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View topic - Sonic Sundown (Development Thread)

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  • Joined: 19 Mar 2024
  • Posts: 1
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Sonic Sundown (Development Thread)
Post Posted: Wed May 08, 2024 9:47 pm
This will be a place where I'll (hopefully) be posting development updates for my current hack.

Demonstration here:


Sonic Sundown is a "whole game overhaul" type hack of Sonic 2 SMS themed around travelling across different planets.

Currently implemented features include:

  • New sprites and animations for Sonic (including an expanded frame count for existing animations and lots of completely new animations for style)
  • New Spin Dash and Air Roll abilities
  • Shield and Save Point monitors
  • One (as of now) new level with fully custom art, as well as custom palette cycling and dynamic tiles
  • All badniks present are either custom or substantially modified
  • New audio SFX and music
  • No Game Overs or Time Overs, new HUD with the ring counter expanded to allow for 999 rings
  • Sonic CD-like extended camera
  • Lots of under the hood clean up
  • [IN PROGRESS] Custom hub level
  • [IN PROGRESS] Playable Tails


Screenshot for the last two attached.

Current credits:

  • LaterSingTogether/gnid0chka: the vast majority of the character sprites, some object art;
  • VAdaPEGA: originally created the Sonic Boom cover for my previous hack Sonic Eclipse, which has been repurposed here;
  • pixelcat: everything else.


In case anyone knows of my past work, this is a successor to the 2016 hack Sonic 2 ReMastered and the 2018 hack Sonic Eclipse. Third time's the charm, eh? Maybe.
sundownmoon.png (176.29 KB)
sundownmoon.png

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  • Joined: 01 Feb 2014
  • Posts: 885
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Post Posted: Thu May 09, 2024 5:31 am
Really nice art, especially the sprites. The backgrounds give me some Ristar vibes.
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  • Joined: 09 Jun 2014
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Post Posted: Thu May 09, 2024 7:09 am
This is looking absolutely fantastic! The new features are great and level layout is well done.

I love the big the sprites. A 24x24 pixel motobug looks so much better than a 16x16 motobug as in Sonic 1 or 24x16 as in Sonic 2.

How many enemies can you show on screen (without flickering)?


Now i want to make Sonic Genesis in this engine :p.
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  • Joined: 23 Sep 2016
  • Posts: 40
  • Location: Arkansas
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Post Posted: Thu May 09, 2024 7:28 am
You've truly topped my old (canceled) Sonic Project Aspect hack. This is gonna be the best Sonic game to ever hit the 8-bit powerhouse.
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  • Joined: 09 Jun 2014
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Post Posted: Thu May 09, 2024 8:31 am
And i see you are using other frame sizes for sonic, than the usual 24x32. That running animation looks a lot better now.
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  • Joined: 27 Feb 2023
  • Posts: 140
  • Location: France
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Post Posted: Thu May 09, 2024 4:29 pm
This looks superb.

One suggestion, no idea how difficult it can be though. Having played a ton of Sonic 1 and 2 on MS, I know from my experience that the falling bridges cause slowdown (not a big issue) but they make jump input very irresponsive. So it might be something to check, either to see if it can better respond, or if this is difficult to fix, then not relying too much on jumping from these falling bridges in the level-design.
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