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Game
Sonic the Hedgehog Moon
11 months ago

Before I go to bed before Christmas, I figured I'd share a quick update. Don't worry, this project isn't dead but it has been a LOOOOOOONG time since I made any update.


If your wondering why I haven't made any updates or what's happening development-wise, to put it simply, my progress slowed down. I imagine it was probably burnout; I started to do other things fangame-related while my passion for this one wasn't as strong. It probably didn't help that Sonic Moon is at that point in development where most of the fun stuff is done and it's mostly the off-putting, boring stuff (namely testing, bug fixing, polishing, making sure everything works correctly and is presentable). There's still a lot of important stuff to do though.

Since the last demo released, I have done some work on the project. I do hope to release a Demo 4.5 at some point and if that happens (hopefully), there'll be some tweaks and additions:

  • Sailor Neptune will be available (now that means all 7 Sailor Senshi are in the game now).

  • All 3 acts of Soundwave Star Zone is playable via the secret code.

  • Sprite and Background tweaks to help maintain Master System-authenticity. These mostly include optimising the tilesets, allowing for more instances of common 8x8 tiles as well as making the tilemaps more 32x32-metatile-friendly. Trust me, it probably makes more sense once you look at tile rips of the SMS Sonic games.

  • Largely redone ring layouts to help with SMS authenticity (apparently the 8-bit Sonic games use 32x32 metatiles for ring patterns, probably to save on the memory required if each ring was a separate object).

  • The Sailor Senshi no longer have hurt sprites (at least the originals, at the moment). I decided that, aside from saving on hypothetical VRAM and sprite flicker, it felt a bit better. It looks less dramatic, especially since the transition between the largely vertical main sprites and horizontal hurt sprites felt a bit awkward to me.

  • Parasol Golf now has some more stages and a level-clear screen. Also I had to redo the status bar. After looking into it, it appears that the SMS couldn't vertically scroll the screen after a scanline (unlike the NES. This also means smooth-vertical-scrolling status bars, like in SMB3, can't be done on the SMS without tricks I'm not too aware of).

  • Hidden below the option for Parasol Golf is an unfinished Air Hockey minigame I hope to finish.

  • Some additional credits. I'd like to credit Giraugh from StackOverflow for the color-replacement tutorial whom I hadn't added to any credit-lists yet. I'll also be adding WreckingPrograms too since their Mega Engine was a big help back when I was making Mega Man fan-games and has helped a lot with certain coding techniques (namely pausing, keyboard input). Nothing is actually taken from the Mega Engine but I often think the influence might be overt in areas. I could just be a bit paranoid but sill. There some more related to recent development too, such as University-mates Kate-Lyn and Jem who helped test the game.

  • Also, these were helpful in understanding the Sega Master System and I'd like to shout them out:

Oh yeah, I should probably mention this. I did indeed get Creative Araya to port Demo 4.0 to Android but I decided to wait until I had made some changes I wanted to make before porting and releasing. Of course, I ended up making more changes and more changes so it never got released. In hindsight, I think it would have been better for me to have released it. I am an idiot.

Overall, I'm sorry for not doing any updates. Unfortunately, I kept putting it off until I felt I could show off something satisfactory but that just got longer and longer. I think I probably didn't need to, I could've just made small updates here and there. Hopefully though, I might get an inspiration boost soon.

I almost forgot, Sonic Superstars came out recently and that also features Chaos Emeralds being used for additional powers. Funny, I guess SEGA happened to be on the same track as me when it came to using them for more than just Super forms. Pretty cool! I'd love to see what they do with it for future instalments.

Anyways, I hope you've all had a good 2023 and I hope everyone has a merry Christmas and a happy New Year!



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I redrew the key art again and I'm quite happy with how it's turned out this time. Also, here's the logo. Hopefully, I can show a W.I.P instruction manual soon.

Also, thank you very much for 700 followers! I can't believe it's continued to grow, somehow.

Here's some pages of the W.I.P manual. I was originally going to go with a plain design similar to a lot of SMS manuals. Instead I opted for a more colourful design inspired by several Game Gear manuals I saw.

What do you think?

I drew a piece of artwork for the project. I hope to do more of these. They'll be perfect for the instruction manual (as well as thumbnails for YouTube playthroughs).

I can't believe this project has hit 400+ followers (my own account event hit 200+)! Thank you all!

More in the article:

Merry Christmas to everyone! Demo 4.0 is finally public on Windows!

Quick playthrough: https://www.youtube.com/watch?v=JPw_EUiEexI

Decided to redo the art. I prefer drawing them like this (smaller, multiple drawings per sheet). What do you think?

In the lead up to Demo 4, here's Soundwave Star Zone Act 1 which can be accessed via Up, Down, Up, Down, Left, Right, Button 1 running in 50Hz mode.

Important stuff in the article below.

Some of the FM soundtrack in action. In addition, I've added a new punching move to CCZ's boss, Boom Dogg. I've also redone his sprites. His animation is still limited but I think he looks a bit better.

3rd W.I.P screenshot of the Sonic Moon airbrushed art. I'll explain a bit about how I came to this design below:

Sorry for not posting in at least 3 months. I could've sworn I said I'd post more often.

I've decided to tweak Zone 2's boss to give it a bit more substance. I've raised it's HP from 8 to 10 and added a second projectile attack.

What do you think?