Sonic Adventure Revolution

In Progress Sonic Adventure: Revolution[V12] 12.0

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The project is currently under development.
Well you don't have to edit every sprite, just treat them as remaps.
just use palette command and point to the new image.

Messing with contrast/brightness like I did isn't the best method.  Better to manually edit the palette.  ;)

EDIT:Could try and rip the actual palette from the roms.  Or just get all the sprites from original sonic and make a palette of those colours.  Remap your chars using it as a guide.
 
Hmm, maybe I'll have to try that if this method doesn't work, but in the meantime, I didn't know palette command could control the colors with just the base palette, even if they don't match. It was a major problem for me with the old command, so I guess I was still thinking it working that way.

Anyway, you can look at this screenshot and tell me what you think, the Sonic on the left had his satuaration increased by 150, and the one on the right is the original palette. This is also a new stage I'm showing you.

On another note, for some reason, the GFXShadows only show up in the char select screen. I just discovered the light command but it may not work till I get the shadows to show.

x)

[attachment deleted by admin]
 
Yeah you can leave the sprites as they are.  Just open an image in palette editor, change the colors that you want and save it as a remap. Use alternatepal command in char header. 
 
That's what I did with Sonic there in the screenshot I posted. He's using it as his main palette now. I only got the original on the right for a comparison. Irfanview has a color corrections menu so I can make many adjustments there.

About this problem, I'm pretty sure it's because I'm using foregrounds pieces for the panel, which were as bright as Sonic, and it looked better in the classics because he was only in front of the background. If he was ever against any of the forground, it was colored darker. When I get to working on it, I'll take the more brighter panels and make them darker.

x)
 
Yeah I think you're right.  The darker panels or even fading some background will help for sure.

Sorry I forgot to mention the sprite. 

It looks good.  You could choose only the yellow channel and reduce it slightly.  To alter the face if you wanted.
It's hard to see at the moment because the background is blue too.

Another trick is a dark transparent panel behind sonic's layer and another (with less darkness) in front of his layer.  Can sometimes help things blend together.
 
Didn't think of using two of dark panels at once, but it's a good idea. At first, I backed out of the idea because it makes the entire stage dark when it's on the panels that need to be handled, but then I figured I could increase brightness of the backgrounds in their palettes.

On another note, the new enemies I'm putting in, you said you were getting shot to much and also dieing in holes. The new enemies I'm using will be the badniks from the original games. What if I set most of them with "noreflect" attacks? This way, even if you gt swarmed, you would have no hard time taking them out as long as you use your Specials. I could also replace other ranged enemies with them around areas with holes to make that a bit easier.

X)
 
- For darkness panels, in palette setting under H.S.B, just increment the B part and leave the other 0 (unless u want colour) So like 14% would be really dark, and 94% very mild.

hsb.png



- maybe add reflect block blocking to players (sonic could spin on the spot in a ball and reflect/block projectiles)

it was mainly because the enemy was off screen and I was jumping ON screen and getting shot straight away and falling in a hole.  And was no way to advance for a moment.  A couple of times spawned on his platform and got shot off on spawn.
 
Don't know what program you're using for that, but I've just been lowering the brightness.

On that note, here's a sample of two new panels, with Sonic's sprite over them, let me know what you think. Sorry about that second background though, I originally intended for the stage to be like that, but the panel will be shorter, and the blue in the background is already dark. Also, the difference is clearer when zoomed in.

x)

[attachment deleted by admin]
 
Nah, I'm good with what I got. Still using MOSWorkshop and Irfanview.  :P

But there is something else. For some reason, shadows aren't coming up in a lot of my stages. I found one they show up in though, maybe you can find something in the header text?

This is for the stage that does have shadows.
Code:
#bglayer {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio}
Background	data/bgs/CChaos/BG.gif 0.5 0.5 0 -10 0 0 20 1 1
panel		data/bgs/CChaos/Panel.gif
frontpanel	           data/bgs/Fpanal.gif
order	a

direction both
settime 0
notime 1
Cameratype 1

This one doesn't:
Code:
#bglayer {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio}
BGSpeed 1
BGLayer	data/bgs/QuartzP/BG0.gif  0.5 0.4 0 35 0 0 2000000000 1 1 0 0 0 0 0 1
BGLayer	data/bgs/QuartzP/BG1.gif  0.4 0.3 0 5 0 0 8 1 1 0 0 0 0 0 0
BGLayer	data/bgs/QuartzP/BG2.gif  0.1 0.1 0 45 0 0 8 1 1 0 0 0 0 0 0
BGLayer	data/bgs/QuartzP/BG3.gif  0   0   0 50 0 0 1 1 1 0 0 0 0 0 0
panel		data/bgs/QuartzP/Panel.gif
panel		data/bgs/QuartzP/Panel2.gif
frontpanel	           data/bgs/Fpanal.gif
order	aaab

direction both
settime 0
notime 1
Cameratype 1

light 0 256
at 0

Can't figure out what's causing the issue.

x)
 
I just tried and got nothing, so I ran a series of test by putting # before everything having to do with the stage, and copied over the BG's and Panel from the one where the shadow comes up. After everything I just did and slowly adding the original level BG's back, it seems the only thing stopping the shadow from showing up was BGLayer on all backgrounds, so I just changed the first one to Background, and all of a sudden, it works now. The crazy part is that was the firs thing I did when I first compared the levels and it had no effect. I also changed it back to BGLayer again, and the shadow was gone, just to make sure.

The smallest things man... lol.  8)

x)
 
Do you have animated panels or something which are placed to cover background panel?
Shadows are usually overlapped by those panels
 
No, there's no animations going on, unless you count me using BGSpeed for the sky so the clouds can move. Aside from that, it seems I just needed to use "Background" on one of them instead of "BGLayer".

x)
 
Ah yes, background is mandatory
Even if you want to move the clouds, you need to declare background. If you're afraid, that background will autoscroll otgether with cloud, you can declare it with bglayer and use small image for background
 
The stage in the second pic has nothing to be animated, but the first just has the clouds moving. I could animate the purple water, but I have no idea how I would go about that. The thing is, a lot of those stage animations aren't ripped on the sites I go on, just single frames of the backgrounds.

X)
 
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