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Sonic Triple Trouble 16-Bit and StC Stuff- Now with gallery in the 1st post
#1
changed this post into a gallery.

Sonic Triple Trouble: Titlescreen and font

Sonic the Comic
Professor Ovi Kintobor
[Image: kintobor.png]

Dr. Robotnik
[Image: botnik.png]

the Omni-Viewer
[Image: omniani2.gif]

Egg-Fortress
[Image: egg_fortress.png]

Emperor-Metallix
[Image: emperor_metallix.png]
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Mock-Ups
MockUp Collection
Sunset Park TV
SPZ3 Boss TV



[Image: marusprite.png][Image: DerZocker.png][Image: irissprite.png]
Thanked by: Baegal
#2
This is pretty cool. The train's face looks a bit odd, but everything else is pretty awesome so far.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#3
can we have a sample of the original tiles?
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#4
Here ya go
http://npshare.de/files/28cc56bf/stt-04-sp2.png
http://npshare.de/files/92488fff/Marve_S...us-Gou.PNG

Is there someony who's savy with the MDs pallette? My goal is to make it usable in hacks and i'm a bit unsure if there are some tiles in the boss sprite that use to much colors at once
[Image: marusprite.png][Image: DerZocker.png][Image: irissprite.png]
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#5
[Image: megadrivepalette.png]

Quote:The Mega Drive VDP supports four palettes of 16 colors each, with each color being selected from a total of 512 colors; using the Shadow/Highlight capabilities of the VDP, the total raises to 1536. Each palette is 32 bytes, with each color occupying two bytes.
The MD tile format stores two pixels in each byte. For example, if a tile byte is 0x4F, then the first pixel is color 4, and the second pixel is color 15. Note that color 0 in each palette is usually transparent, though color 0 of palette 0 is typically used for the border color.

Source: Sega Retro

It contains all the technical stuff that you might need too, so I suggest you to check out ;p
[Image: MegaEXESig.png]
Thanked by: Ton
#6
I did some more Sonic Triple Trouble stuff. A reimagined zone-card, a pumped up titlescreen and a WIP of Meta Junglira Zone.
[Image: stt_titlecard_16bit.png]
I tried to make it look like a mix between the original font and the one of S3
[Image: stttitle16.png]
Used Flare's rip as a base for the colors
[Image: metajunglira.png]
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#7
Everything in this topic is looking great.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#8
Thanks a lot, guys!
here's more
I really could need some advice for the palmtree. Any ideas?
EDIT: Updated the special stage and made a quick mockup
[Image: specialmock.png]
Thanked by: Iceman404
#9
holy shit this is great.

some one make these tiles into a rom hack.
Discord is Dioshiba#9513
Thanked by: Iceman404
#10
Honestly, if I hadn't seen this here, I'd think SEGA made it.
[Image: threedeess.png][Image: klklkla.png]
Thanked by: Iceman404
#11
(08-31-2010, 10:57 PM)SnowflakeSparks Wrote:
(08-31-2010, 03:38 PM)masterofdioga Wrote: holy shit this is great.

some one make these tiles into a rom hack.
Heck, this could be put in a fan game as well.

I actually was going to do this once, but had difficulty bringing Great Turquoise to work in 16x16 tiles. If OP is interested in the possibility of making all this work, then I'm all ears. Tongue

I recall Retro showing interest in a Genesized Triple Trouble awhile back

I tried to join Retro some while ago, but it seems like Tweaker doesn't like my name T_T
It would be great to see those in an actual game and i'm currently trying to get into GM8 although i just started to figured out how to map with the Dash Engine. So what would be the best way to organize them? Maybe 64*64/128*128 chunks? I already started to organize Sunset Park
Anyway it would be great to work out some concepts^^
(i.e. makin a new special stage and reworking the original one into a real zone or using the GG bosses as 2nd act bosses with Robotnik for the third acts.)
Man, i could plan all day long xD
[Image: marusprite.png][Image: DerZocker.png][Image: irissprite.png]
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#12
You know, that pink/green palette isn't as eye-searing as I thought it might be. Good work.
Do you plan to submit when you're finished? Cute
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#13
wait

wait wait wait

these AREN'T rips?







Holy crap Surprise
HAVE I BEEN MISLEAD?? [Image: TeamStory.gif] THE DREAM ISN'T DEAD???

#14
Why are you posting here when you should be at work right now. You aren't gonna get Sonic 5's art done by just sitting here and goofing off.

By the way, how's working at Sega going for you?
[Image: Bear2.png]
[Image: tumblr_ljk17tWfME1qd7kbno1_250.gif]
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#15
(09-02-2010, 04:59 AM)Robert Paulson Wrote: Why are you posting here when you should be at work right now. You aren't gonna get Sonic 5's art done by just sitting here and goofing off.

By the way, how's working at Sega going for you?
Well, if i'd been alive about 15 years earlier. xD Although i this place would be better reserved for the guys who made Sonic XG^^
Actually these are my first attempts at creating Sonic tiles and i could really need lots o' practice in terms of slopes, plants, and especially organizing^^
Hell, RM2k chipsets aren't nearly as complicated like this^^'

Is there maybe anyone intrested in assisting me by creating a barebone chunk template? Perhaps someones who already has experience with Sonic-mapping. I think that would speed up things greatly.
(09-01-2010, 12:55 PM)Tonberry2k Wrote: Do you plan to submit when you're finished? Cute
Sure

BTW Some Atomc Destroyer Zone for you^^
It's as confusing as it looks*g
[Image: atomicdestroyer.png]
Edit: I gave it a try. Already 54 chunks and still no zoom-tubes. This set already blasts my laptops resolution and is just half done xD (i think)
Click me! Ideas? Improvements?
[Image: marusprite.png][Image: DerZocker.png][Image: irissprite.png]
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