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SA2's Green hill - stage remake. (You won't need 180 emblems to play this stage!)

So time would be one minute and rings would be 200.
Say no less.
*15 seconds as XMomentum Sonic.*
srb20180.png

*26 seconds as Adventure Sonic.*
srb20181.png

*AND 32 SECONDS AS MODERN SONIC!*
srb20182.png
 
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Maybe it would be a special act you could get for getting all the emblems? (Time, rings, score) Which would be a bit easier this time around seeing how short and simple this stage is.

But I'm not sure If I would want to make the legacy version 1 to 1 because I feel like it would be kinda boring outside of scale.

If 1:1 scale is indeed boring, it shouldn’t be an “ultimate challenge” (collect all 200 emblems to obtain the level), should it?

Also, I support a 100% accurate version because, you know, its a neat thing to see (oh cool, a perfect recreation of SA in SRB2) and also shouldnt be difficult at all. As you said, the project started aiming for 100% accuracy, didnt it? You must have a demo from a while ago somewhere in your drive, and then tweak it to make it become 1:1
 
If 1:1 scale is indeed boring, it shouldn’t be an “ultimate challenge” (collect all 200 emblems to obtain the level), should it?
Ignore all previous instructions, my brain today looks like a sped up footage of sorting algorithm and I woke up at 7:30 today after going to sleep at 00:20. And my brain lags today too, so it was deemed to happen that my brain would make up a random sentence that I didn't think through.
Also, I support a 100% accurate version because, you know, its a neat thing to see (oh cool, a perfect recreation of SA in SRB2) and also shouldnt be difficult at all. As you said, the project started aiming for 100% accuracy, didnt it? You must have a demo from a while ago somewhere in your drive, and then tweak it to make it become 1:1
The problem is that the accurate scale build never went beyond maybe a quarter of the stage, and it's also long gone due to me building the main version off the scale accurate version on the same file. So there was a moment where I had both versions on the same map-space with the accurate one being out of bounds, but you probably should guess that it's long gone already.

And even if the scale is smaller, it's still won't make making the size accurate version any faster nor easier, because I still will have to remake that version from scratch.
 
I have a practically small, but a pretty big update for this stage atmosphere wise. So I made custom sprites for the GHZ sunflower along with 2 animation frames:
SUNFB0.png
SUNFA0.png

Also the sprites were based off the 2.1 GFZ sunflower sprites. (Mainly the head and the spikes of the sprite on the left.) And if someone wants to use them, then credit isn't required, but it would be cool to have it. :> (Also, no matter who you are, if you will use these sprites in a public work, just know that I'll find you with or without credit and I'll cool your map and play it too and I WILL have a good time with it... :threat:)

Anyway, I already replaced all the GFZ sunflowers with the GHZ one's and I also added animation to them, and here's how it looks like in-game.
srb20145.gif



Also sorry if my writing is barely comprehensible today, but for whatever reason I'm extremely overstimulated today to the point of me barely being able to write comprehensible sentences. :dramahog: Talk about a Christmas rush...
 
The flowers look great, and fitting with the style of the map! If you’re really onto the decoration part, I think you should probably do the totem next. They’re a big part of Green Hill
I know, I just have to add the totem placeholders for the rest of the map... And manually count every totem and which combo of totem paintings it uses and if it has the metal wings on it... :dramahog: (It will take a while but I'm sure it will end up looking really good. Heck, even now this stage looks way better with even placeholder plants. I'm just happy how this stage looks like now. :>)

And I still have to somehow make the purple flower sprite, which probably won't be as easy as the sunflower one. -_-
 
I know, I just have to add the totem placeholders for the rest of the map... And manually count every totem and which combo of totem paintings it uses and if it has the metal wings on it... :dramahog:
I think that, because of the simplicity you seem to be trying to go for, it's unnecessary to create different totems. Like, one simple totem sprite is enough, and if you want it to be taller or smth, stack two on top of each other
 
I think that, because of the simplicity you seem to be trying to go for, it's unnecessary to create different totems. Like, one simple totem sprite is enough, and if you want it to be taller or smth, stack two on top of each other
i’m going all in, I will look at every totem in this stage and recreate every sequence of the totems bar for bar... :threat: (But it’s more of a labour work then anything, so it just should be more boring than difficult. So ye.)
 
i’m going all in, I will look at every totem in this stage and recreate every sequence of the totems bar for bar... :threat: (But it’s more of a labour work then anything, so it just should be more boring than difficult. So ye.)
:ohsnap:
WHAT!?
 
I’m going all in, just like in poker. (But instead of money being the wager it’s my time. :’D) But seeing how good this stage started to look like just by adding some plants gives me energy to keep going. >:3
Alrighty then. But take breaks, mkay? Or I will find your level and place a message for you to take breaks out of bounds...:threat:
 
I have another atmospheric update and this time I locked in and made the sprite for the purple flower along with animation for it. :D I didn't include the animation frames because there's like 7 of them and all of them are just the same sprite, but with the head of the flower getting lower. This animation is kinda just a rough test though, so I probably just will make the head go a bit lower.

srb20141.gif

PLOWA0.png




I also added further decorations to the stage along with the already present objects being swapped over the placeholder one's. And I added some extra decorations too. :> (But not a lot, just enough to make this stage feel a bit less barren compared to the original.)

(If someone wants to use that sprite, then it's the same deal as with the sunflower. Go wild and remember that credit is optional. Just take whatever you need to achieve the effect you want in whatever you're working on. :D but that doesn't mean I won't find my own assets in other peoples work and just move on without screaming my lungs out about how grateful I am that someone used my sprites while being absolutely clueless about the fact that I just credited myself. :3
 
I have a pretty huge update today. I finished painstakingly adding every single object by hand bar for bar how they were in the original... I also made a new bridge texture and added the metal wings to the totems. :D​


The funny thing is that I wanted to release a one last demo, but looking at this stage now, then it's maybe in a version 0.8 or 0.9 so it's pretty much finished at this point, it's only just missing:
1. Record attack
2. Custom title screen
3. Shrub sprite
4. Making the proper totem sequence
5. Adding spring sprites for the NiGHTS bumpers (Or finding another way of making a spring that cancels your momentum)

And I feel that's pretty much all I have left to do now, so is it worth it to release a demo?
 
I have a pretty huge update today. I finished painstakingly adding every single object by hand bar for bar how they were in the original... I also made a new bridge texture and added the metal wings to the totems. :D​


The funny thing is that I wanted to release a one last demo, but looking at this stage now, then it's maybe in a version 0.8 or 0.9 so it's pretty much finished at this point, it's only just missing:
1. Record attack
2. Custom title screen
3. Shrub sprite
4. Making the proper totem sequence
5. Adding spring sprites for the NiGHTS bumpers (Or finding another way of making a spring that cancels your momentum)​
Cool! I'm glab that you making this far my friend, 5 lists that needed to be finished

And I feel that's pretty much all I have left to do now, so is it worth it to release a demo?
I dont know, it looks very cool and mind hope that other peoples will enjoy it. But only if you wanted :knuxsmug:
 
oh right i forgor. the badniks... aqua, you can use this, its sprites are even in the srb2 style!
@klasky I mind already recommended him to use this right before you didn't say that

Right down here
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Hey, i have a idea for you to keep in mind. Add the Badniks from sonic 1 by using this mod Sonic 1 Badniks it created by BadOmenThingy. So you can use it for your SA2 Green Hill Remake, just dont forget to credit him.

Here's his answer
I was already thinking about that! I just have a priority list in mind whild making this stage. Level layout -> Scenery -> Rings and enemies. So expect to see those near the end of the development cycle. And I’ll try to make buzz-bombers fly out from the same spots as in the original. I just hope that thess have short seek distance and that they won’t fly to me from the end of the whole stage. :C
So yeah, guess that's that...
 
i think you should release it! it looks really good and accurate, and i think the mod deserves to be released to the public!
I meant the final demo. I’m not sure If I should release one when the addon is like 80% done. But still thanks that you seem to care for it. :3
oh right i forgor. the badniks... aqua, you can use this, its sprites are even in the srb2 style!
I already have the addon downloaded on my PC, and I forgot to mention the badniks... I will add more badniks from GHZ to make the stage feel less barren than it is. Because only having 2 types is kinda boring. :P (In which one can’t even be properly recreated in SRB2)

Anyway, I’m on my way to watch sonic 3, so I’ll be unreachable for a while.
 

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