenshots for comparison
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Hello again! I think I should take a little break before carrying on with Act 2. I was so excited to see my version of Under Ground Zone change over the last week.

Let me know how you think the new "sun" looks! I did say previously that an Oil Ocean style one would be nice, but I've been listening to this song a lot while drawing these assets. I love the way they did lense flares in the adventure games. I hope I pulled it off well.

 

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So on my "break" from drawing I decided to learn some more scripting. And as a result I have improved the first boss since the demo version. Only thing missing from Act 1 now is an event where Eggman picks up Sonic and drops him into the arena, like in the original, but cutscenes will be one of the last things I will implement into the game.

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charmsb

Wow that's working pretty well it looks like! I'd say though that Eggman looks a lot smaller than Sonic. 

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  • 4 weeks later...

Okay, stay with me on this one. I recently started streaming on the channel, as you know.

As a fan of Dark Souls, I took the plunge and tried it's troubled sequel. After 40 hours blind, we finally completed it and it was such a great accomplishment it's given me the confidence to do more streaming.

So instead a boring normal drawing stream, I decided when it was time to come back to the art for this game, I'd put a spin on it:

During these two streams, I finished the new art for the Antlion Master Robot! Here are some of the 8 Frames in HQ.
Untitled_Artwork-1(1).thumb.png.18dd60061bcbe079b91604eb07f1282b.pngOw2.thumb.png.38a0cb520580d12a49ae2811a4f656a9.png

I cannot express how much fun it was to switch between Dark Souls and drawing, very much suits my odd attention span, I hope to do more again soon!

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  • 5 weeks later...

Here is a new look at an updated Under Ground Zone Act 2 with redrawn assets and palette changes, and an explore of the final level design for Sky High Act 1. I have written more about what is being shown in the video's description.

I have been building Sky High slowly but steadily over the course of the last few months, while I weave in and out of my other hobbies. Building Sonic levels is by far the hardest challenge for me in the whole development process. Harder than animating. Harder than the actual scripting! But I hope I have another fun original map here! It certainly feels fun to me, even on my 200th run of it. But you too can test it out by following this link to the opensurge forums where I have posted an updated demo (different to the SAGE 2020 version).
https://forum.opensurge2d.org/viewtopic.php?id=2057

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Two things! I have recently revamped the game's page on the SFGHQ website because it got archived and lost all of it's media in the process. There is a new demo build dated August 20th, with a complete Sky High Zone to play.

https://www.sonicfangameshq.com/forums/showcase/another-sonic-2-remake.706/

Also had a very messy Dark Souls and Chill stream where I show off a completed Aqua Lake Act 1 tileset and I add to the indoor tileset!

 

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