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(7.28 KB 320x224 Sonic1_title.png)

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8moe Sonic 1 Anonymous 05/31/2024 (Fri) 02:19:43 Id: 85143f No. 973770
Community project for Sonic 1.
Idea: There can be an 8moe /v/ mod of Sonic 1 Forever. With Vivian James as Sonic. (This is doable by editing the Sonic1 spritesheet in the Sonic 1 Forever folder under Sonic 1 Forever > Data > Sprites > Players). & Mark as Eggman. (found under the Sprites folder in Global). NOTE: (Sonic spritesheets must be 256x256 & .gif, the frame size varies but is 29x39 for the 1st frame idle animation). This is not-so-hard to do if you edit the Sonic1 spritesheets & stay within the frame boundaries. REQUIRED TOOLS >Aseprite >RSDK Animation Editor If anyone uses Aseprite to edit the pixels, it is important to note you'll want to use the native palette color to avoid a black box error. Specifically, in Aseprite, use the top left box of pink for the transparent background + the colors above the bottom pink row. SONIC 1 FOREVER Sonic 1 Forever: https://teamforeveronline.wixsite.com/home/sonic-1-forever Sonic 2 Absolute: https://teamforeveronline.wixsite.com/home/sonic-2-absolute Before you install these, you'll need the apk files below. Sonic 1 apk: https://sonic-the-hedgehog.en.uptodown.com/android Sonic 2 apk: https://sonic-the-hedgehog-2-classic.en.uptodown.com/android To install, simply make a folder and place the apk file inside and unzip the zip file and put its contents inside with the apk. If any artist is interested, make Vivian James pixel art in the 29x39 box in the Sonic 256x256 spritesheet using Aseprite.
RSDK Animation Editor v1.5.0 https://github.com/Rubberduckycooly/RSDK/releases (You would have to figure out how to get the full version of Aseprite, not the trial version, yourself). : All the artist would have to do is make Vivian James pixel art around 29x39 frame in the 256x256 spritesheet and do it for every frame. The safest way to do this would be to do this for each frame on the spritesheet. You wouldn't have to do every single sprite -- this would be a big endeavor because there are 4 total spritesheets. sheet 1 -- 46 sprites sheet 2 -- 28 sprites? sheet 3 - 29 sprites sheet 4 - 39 sprites Making 142 sprites total. However, you could cut corners by only doing the essential sprites and skipping the super sonic sprites and a few other non-essentials like the tilting sprites. If you want to cut corners, I would recommend looking at Sonic 1 mods on gamebanana and studying their spritesheets to see what corners are cut & pulling the ani. files up (btw, when pulling up these files for the RSDK Animation Editor, make sure to look under RSDK 4 for supported file types so you can see the file -- study this to see what sprites are essential & non-essential.' This could be a community project to make an 8moe Sonic 1 Forever mod. You can definitely mod Sonic 1 Forever to do this. https://www.youtube.com/watch?v=VwMQgRI2e3Q
(51.88 KB 439x298 sonic 1 sprite example 4.jpg)

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>Sonic1 spritesheet If you want to avoid that potential mess, you could remap it to the original Sonic1 color palette with Aseprite: you can do this by grabbing an original Sonic1 spritesheet & opening it up in Aseprite and hitting the "Options" button above the color palette and saving that Sonic1 color palette. TOOLS RSDKv4 Palette Editor https://gamebanana.com/tools/6963 ManiaPal https://gamebanana.com/tools/6582 ^Use this to add more colors to base game by using it in the Game folder on the Gameconfig file (that is, RSDKv4 Palette Editor). But ManiaPal is for Palette files. 1. In order to add more colors, you open the Gameconfig file with RSDKv4 Palette Editor and insert your colors in RGB (Red, Green, Blue) value #s. 2. For Aseprite, for the added colors, you have to mirror the RSDKv4 Palette Editor except move it 1 block to the right ---> extra to the side. 3. Then for LZ_WaterPal.act and SBZ3_WaterPal.act and the special stage act file under the Palette folder, you have to order them exactly like the Gameconfig file order. ^Ideally, you want to avoid having to do this, so I would recommend sticking with the original color palette from the Sonic1 spritesheet. NOTE ONLY do this if an artist is using extra colors. VERY IMPORTANT Try to avoid color palette issues because they can be a real headache. If any artist or an anon does edit this, be sure to you have the original color palette from the Sonic1 sprite sheet. To get the palette, simply grab the Sonic1 spritesheet under Players folder, open it in Aseprite, and save it under the options menu. It is better than having to edit and configure the Gameconfig file & a file files in the Palettes folder to fix that
(20.12 KB 803x166 part walking animation(1).png)

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Here is Aseprite if anyone wants to try pixel art: 'Aseprite https://files.catbox.moe/owo856.zip I would say a good place to start is with >walk animation: 6 frames >running animation: 4 frames >skid animation: 2 frames >idle animation: 3 frames
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Here is the Sonic 1 palette: https://files.catbox.moe/4c39r0.aseprite (I believe this is it)
>>973770 >>973774 >>973775 >>973777 >>973779 >>973780 >>973782 So basically, you want someone to make a Vivian James mod for free, right?
>>973783 I don't plan on commissioning it myself. A drawfag was drawing Vivians earlier like in the OP. I provided anons with tools and the things to know if anyone takes up this project.
It looks like we already have >a standing position >idle frames >walking animation >looking up animation We can cheez-it. Not all the sprites are essential. I would say it is mostly the Sonic1 spritesheet, the first one, that has most of the animations we want. A few we can ignore on that sheet and for the most part the other sheets.
(40.95 KB 824x166 jump part animation.jpg)

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Jump animation is 5 frames, I believe. Bounce from spring is 1 frame. --We can skip the spindash and peelout animations on the 1st spritesheet an ignore the other 3 spritesheets largely.
(15.17 KB 256x256 Sonic1.gif)

If the drawfag is doing those animations. All you have to do is put them within these frames on Aseprite. & make sure the color palette is in the right order. The Sonic1 color palette is here: >>973782 You can try re-mapping it (the option to remap appears when you -first- load an image), so you might have to experiment and reload the image a few times or try a different one to fix the palette or colors.
>>973783 >glorified sprite swap <you want someone to make a mod for free The laziness of the anon never ceases to amaze.
>>973791 The Sonic1 spritesheet frames are a bit small, be warned. I think some are 29x39 size. The spritesheet must also be 259x259. The easiest way to do this is to fit the Vivian sprites within the frames where Sonic is.
(181.28 KB 613x608 crossed out sonic1 sprites.jpg)

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To save time for any pixel artist / drawfag: I crossed out the frames that are unimportant.
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What is already done I marked in green.
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Is Vivian doing an idle animation or looking down with the controller?
>>973803 intent, idle. could recycle easily for looking down, but nonsensical.
>>973777 Grace is a cutie. Is she OC or a character from somewhere?
>>973835 /monarchy/ tan, but kinda an avatarfag OC also.
>>973787 Good start, but she looks too pissed.
>>973862 intent was tired/irritated to be there. that is how i know her to typically be depicted
>>973792 the westoid anon*
>>973870 Personally I like this depiction, it's more moe: >>969203
(71.06 KB 600x453 12 game overs.jpg)


>>973770 >Mark as Eggman I don't know shit about sonic modding, but I'll look into custom boss battles. One where you need to crush Mark with one of those Oil Ocean platforms would be very fitting. It might work better as a Sonic 3&K reskin of the Egg Inferno boss fight. That boss takes 14 hits to defeat, but maybe there's a way to lower the damage counter to 12 to keep in theme with his game overs.
>>973877 Keep in mind, we're working with a small 29x39 space for some frames and not much bigger for others. It kinda depends if we can fit it in aseprite in the small Sonic frames on the 256x256 spritesheet.
(11.86 KB 256x256 Eggman.gif)

This is the eggman spritesheet under the Global folder. Eggman is 64x56 I'm not for sure whether we have to edit a script or animation folder, but like the Sonic1 spritesheet I believe the edits should be framed within the pink spritesheet frames and their size.
>>973920 Final Zone btw
(7.47 KB 256x256 Credits.gif)

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>>973923 This is in credits under Data > Sprites > Ending.| For the other one: Data > Sprites > SBZ (I think SBZ is Scrap Brain Zone)
(15.03 KB 256x256 Items.gif)

(16.51 KB 256x288 Items2.gif)

Data > Sprites > Global You can find the item sprites.
>>973926 It would be neat to edit the special stage ring in Items2 to be an 8chan ouroboros symbol, but I heard a script or animation file turns it a special way so keep that in mind.
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>>973770 I used to make sprite hacks during Esrael Sonic Editor times. It kinda looked like this, hard to find screenshots nowadays. Those tools i guess today are outdated.
>>973803 That idle animation needs more frames. Otherwise you´ll have to repeat frame 1-2 before 3-4, and then loop 3-4 by copying it by pairs multiple times to create illusion of her not waggling controller like crazy.
>>973994 Idle animation is three 3 frames. We have 2, but we could copy and paste to be lazy.
>>973801 There are about 25 sprites left for Vivian. Idk if drawfag from last thread is up for that. I'd wager we need the essentials minimal like running animation and skidding, so 6 sprites.
>>974025 rolling and jump pretty damned important
You're all a bunch of faggots.
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>>973792 Usually one person does all that shit.
>>973787 Needs stronger contrast. The two skin tones blend together and the shading on the forehead is indistinguishable from the actual hair.
>>974840 was only really doing this for a lark, but i do appreciate that crit. colors is something i rarely do, being a chronic doodlesketcher, and contrast is actually pretty damned important, especially for a hedgehog game. I'd try to push the skin tone further if I didn't already hit the 12(?) color limit I set based on the Sonic 1 sprite.
(15.17 KB 256x256 Sonic1.gif)

>>975042 Want to add any to the Sonic1 spritesheet with Aseprite? I could test it out in-game.
>>975046 not particularly, no. my laziness knows no bounds.
(14.99 KB 256x256 Sonic1.gif)

If it helps, here is the Grace sheet.
(13.05 KB 900x70 cartwheel diddy.png)

>>975049 >>975053 I would suggest that for Vivians high speed movment it shouls be a cartwheel a la Diddy Kong.
>>975056 That would be the running or peelout animation. Peelout can be skipped.
(4.33 KB 32x36 bad_vivrun_butingame.gif)

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damn, hate the sprite limitations actually. even when i want low frame rate lazy shit, i can't push poses as hard as i'd like to compensate for lazy animating, but that's what i get for not sticking to the classic Sonic/1930s wheelrun
>>973871 That hack has actual original levels. OP wants a spriteswap.
>>974840 >>975042 Nice teamwork. That's definitely an improvement.
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