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Sonic the Hedgehog 2 SMS/GG 16-Bit
Posted: Sun Nov 03, 2024 5:31 pm
by StellarStardust
This project aims to
re-imagine the
8-bit Master System/Game Gear versions of Sonic the Hedgehog 2. Every zone has been re-imagined completely to fit that of the likes of Sonic 2 and CD. This demo for CGS2024 features only
one zone,
Under Ground Zone.
PLOT:
► Show Spoiler
Following his first adventure across South Island, Sonic the Hedgehog leaves in pursuit of adventure. Upon returning however, he finds no sign of any of his flicky friends... Before he let that thought linger, the
hedgehog hears something swoosh by, looking to only see Dr. Robotnik chasing after his new friend, Miles
"Tails" Prower! Try as he might, Sonic could only catch up just in time to see the mad doctor snatch his
buddy and take off, only leaving a note written by Tails behind explaining that he is being held hostage
in the Crystal Egg Zone in exchange for the six Chaos Emeralds! The note also warns Sonic that Robotnik has
built a new series of robots that is awaiting the hedgehog called "Master Robots"... After reading the note,
Sonic sets out to thwart Dr. Robotnik's scheme and save his friend!
SCREENSHOTS:
TEAM SUPERNOVA CREDITS:
► Show Spoiler
StellarStardust - project lead, character and level artist, level designer, also some minor code changes or adjustments
_Sonc - co-leader, level artist, character artist, level designer
joshyflip - character artist, made suggestions for the reveal trailer
Dark - coder, made some level changes
Markthemaster91 - coder
Blue(BlueSpeedster) - coder
jtn00b - coder
LunarCryptik - composer
D a VE! - composer
KGL - beta-tester, made a lot of useful suggestions too
SPECIAL THANKS(these people weren't on the team, but helped out nontheless!):
MotorRoach - helped out with a few art assets for the project
Xavier - made a suggestion for UGZ3 boss that greatly improved it
July2612 - beta-testing, gave some suggestions
Beta Nexus - made some old UGZ assets that became the basis of UGZ's FG art
Full credits are in the demo's credits.
Re: Sonic the Hedgehog 2 SMS/GG 16-Bit
Posted: Fri Nov 08, 2024 3:17 pm
by BlueSpeedster
Hey there, dev of the project here, the demo is now live for everyone to enjoy and play, any feedback can be said here and via the form at the end of CGS! In the meantime, have fun!
Re: Sonic the Hedgehog 2 SMS/GG 16-Bit
Posted: Fri Nov 08, 2024 4:58 pm
by BlueSpeedster
Note to all Content Creators: It would be recommended to play with version 1.0.3.1 rather than previous versions, this update contains the following changes to ensure a smooth gameplay experience
Patch Notes List
► Show Spoiler
Version 1.0.3/1.0.3.1 <Available Now (1.0.3.1), Replaced with Version 1.0.3.1 (1.0.3)> (CGS 2024 Demo Patch 3/3.1) [* = Major, - = Minor]
===================================================================
(Note: Patch Notes are mostly the same between 1.0.3 and 1.0.3.1, 1.0.3.1 changes will be highlighted)
* Added in Controller support from the latest Harmony version, you can now play the game with a controller! (Select pieces of text have been updated in accordance)
* Intro theme has been updated again, courtesy of LunarCryptik!
- A selection of sprites for Sonic have been updated
- A new name has been added to the credits.
- Tweaked some wording for the Disclaimer message.
- Minecart’s x scale no longer matches with the player prior to interaction.
- The Title Screen received a major tweak to it's feel, yet something remains the same.
- (Version 1.0.3.1 Fix) Bleep sound effect is now tweaked for the options menu
- There will never be an Android port.
===================================================================
Supported Controllers (Tested by the devs):
XInput-based Controllers (includes the controller used for Xbox One S+ / Series X|S)
DualShock 4 (PlayStation 4)
DualSense (PlayStation 5)
Incompatibility Note: Nintendo Switch controllers are not supported out of the box, you will need to use an external program to use them with this game
Version 1.0.2 <Replaced with Version 1.0.3> (CGS 2024 Demo Patch 2) [* = Major, - = Minor]
===================================================================
- Collision on Under Ground Zone has been tweaked again
- Changed Intro music to be higher quality
- Fixed a bug with stage restart causing the player to be given 0 lifes after death
Version 1.0.1 <Replaced with Version 1.0.2> (CGS 2024 Demo Patch 1) [* = Major, - = Minor]
===================================================================
* Fixed a couple of issues with the minecart in Under Ground Zone. (No longer crashes upon acquiring speed shoes/fixes respawn)
* Added a new stage restart key, the disclaimer screen has been updated to reflect this
- Music should now be paused when pausing on a stage
- Changed a name in the credits
- Updated the fade out in the CGS Splash Screen to match up with the SEGA screen following it
- Tweaked the Invincibility/Speed Shoes timer to match up with the song
- Collision for Under Ground Zone Act 2 has been tweaked.
- Loop Switch Collision has been tweaked for all acts of Under Ground Zone
- Removed Herobrine
If you have recorded any gameplay with previous versions of the demo, you will need to either rerecord or let people know of a newer build available. Thanks for your continuing support on the project!
Re: Sonic the Hedgehog 2 SMS/GG 16-Bit
Posted: Fri Nov 08, 2024 5:39 pm
by FangameReviewGuy
Gotta say, this fangame got some potential! Unlike other Game Gear to 16-bit remakes, this isn't simply giving the original levels "16-bit" sprites and keeping the level design the same, nor is it upscaling the original sprites to make them feel "16-bit". That always felt lazy to me. This actually feels like a lost Sonic Genesis game. With that being said, what is here is VERY short.
Levels don't even take a minute to beat, and that's with me not trying to speedrun them. I feel like levels, on average, should at least take about 2-3 minutes to complete, but these can be completed in damn near 30 seconds. That's really bad. On the plus side, the level design, as far as I can tell, doesn't seem to be the same as in the original game, which is great because I don't think the original level design would really suit a "16-bit" version. I'm sure everyone knows about Sonic Triple Trouble 16-bit by now. I'm also really happy to see that the sprites actually are custom and not upscaled and cleaned versions of the original game's sprites. The sprites look like something that would come out of Sonic 2 or 3. Too many S2GG 16-bit remakes fail at the art department.
Welp, that's all to say. Again, not much meat to tear into here, which is a real shame. If my biggest critique is that I want more of it, then I think that should say something. I'm just happy that we finally have what seems to be a proper Sonic 2 GG 16-bit remake akin to Sonic Triple Trouble 16-bit. Looking forward to this one.
Re: Sonic the Hedgehog 2 SMS/GG 16-Bit
Posted: Fri Nov 08, 2024 10:56 pm
by Phantom1232Boi
This is simply brilliant, I love the direction this is going in
The music is so good too, I need that OST on YouTube ASAP, especially the Speed Shoes theme
Fantastic work from the Team! Can't wait to see more
Re: Sonic the Hedgehog 2 SMS/GG 16-Bit
Posted: Sun Nov 10, 2024 9:02 pm
by sovic91
Hey guys, just wanted to say great work on this demo. It's really fun, the level design is pretty solid, the pixel art is beautiful. You've got a lot of neat little touches troughout like the checkpoints being a hybrid between the classic checkpoint and the beta design from Sonic 2 (16-bit). The minecart setpiece is done really well. Kinda reminds me of those spindash sections from Sonic 3D Blast, except you can controll them. The quicksand in the boss area is an absolutelly brilliant way of solving the problem of Sonic having controll on the slope with the Megadrive physics. Wish I'd thought of that. Though, I'd suggest making the quicksand a mechanic in the level itself, so that it doesn't come out of nowhere just for a single appearance in the boss fight. You also managed to fit in the springs section in the level design (you probably know what I'm refering to) and have it work well. I also found a few bugs. Pretty inconsequential stuff, nothing major, but I thought I'd do my due diligence and make a short bug report anyway. And for clarification before you ask, I am running version 1.0.3.1
The first one isn't really even a glitch, just a slight oversight. Due to different layer priorities of different chunks, part of Sonic shows, where it's not supposed to.
The colapsable platforms sometimes collapse when Sonic isn't standing on top of them. That happens because the Harmony framework (and from what I can tell most Game Maker Sonic frameworks in general) just checks if the player is within the collision of the platform and if they're in a grounded state. Here are a few examples where those conditions are technically satisfied, but the platform shouldn't be collapsing.
A pretty simple and easy (though I suppose slightly unelegant) fix would be an extra condition in the if statement that checks if the player's y_position has a greater value than the platform's.
You can get regular control of Sonic while in the minecart if you jump and touch the loop's top part while holding down. I'm assuming there's a conflict between player states.
And lastly, in act 3 you can get bellow the lava if you build enough speed.
Anyway, can't wait for the next release. Good luck with the project guys.
P.S. Forgot to include this picture of misaligned chunks: