Sonic Adventure Revolution

In Progress Sonic Adventure: Revolution[V12] 12.0

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The project is currently under development.
I have to say, this looks pretty cool, though, why Sonic 1? Did Sonic 3 or the advance games not work?

Also, I'm gonna update this topic with some screen shots I just took a while ago:


At this point now, every Turtle is close to completed, I just have to get into adding their Hoverboards.

x)
 
nah it was just the first hing I found quick when I searched for sonic palette. And TBH I know jack about sonic games lol
 
not sure what you mean, but I just did that quick as a test based on the screenshots.  I wasn't sure which style to match, so i went with the bolder looking sprites.

I notice there's some crazy colour going on in your game, everything a bit of a blur.  The sprites are desaturated but the backgrounds are very bold, so it's hard to focus on anything.
bor_0155.png


Also there's a bit of a style clash going on with some backgrounds, like this one.  Also it's way too bright for the sprites that are being used on it.
bor_0162.png



I think you need to conform all the sprites to a certain style, bold style, like original sonic stuff.  Or use the unsaturated look, like the Megaman sprites.  But everything should try to conform to one style.  The backgrounds need attention too, but it's probably easier to make the sprites conform first, then worry about the backgrounds afterwards.

Mainly the problem is some of your sprites are unsaturated but the backgrounds are very bold.    The actual GBA Sonic sprites and the TMNT match fairly well.  But these  megaman sprites are throwing out the balance.

NORMAL
Untitled_3.png


Contrast Increased 100% on cannon (just as quick reference)
Untitled_4.png


It's best to actually edit the palettes, contrast tool is good for a quick fix sometimes.

as you can see the blue from the sonic palette has 100% saturation.

satur.png



Personally I always thought the sonic games had crazy colour.  Bu if you look at sonic 1, the sprites colours are about 50% saturation, the background colours have full saturation.  It is not true for all parts thou, the red of his shoes is 100% sat.

Sonic_The_Hedgehog1.png
 
Yeah Beastie, I don't know if you've seen my mods but I tend to use a lot of different styles at once, especially in Sega Brawlers where there's over 70 characters to choose from. I was already told about the background colors and Contrast which I'll get to fixing at some point in the future, but for now, it really depends on the stage. Check the shots here:
http://www.chronocrash.com/forum/index.php?topic=381.msg36212#msg36212

Also, I was looking back to link you to the guy who commented about contrast and such, and turns out it was you, lol.
http://www.chronocrash.com/forum/index.php?topic=381.msg31046#msg31046

With the turtles though, I'm going to have them saturated once I start working on their palettes, I usually don't do those until after I get all the coding done. Before then, I still have the hoverboards to deal with.

EDIT:
Made test shots of 2 Leo's, one with his original palette and another with increased Contrast and lowered brightness. Let me know what you think.





I also wanted to test lowering the light and saturation in Quartz Paradise using infranview because of me making the grass blue. I flipped the second image then added the saturated and darker Leo sprites to the edges.


x)
 
Sorry I forgot I'd mentioned this already, I'm not trying to nitpick, I've just messed with some of those megaman sprites before.  They look better to me just increasing the colour/contrast.  Makes them more metallic and shiny. :)

Of course I seen your mods ;)  I've only played them a little bit, I really like them thou.  The sprite clash doesn't really bother me, but I can notice it's probably not too hard to make them match better with some tweaking.  Probably easier to sort it out as you go, do it sooner than later.  I helped count monte tweak D&D, there was so many sprites we had to average it out and batch process a lot of stuff in the end.  It would of been easier if he had been matching sprites to the original capcom stuff as he went.

I mean you COULD go all out and perfectly emulate the sonic look on everything, but that's a lot of work.  But it's easy to get the sprites and backgrounds all roughly the same


This palette for leo looks pretty good on this stage, if it were me I'd make all the sprites bold/saturated like this.  And make all the stages match this style. 

bor_0171.png


The sprites will match and you can keep the classic SONIC look.  Or if you prefer you could have bold sprites on faded backgrounds like this,

bor_0175.png


personally l prefer the retro colour of the old stages, so I would just contrast these more to match the sonic ones.  And the megaman sprites are an easy match with increased contrast, so it's less work doing it like this.  Will be  easy to fix the sprites, then only certain background will need to be edited.


Stuff like this just increase contrast and some brightness.

bor_0168.png


a bit overboard cause I'm using a screenshot, but you get the idea. Background images might want to be faded/darker, but panels and foreground should be bold.
bor_0168.png


Anyhow go with whatever style you like best, depends what you prefer.  I just thought the retro sonic style would be easiest.
 
I see. This whole thing is still new to me since you're the only person to bring up the contrast thing up before, and I had also worked on Beast Mode and helped NickyP with his Sonic mod in between that time.

I mean you COULD go all out and perfectly emulate the sonic look on everything, but that's a lot of work.  But it's easy to get the sprites and backgrounds all roughly the same
This palette for leo looks pretty good on this stage, if it were me I'd make all the sprites bold/saturated like this.  And make all the stages match this style.
The thing about that is, this game will include stages from many of Sonic's games, and I may end up using other stages and styles to fit his comic books and cartoons since this game will not just be based on the games. Some of the stages aren't going to look the same or have the same style I'm afraid. As for the sprites, as I said before, I'll get to them, but I already made the fixes to most of the characters already in the game months ago, I just need to do the stages: https://www.youtube.com/watch?v=A-vgVsLx5ZM

The sprites will match and you can keep the classic SONIC look.  Or if you prefer you could have bold sprites on faded backgrounds like this,
Again, that depends on the stage, since many of them wont be the same.

Stuff like this just increase contrast and some brightness.

a bit overboard cause I'm using a screenshot, but you get the idea. Background images might want to be faded/darker, but panels and foreground should be bold.
Yeah but wouldn't making the panel brighter just make the problem you're talking about worse?

BTW, assuming you don't know about this game, Sonic Generations took 1 stage from 9 Sonic games and put them all in one game. You can see the styles all in one game. You may be able to make a better assessment from these:
http://images5.fanpop.com/image/photos/27200000/Sonic-Generations-Screenshots-sonic-generations-27237759-1280-720.jpg
http://media1.gameinformer.com/imagefeed/screenshots/SonicGenerations/sonicgenerations-b-12.jpg
http://www.mobygames.com/images/shots/l/558995-sonic-generations-windows-screenshot-crisis-city-modern.jpg
https://www.sonicstadium.org/wp-content/uploads/2011/11/Sonic-Generations-Planet-Wisp-Screenshots-40.jpg

There's also NickyP's Sonic Liberalizations: https://www.youtube.com/watch?v=EJwKNeUkGe8
Going from the video, many of the panels are faded, which I'll have to work on.

x)
 
I understand all the stages and sprites are different, that's why I suggested you should match them up.  ???

It's an easy process, it wouldn't be a huge job.  Sprites can just use their new pal/remap as default palette, so you don't have to process every sprite.. 
 
I'm aware of all that, but the same fixes for some stages may not work for all of them. For example you talked about fading the background(the screenshot where Leo is on a 2D stage), but as you can see, they will be on 3D panels to, meaning I wont be able to Color then the same as 2D stages because be brighter, which is the reason you brought this up.

I can do this easily with Irfanview, it's not a big problem, it's that I may have to tackle each stage differently.

x)
 
Yeah what you really want to do is edit the palettes instead of just processing the whole image.  So you can have control over the colours.  Im just using the increased contrast tool as an example.  But sometimes it's all you need, depends on the sprite/image.

Or if your working with something like photoshop you can do it with layering and colour selection, or just select one area of the image. 

Backgrounds and panels really shouldn't be all in one image anyway.
 
My panel and backgrounds aren't in the same image though.

I do have gimp and can work with that, but I see what you mean now by controlling the colors. The thing is though, many of them are the same color, just different shades. I could try to make the panels more genesis like when it comes to Color, even though a good amount of them are from the genesis games, so yeah, when it comes down to it, it depends on which stage it is. It's just that matching them all up is going to be an issue because many of the stages are wildly different in the first place. Some stages are naturally going to be brighter or darker then other no matter what changes I make.

On the other hand, we have to take into consideration that some of these screenshots you're talking about contains sprites that aren't edited yet, which I'm only realizing now, but it confused me because when I fixed Leo's palette, you brought up an image Raph was in when he hadn't been edited. Even then, you have to take into account that Leo was in completely different stages then Raph, Leo is on top of a purple road or building(What it's suppose to be, don't know myself) with other bright martial, while Raph is standing on a dirt road in the middle of a construction site in a real city.

For this to work right, I may just have to make all the sprite palettes saturated but darker, that way, stage that are naturally bright will be bright then the sprites, and stage that are naturally darker just need to be faded a little or something else. I'll work out another example later. For now, I pulling this shot up from Sonic CD. It shows that the panel is actually much brighter then Sonic is:
scd-qq-appearanceimg6.png


This may be what's causing the problem with my mod because the advance palette for Sonic are brighter then his Genesis/CD palette, so I just might have to make every palette darker.

img_wgmgz.gif

Also, it seems Leo is also dark here then in his advance palette, but the background is completely faded.

I'll see what comparisons can be made later so we can figure this out.

x)
 
I'm probably confusing you, but all you need to do is edit the palettes and change the saturation of certain colours. 
satur.png


Don't over think it too much,  my logic was just that it's a sonic game and you're a huge sonic fan, so my idea was just adjust everything  based off the sonic sprites and stages, which have bolder colour. 

You could tone everything down instead and make it darker like this if you wanted.
index.php


 
I'm not confused by this, I just need to cover the basis that some stages aren't going to be as light or dark as other, even when I make these changes. On the other hand, I noticed now that I never did saturate the sprites, I made the contrast higher and made them darker. With that, I put this image together, 4 shots of stage with genesis and advance sprites of Sonic and Leo on them, all contrasted sprites. The left side is how the stages look in game, the right are changes I made based on the sprites. I made changed brightness, contrast, and or saturation based on the contrasted sprites. This is before we get into palettes.


And here's the same image, but this time I actually saturated the sprites. I just need to know which shades of the stages look better and blur less with the sprites. Then when I start doing palettes and individual colors (depending on the stage), I'll have an idea how to handle them.


x)
 
I wonder who or what the TMNT stage's boss is going to be? And could you give us a hint about the next Sonic character added? And the palettes do look nice.
 
Miru said:
I wonder who or what the TMNT stage's boss is going to be? And could you give us a hint about the next Sonic character added? And the palettes do look nice.
I think the bosses I'll go with will be Bebop and Rocksteady, even with the difference in sprites.
Far as Sonic characters go, it may be Nicole, and I already have sprites for her.

Ok, I got something to show you guys, and something I need help with. I'm using anim Spawn with spawnframe to summong the floating boards for the turtles, ripped from the second GBA game(Sonic is just there for entertainment, lol).


Ok, so it looks good, but I have two problems here, the board wont follow until I move away from it, then it stays with me, but it also jumps in the air with me. I wont it to stay down like it did in the arcade games. I plan to use the death animation to unsummon the board and make it blink out with the character, or if someone can show me how, just make playable characters fly out of the screen so they don't lie on moving ground:



There's a 3rd problem to, I'm using anim Spawn, but it wont work unless I use the exact text in the original player entity, since I've used type none entities as weapons for the speed stages, so I have to spawn the board with the normal player entity before it works with the type none entity. I need another way to force another spawn animation an entity will have to do when spawned, maybe a freespecial, that will only work for the turtles and not effect anyone else, or something to that effect.

Here's the text if it needs to be seen:
Code:
anim      spawn
	loop	0
	delay	1
	offset	151 150
           spawnframe 0 0 0 0 0
           #custentity Marker
           custentity MiBoard
	#@cmd	spawn01 "MiBoard" 0 1 0
	frame	data/chars/Mikey/Idle1.gif

Code:
name	MiBoard
type	NPC
shadow	0
subtype follow
#alpha 1
nolife  1
nomove 1
facing 1
setlayer 1
gfxshadow 1

palette       data/chars/Mikey/Pal

#animationscript data/scripts/script.c
#animationscript data/scripts/Map.c


anim idle
	loop	1
	delay	3
	offset	151 150
	@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
	frame	data/chars/Mikey/SBoard0.gif
	frame	data/chars/Mikey/SBoard0.gif
	frame	data/chars/Mikey/SBoard0.gif
	frame	data/chars/Mikey/SBoard0.gif
	
anim Walk
	loop	1
	delay	3
	offset	151 150
	@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
	frame	data/chars/Mikey/SBoard0.gif
	frame	data/chars/Mikey/SBoard1.gif
	frame	data/chars/Mikey/SBoard0.gif
	frame	data/chars/Mikey/SBoard2.gif

x)
 
if someone can show me how, just make playable characters fly out of the screen so they don't lie on moving ground

I have made such board before but it's generic board, which will follow certain player, regardless of player's name
BTW that board isn't spawned by the player but instead it's already available in the stage BUT it hides itself when respective player is not available. That's the easy trick to prevent having too many boards on the stage

I'm using anim Spawn, but it wont work unless I use the exact text in the original player entity, since I've used type none entities as weapons for the speed stages

Actually, it works as long original entity has SPAWN animation. Doesn't matter if that animation only plays two frames of IDLE animation with short delay
So there's no need to clone SPAWN animation from bike ride mode to original entity
 
I have made such board before but it's generic board, which will follow certain player, regardless of player's name
BTW that board isn't spawned by the player but instead it's already available in the stage BUT it hides itself when respective player is not available. That's the easy trick to prevent having too many boards on the stage
Sounds nice but these boards will be specific to characters, but Color and which Turtle.

Actually, it works as long original entity has SPAWN animation. Doesn't matter if that animation only plays two frames of IDLE animation with short delay
So there's no need to clone SPAWN animation from bike ride mode to original entity
I'm doing some tests right now but it's still not the case for me. The type none entity for speed stages is not using the spawn anim I set for it at all.

x)
 
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