making character sprites as a one-person indie game developer
(huh. turns out this post on cohost didnt have a “read me” section”. o well. i will put the read me section Here, before any of da actual text. click it if u dare !!)
so, i've been meaning on making a Big post talkin all about how i actually Make my games and my processes n such ,but also ive been procrastinating on making it for so long that i thought i might as well just make One part of that post now .. and its about making the Character Sprites for my games .
So. these images are the (mostly) full sprite sheets of the three characters from my game UNITRES Dreams, taken directly from the big giant 'charactersprites.png' image that i used for nearly every sprite for Most of the game's development. some quick things to make note of: First off, Trees (the first one) was one of the earliest things i made for the game, and had their sprite sheet redone Twice since then.. this first picture doesnt contain the latest sprite sheet as the new sprites were done on aesprite and im too lazy to make a sprite sheet out of them right now.
Secondly, the Second character (the pink one), had two different designs, being completely redesigned as i didnt like their first design all too much. their redesign's animations was done in aesprite, but i made a sprite sheet out of em before so i was able to just put them here. Lastly, the Third character (the blue one with the big silly hat) remained mostly unchanged as their original sprites and design were pretty good, but they needed to be cleaned up and given better colors so i ended up polishing all of their sprites.
Anyways. it's going to be hard for me to explain my actual process, as i am Bad With Words, but i will try my best.. So. for Most of my time as a game dev, I've used Paint.NET for Everything. This includes backgrounds, tilesets, and every animation ever in all of my games. For my character sprites specifically, i usually start with making the color palette (which is a whole different process where i mess around with the RGB values until i get a specific color that i think looks pretty ... its hard to describe). When making a new character, i usaully start with an Idle animation, just so i have a good base to make all the other sprites on. I just make a sketch of the character, then i do the flat colors (as my games dont have line art), and once i have the colors i start doing the rendering , where i try to pull off a sort of Sonic CD-esque , celshaded style while Also including a bit of anti-aliasing and other modern pixel art techniques to give the sprites more Depth and make them look Sharp. Idk. it's hard to describe my process in words ... i Did make a video Years ago showing off my process, but its old and my editing in that video isnt the Greatest.
So., that's my process Lol . the only thing thats really changed is that Now i use Aesprite for making the Actual Animations , as making animations with Paint.NET is Really Difficult and Annoying , as i have No Idea how the animation will Look until it actually appears ingame .. which results in the early versions of each character's animations looking a little weird (such as Trees' first two versions, the first version of the Pink character, and the Blue character's animations.. .though the blue character isnt as bad as the other two and i kept their animations mostly the same in the final game LOL).
Something that people have kind of criticized about UNITRES Dreams' animations is that some of em dont exactly ... Look Good. a lot of animations are pretty Inconsistent , with characters like Trees having inconsistent sizes in some animations and the movement in animations such as the Pink character's walking animation and various other animations (Especially the ones made in Paint.NET) looking Unnatural.
And Well .. here's the thing about making animations and sprites for something like this. When you're the Main person making an indie game, you have Tons of different parts of the game that need to be worked on while having Very little time to work on others. On Top of making every single animation for UNITRES , i had to make every single Tileset and background for every single level, On Top of making the Level Layouts , Programming , and even making sprites for things like the UI. And you have to constantly Test the game to make sure everything works and things Look good.
So. i had very little time to work on the sprites, and i Knew this. Something you have to consider is that, not only are you making the animations for the main character , you Also have to make Tons of animations and sprites for Literally Every Other Aspect of The Game . this includes Enemies , Level Gimmicks , NPCs, And the UI .. so you end up having to work on Thousands of sprites by yourself in such a short time.
I ain't the best animator , nor the best sprite artist . But , for this game I chose an art style which is Kinda simple and comfortable for me, which made making things like tilesets and backgrounds so much easier for me. The character sprites specificially only use a few amount of colors ,but also i tried my best to give them as much depth and make them as Colorful looking as i could. Also , something you might notice is that all of the playable characters dont actually have a whole lot of animations .. each of the characters only have the Exact amount of frames and animations necessary for them to Look Good moving around the levels. Aside from a few Gimmick Specific animations that arent in the sprite sheets i posted , there arent many Extra animations or animations with Tons of Frames that i wish i could have added .. and it Kind Of Sucks . Having to split my time across Three Different Characters , i had no time to make any animations Too Crazy or Too Smooth , and i couldnt include any extra animations that could add a bit of personality to the characters ... In Fact ,the Idle "animation" isnt an animation , its just a still frame. I didnt have time to even make a simple waiting animation !!
It Is What It Is. For what its worth , Ithink Im pretty proud of the animations i did for UNITRES Dreams. while i think ive become a much better artist and animator since then, i still think some animations and some of the frames look really good ..just looking at some of the still frames is really nice .. so i think i did a good job, especially for a game that was made in 2 years and is Free. And Hey, while the animations in UNITRES Dreams may not be the best or have the most smooth animations , i Did get to experiment with making more smooth animations for TREES' ADVENTURE. while ,now, i think some stuff could use some work, i am Really Proud of how some of the animations look .. ididnt get to make Too Many extra animations (there still isnt even an Idle animation), i Did get to make some cool extra animations , such as individual animations for your Jump that are based on how fast you're moving . (the original post on cohost had a buncha gifs of da animations but im Too Fuckin Tired 2 post em here LOL !!!)
So Yea . the moral of the story: making video games is kind of hard and time consuming , Especially when you're like , the Only one working on them. just make sure to plan ahead and try not to overwork urself .. make what you can and do it when you can. Thats what i think , anyways.
been wantin 2 show da level design idid 4 sonic overture .. startin with granite act 2. altho some tiny tiny bits were referenced from sly's level design concepts , and lake did his own edits and added decorations , idid everything else
this level is oneof the largest levels ive ever made , andit was really fun makin it and playtesting it .. i like making HugeAss levels , but with this one i tried 2 make sure to make it have both engaging ,difficult platforming and high speed sections. i wanted 2 make it Feel like marble zone without bein as tedious , and i like how it came out (even if i didnt intend on makin it as huge as it was ... in fact it was actually goin to be Even Larger ,but cus of clickteam limitations and also the level being nearly 5 minutes long , it had 2 be cut down , LOL ! its probably 4 the best tho , cus the level already has tons of very intricate stuff goin on (especialy with the stuff it does with the marble and the pillars)
next is granite act 1 , which is mostly based off sly's level design concepts , but is heavily changed and expanded both to flow more how iwanted it to and to make it more complex .. i had a lot of fun with da later half of da level , makin all sorts of silly challengez...
something i did for fun was hide a bunch of hidden Silly Areas.. these are at the Very , Very top of the level , and require you to be very precise to even Access them , so they dont get in the way of the rest of the level ... but i did it cus i Love making silly dumb kaizo stuff
lake added decorations to granite act 1 as well ,but he also added his own silly secret areas at the very very top of the level that are difficult to get to , which i really like LOL !!! i think more video games need silly parts of the level skilled players can discover
last thing 2 talk about is sunrise gate zone , which is just based off the original demo. act 1 combines the 2014 demo's act 1 and act 2 , only addin a few tiny extra routes and little changes to make it flow a little more
act 2 has a bit more done to it , with it being based off act 3 from the original demo , but has a few new routes at the very top of the level , including ones that make heavy use of the totem pole mechanic. somethin we decided to do is to make the blocks on the walls into top-solid platforms , so i specifcally designed the level so that , if youre clever , you can use the blocks on the walls to get upto places or find secrets...
anywayz thats all 4 this post. i like sonic cd and i hope thats apparent in my level design , LOL !! sonic overture is a game that inspired myart forYearz and its been rlly fun workin on this so far .. this game is pretty and pixys art is gorgeous ohmy lord
nearly all of the character designs from 'UNITRES Dreams'
(once again, this post didnt have a “read more” part in da original cohost post, so im putting it here... click more if U Dare !!)
so, trying to get back into making art again, i decided to draw brand new references of all the character designs from my game, UNITRES Dreams. cus why not. anyways these references arent Perfect.. some of em ive made better reference sheets before (while for this i just wanted to draw em all together with a sort of consistent color style and their current, up-to-date designs) and also i didnt get to draw Every character as it is Too Much and i am Too Lazy to draw all of the enemies and boss designs ... so ive just included the enemy and boss sprites for now.. but ill probably draw new art for them sometime.
Anyways. let me tell ya a bit about making Character Designs for this game. as ive talked a bit about in my post about making Character Sprites , making stuff for the game is hard because i am pretty much the Only person working on the game and i have to split my time working on the sprites between working on Every Other Aspect Of The Game , meaning i dont get to spend as much time making the artwork as detailed and polished as id want to.
and the same thing goes for making the Character Designs. sadly, i didnt get to make as many Actual Characters as i wanted (you can tell which are the Actual Characters as theyre the ones i Actually Redrew Here). when the project started, i only really had the Main Three Playable Characters in mind.. in fact most of the other Actual Characters didnt even Exist until the Very Very End of development.. which is the part im sad about. i just didnt have enough time to think about adding any complex new characters or figure out how i would Make a new character design . Which leads me to the Other Characters... which includes Most (but not All) of the Bosses and Enemies. Their designs are well , Basic . their designs werent really thoughtout ;they were created to serve a single purpose: to be made quickly so that the game could Have enemies and bosses. if i were remaking this game now, id probably remove or even completely Redo a Ton of the enemy designs (except the post-UNITRES Dreams enemies ... im kind of proud of them Lol !!)
thats just how things were. i didnt have enough time to focus on making character designs, so i didnt get to make a Ton of them and i had to make them Fast . in fact, early on in development, i hadnt really had much experience making character designs (as , before UNITRES, i didnt really make too many Original Characters for my games before), so i struggled experimenting and making characters for a lot of its development. And The Designs themselves .. a lot of them (even the ones i like) are pretty simple. Most characters are comprised of simple shapes and details , making them easy to draw and animate. and a lot of the early designs used Very Few Colors , which made drawing them quicker.
Despite All Of This , However, i am actually pretty proud of a lot of the designs ive made for this game (Especially the ones with the fancy new drawings i made here ..). while theyre simple, and while i wish i couldve made More characters with more unique designs , i really like the designs i got to make for this game ,with some of em being my favorite to draw even when im bored .. and i just felt like id talk about em.
And Well , Im Gonna Talk About Em !! click da 'read more' thingy if u want to Read More ..
the Main three characterz
"trees"
so first off , let me talk about "trees". before i can get into their Actual Design , let me tell u a bit of history so u can understand why theyre designed the way they are.
So . around November 6, 2018 , before UNITRES was really a thing , i designed the very first version of Trees that u can see above. while i didnt know what the game was going to Be , i had a Basic idea of what i wanted the Character to be from the very beginning. you see, Trees (the character) ,while having the same name as me , is Technically Not a self insert , Kind Of . I designed this character near the beginning of when i started entering a Very Low Point mentally in my life (which involves some personal stuff im not going to get into , Aswell as this point happening Around when Among the Others released) and i thought Very Negatively of myself . And So , this character is sort of an exaggerated version of the negative thoughts i had about myself at the time .
the main characteristics of the character was they Did Not Show Their True Emotions , instead bottling up their feelings and showing a very Fake , happy version of themself. theyre also kind of Fucked Up in the head and try to hide it . anyways theres more stuff going on with them that you can probably extract from both the games and the old descriptions in this concept art , but i wanna leave that as a surprise for when i get to make my next game. There Are some outdated things from the descriptions in the concept art , such as an idea where Trees would be Always Facing Forward , hiding away their backside. And Also , you may notice theyre referred to as "it" and "his" in this , which has well. Changed . teehee.
as for The Design Itself , i wasnt really sure what i wanted to go for at first. this character was actually one of the Few first Actual Character Designs i made at that point , so i didnt really have any idea on what to do. One day , i thought up of a Little Bear Looking character , and i tried drawing that character .. only for it to Sort Of look like a little fox-like character. and i imagined this character emoting mainly by very subtle details , such as the Hat and Ears changing shapes based on their emotions ..
Anyways , later that month , i drew the very first sprite of Trees , which ended up being used as the Idle sprite for the UNITRES tech demo. i wont be sharing What that sprite was originally for , as im saving it for Something , but i Will show you Trees' sprite evolution:
from left-to-right , it starts with the very first Trees sprite. Then there's the first revision, which was done when UNITRES Dreams started development. Then there's the second revision , done for the Newgrounds update in 2021. And finally, there's the TREES' ADVENTURE version, which is the current version of the sprite.
with the first version, the sprite is Pretty Close to the first concept art. However , iremoved the blue part in the tail as i couldnt get it to look good in sprite form (or i just forgot to include it.. idont remember). I also removed some details , such as the little hair and the red blush, as i couldnt really include them on such a small sprite.
Anyways , so how did the design mutate into the current design ? Well , over time , i ended up drawing their ears and tail Longer , and ended up giving them longer and longer limbs (as it was Hard to animate them with the tiny limbs they had). Eventually , it got to the point where i decided to just redo the sprites to make em consistent with how i was drawing them , and thats how i got the second revision.
But Then , i started consuming media Other Than Sonic ! i think the main thing that infected my brain was Spinel from Steven Universe ... while Trees' design Did have a bit of the sort of rubberhose , silly limbs before (along with a Bit of contorting their form , as u can see with the expressions in the original concept) , when i saw the steven universe movie , i saw spinel and was Immediately like " Oh My Goodness Gracious . I Need To Make My Character As Silly As Her". And so , I leaned more into the silly , stretchy limbs . You can see this in the following sprites:
Anyways , as i kept drawing them and consuming more Non Sonic media , i ended up experimenting more with their design and adding some small elements from my inspirations .. one of the other main inspirations was Wander Over Yonder ,where i decided to draw Trees' hat to be more Silly and Big , like Wander's hat. i also ended up perfecting how i drew Trees , giving them more Sharp lines , Bigger and Sillier "hands" and "feet" , making their tail Huge , and just giving them a nice silhouette that i like . By the time of the Newgrounds update , i realized Trees' sprites were kind of Outdated , so i ended up redrawing Most of their sprites , and ended up with the version you can see in the current version of UNITRES Dreams ..
And well , Im Really Really proud of how their designed turned out . I Like to draw them a lot. and i think the way their design evolved has ended up fitting with their Actual Character really well .. the sort of Round , Soft elements such as their Big , Blobby hands/feet and their cute , silly face make them look , on the surface , cute and Silly . But then you have the more Sharp lines and elements , such as with their head and tail which i think makes their character have a bit of depth .. if that makes sense .
Idk . im not good at words or describing things . i just think their design now works really well with what i want to go for . and hey , a lot of my friends have drawn them and have drawn them Really Really Well .. i particularly like how people interpret their design .. with some people leaning into the more Soft , cute elements of their design , while some have drawn them Really Really accurately .. its really cool and im thankful for everyone whos drawn them before ..
Last Thing ill mention about their design (and i guess this goes for Most of the other designs) : Most of the characters in UNITRES aren't really supposed to be any Specific Species . Theyre all just sort of weird , ailen-like characters who do not abide to any sort of rules or reality or whatever. Trees is just Trees ; they're not supposed to be a Fox or any sort of Real animal or species or whatever, and that goes for every other character.
??????
so here's the very first designs of ?????? , who for now ill unofficially refer to as The Pink Character. When i first started development on UNITRES , i Knew i wanted there to be Three main characters: Trees, and two mysterious characters. and when i started work on UNITRES Dreams (back when it was known as UNITRES - BRAND NEW WORLD Edition) , i needed to create designs for them .. However , at this point i was still learning how to Properly Make Character Designs , and so i created the first sketch above ,and then created their first sprites , which . Well. I Ended Up Not Liking Their Design Very Much !
So . The whole point of this character is that they dont really know their own identity , with them not even having a Real Name . Their design was Supposed to be sort of Ambiguous .. However i was Not Sure what to do for their design . i wanted to make it so you couldnt really tell what their gender was (as originally , they were a girl ... but they do not have No Gender anymore) . However , when people first started testing the game , they just . thought they were a guy.
anyways . i just Did Not Like This Design . they didnt really have a Clear Silhouette .. they just didnt look like an appealing or memorable design to me. and i also i didnt like their color palette. So . when the game became UNITRES Dreams , i decided to completely redo their design . And Well ..
This is the first drawing of the new design. At First , i wasnt sure about their design , with things such as them being Pink and Having A Skirt, i was worried about Some People immediately being like "Oh , Theyre A Girl !".. but you know what ? Ive grown Very Very Attached to this design .. i think theyre both Cute and Recognizable , while still fitting the sort of character i was going for . Their sillouette , while not as Recognizable as the other characters , has enough goin on to where i think it is a bit recogniable and easy to read while still giving them a sort of Mystery regarding their identity .. if that makes sense . And their more monochrome palette compared to every other character helps sell that , i think .
i think theres probably some people out there who see this character as a girl , but i think theyre a good Non Gender Having character design . just cus theyre pink doesnt mean they gotta have Gender ! anyways , i love them. theyre my silly little strange creature. i hope you love them too .. there is so much i want to explore with this character in a future game .. and i think their new design has really stuck with me.
???
So , ??? , who i will refer to unofficially as The Blue Character, is supposed to Sort Of be the opposite of Trees (the character). they're Very Tired and Chill , not really too crazy or anythin. and i wanted their design to illustrate that, and well , out of every design ive made , theirs was pretty much perfect from the very moment i created them.
I dont know if i have any old concept of them on hand, but i Do have both the original sprites ,aswell as the newer ones which are pretty much the same as the old sprites , but more polished and with redone colors..
And, well. Yea . they didnt really change much ! The only aspects that changed was that i removed like , Two details that i felt cluttered up the sprites too much , that being the little Tired Eyebag/ whatever its called line beneath their eyes, along with the little Red Dot that was on their boots. Other than that , their design was pretty much Perfect. they were also pretty easy to make , as , with them being a sort of Opposite version of Trees , theyre pretty much based off Trees' design , except with a bunch of differences to make them feel like their own character (such as different body/head shape , a big silly hat , and Actual Boots).
there's nothing much for me to say about them. they're perfect.
the really gay ones
suzy, wavey, and their little Shine Catcher
Alright . so before i can explain These characters , u need a little bit of History .
So. when UNITRES - BRAND NEW WORLD Edition was "finished" , i went on to help with RRThiel and his game, MEGA MAN PERFECT BLUE. as you can see here, i worked on various backgrounds and tilesets for the game. Anyways , at one point , ithought itd be cool to remake the Intro Stage in UNITRES , as a sort of tribute to the game and also as a little extra thing for the new update i was planning on making (which ended up becoming UNITRES Dreams).
at first, this was Just going to be two levels based off the Intro Stage from Perfect Blue , However , later in MMPB's development , one of the backgrounds I did for one of the levels ended up being Completely Redone by other people on the team ,as my background didnt really fit the game's style .. However , i still really liked this background .. so I decided to reuse it for a new level in UNITRES , with it also being a tribute to the level in MMPB (though its a lot more loose compared to the Intro Stage level , Lol).
This level ended up becoming Greenhouse Frenzy in UNITRES , and i ended up turning what once was just going to be a two level bonus into an entirely new campaign with its own story in UNITRES Dreams. and with it being a whole new campaign , i wanted there to be New Bosses and New Enemies ..
So , for Greenhouse Frenzy - Section 1 , I was planning on a new boss ... and this boss was going to be ... Mr. Sauceman !
You See , for UNITRES Dreams i wanted to go Hard with including all sorts of little tributes to my friends and the people who helped with the game . Mr. Sauceman , being one of the composers of the game , let me use his character from the game hes working on as a boss in the game , and i thought itd be nice to have him be in Greenhouse Frenzy ,since that level is pretty much a big tribute anywayz.
So , Originally , i wanted the Sauceman boss to start out with a little Fake Out . You See, the MMPB level that Greenhouse Frenzy is based off has a robot master that i asked RRThiel if i could use for the level , but he said no. So , I decided for this boss that i would create a silly character Inspired by the robot master from the MMPB as a silly little joke , but then Mr. Sauceman shows up and that character explodes . And So , I Designed Suzy , a character who , while inspired a bit by the character MMPB , was made to be a bit different and also to be used for a silly little fake-out intro and to die in 5 seconds . You can see this on the reference sheet , where she didnt even have a name and is just referred to as "GF2 Fakeboss".
However . Two Things Happened : 1) I Grew Kind Of Attached To This Little character I Designed , And 2) I Ran Out Of Time. i couldnt implement the fakeout that i had planned ... and i didnt have a boss fight for Greenhouse Frenzy - Section 1.... So. I decided to just. Make her the boss fight of GF1. it just made sense ! i Originally had planned a boss fight based on the Magik Master boss from Chaotic Carnival , but reusing the character design for the silly fakeout ended up being quicker , and so she ended up being an Actual Character in the game.
And Then There's Wavey . she is a robot. i originally designed her as an enemy for the Intro Stage tribute level (a.k.a , Perfect City) , as i wanted it to have its own enemy. Her design is also Some What inspired by one of the robot masters from MMPB , though not as much as Suzy's is.
Anyways , despite Suzy and Wavey being inspired by characters from MMPB , i wanted them to be different and have their own sort of Character . And well .. their actual Personalities are different to the ones from MMPB , at least . In UNITRES Dreams , there is a hidden "Storybook" mode , which contains various stories which add a bit of Worldbuilding into the game .. and one of the stories details Suzy and Wavey . Basically , Suzy is a lonely gardener , who lives alone on her own strange little planet , who then travels across the galaxy to the Perfect City , where she ends up meeting Wavey , a military robot who Suzy becomes fascinated with ..
Anyways . my writing aint exactly the best , and i Refuse to go and reread the stuff i wrote for the storybook mode in unitres . but i tried my best to make suzy and wavey their Own sort of characters , having their own identity compared to the characters theyre based on. Oh , and by the way , suzy and wavey are gay LOL !! and they have a little baby plant that they raise . this is also told in the storybook but i unfortuately didnt get to explore this Much outside of that in the game... though there Is a secret you can find in one of the levels.
So. what do i think of these characters and their designs ? Well. Honestly. Im Not Sure . when i designed them both , i still wasnt Totally comfortable with character designs as i am now , and honestly . theyre not my Favorite designs . Wavey in particular is just . Well . Shes Just Metal Sonic in A Hat . she has her own little differences , but i cant lie . i probably coulda done better with her design . and suzy i think hasnt aged as well either . Idk. Also. In Case You Cant Tell , I am BAD with coming up with names . I Genuinely cant do it. i came up with both of their names on a Whim . i justdidnt know what to call them and i was running out of time LOL !!
anyways. last things ill mention are : the plant is a species known as Shine Catchers, which appear as enemies in Greenhouse Frenzy. Oh , and also , here's some concept art of them Lol !!
(oh , and i also forgot to mention: originally , suzy had green dots on her "hair", but i didnt know how to properly draw them on the sprites , so i left it out)
the Silly ones (a.k.a my favorite ones)
Millie
So . Millie is the most self-indulgent design Ive created .
Here's how it went: one December day in 2020 , I was sitting around bored as hell , when all of a sudden , the Silly Brained part of me Saw an idea pop up: A Tall , Hot , Cute Clown Man . And Instantly , I KNEW I had to draw him . But I Was in the middle of a Zoom call ... So . I opened up IbisPaint on my old Android phone , and drew the First sketch with my fingers that you can see above . And Instantly I Knew : I Had Done It . I Made Perfection .
More ideas grew , and i realized : I Could Do Something With This ! So , later , I came up with a whole reference sheet for him , and started planning on something: I was going to make More characters for UNITRES Dreams . You see , at the time , I was working on the v3.0.0 update for the game. This was Very Very late in development , before i even Planned there being a Newgrounds version (and before ninjamuffin convinced me to Make the newgrounds version LOL !!). Anyways. for so long , iwas disappointed that i didnt get to make a whole lot of original characters for the game .Most of the characters were either Enemies or Bosses. there was Barely any NPCs (aside from the guest character apperances).
i Also Realized: Chaotic Carnival , one of the most Important levels in the game , needed More love . So. I decided i was going to make new NPCs just for it , so that the level could feel even More alive and lived in. And that's when i created the Silly Trio , which started with Millie.
As for Millie's design , there isn't much for me to say. he is perfect. i love him and he is one of my favorite things ive designed. Yes , it Is self indulgent . Yes , i Do Want Him Carnally . teehee. Anyways , after designing Millie , i knew i had to design more characters .. which leads me to..
Goldian and Ellie
Goldian is a tall , polygonal magician man. He is in love with Millie. They are canonically dating.
Ellie is a bunny-like clown girl. She likes to entertain people with magic. I think she might be asexual , but i wasnt very sure when i created her.
Anyways. there isnt much for me to say. i Could get into some of the Character Lore perhaps . Millie , Goldian , and Ellie are all characters with troubled pasts.. they all had to run away from their homes due to circumstances , and they managed to find the mythical Chaotic Carnival, where they all met and decided to become entertainers. It gives them purpose , to see people happy. And they work under the Magik Master , a strange magician who has the ability to bend reality at will. They're all like a sort of Found Family .
that's all ill say about them. theres so much more i want to do with them in the future... i love these characters so much. theyre my favorite designs ever.
Oh ! Iforgot to mention . these characters (including millie) names also suck LOL ! Im not good with coming up with names !! all their names i came up with at the last minute
All The Other Characters I Forgot To Mention
the magik master
nothing much to say about them. theyre one of the first bosses i created, and i Kind Of like their design still , though i might consider redoing it so it fits with the rest of The Silly Ones ..
vie
nothing much to say about Vie . she's a flower girl, who spreads flowers to every level in the game. she got the flowers from the Suzy's Greenhouse ..
talkin' about the largest level from my game, 'UNITRES Dreams' , called ~DREAMSCAPE DISTANCE - SECTION 2~
hello. today i want to talk about the level 'Dreamscape Distance - Section 2' from the game i made, 'UNITRES Dreams'. this level is one of the largest levels i've ever made in any of my games, and it's something i'm really proud of and want to talk a little bit about. so click the read more thingy if you wish to learn more about it,,
also , By The Way, play da on newgrounds ehehehehe ~! or u can download it on itch.io too if you want
the version of this level in the final version of the game is one of the most ambitious things ive ever done and is something im Really proud of. to sum it up... it is the largest level in the entire game, with tons of paths and secrets, with there being things you can only find once in the level in Very Specific places. it was one of the last levels to be completed, and it's one of my favorites. but before i can get into the specifics... i want to first talk about its history.
when development of unitres dreams began, it was a much slower paced game, with the controls being a lot more simplistic and level design being more focused on linear platforming against enemies that constantly shoot bullets at you. both 'sections' of dreamscape distance were completely different early in development, having a different tileset and level layouts.
dreamscape distance - section 2 at this time was a lot more basic than the one in the current version of the game. it was linear and didnt have a whole lot of stuff going on. in fact, when i first invisioned it, it wasn't supposed to be anything. it was kind of just another city level where at the end you fight against the spaghetti monster you just created in a cutscene in the last level. there was One other thing i had in mind when i first created the level, but unforunately it was cut from the final game. i was planning on having there be puzzles in this level which youd solve using the party swapping mechanic. each character would have separate traits which would be used in the puzzle. i dont remember fully what the puzzles would have been like, but i think you wouldve had to the '??????' character to punch the 'trees' character across the room. sadly, at that time of development i originally gave myself a deadline of having the entire game come out on may 9, which was like less than 3 months from when i started development on the game. So, with me having little time to come up with the planning and programming and artwork for an entire puzzle section in One level, i decided to just remove it. this meant that the party swapping mechanic in the final game had a lot less purpose than what i hoped it would have... but oh well.
one idea i Tried to implement from the very beginning of the level's conception was the flying car gimmick... i wanted to have a set piece where you're flying through buildings and ships, shooting enemies with bullets and having the spaghetti boss fight be a bullet hell fight... but Well...
not only was the car itself kind of messy, but the spaghetti boss ended up being really disappointing for me. since the screen's size was really small, there wasnt a whole lot of room for you to move around in. not only that, but i couldnt really do any complex attacks from the boss, as all the bullets took up a lot of space on screen and you couldnt really see things coming ahead. so, all of the boss's moves are very basic and either incredibly easy to dodge or incredibly annoying to dodge.
so yea. i was really disappointed overall with the game back then. so, i then decided to completely change the gameplay to be more fast paced, have more movement abilities, and have more open levels with things to do. i also decided on completely remaking most of the old levels, with both of the Dreamscape Distance sections being entirely remade with new art, level design, and gimmicks. i wanted the new levels to be prettier, more fun to go through, and to leave a really good first impression. Dreamscape Distance - Section 1 was one of the first levels i remade (and i might have a lot to talk about it later... we'll see!), but Dreamscape Distance - Section 2 was one of the last levels to be finished, as at first i wasnt sure what i wanted to do with it yet.
But Then, i finally realized what i wanted to do with it, and i spent like a whole entire month dedicated to making it the most largest level ive Ever made... i wanted it to be a sort of magnum opus for me. i wanted this level to leave a lasting impression on you at the very beginning of the game. I spent Days working on just the level collision Alone, and took even longer putting in all the artwork and objects. the level even got updated multiple times to add even More stuff to it after the game came out...
and well, im not sure if other people feel the same about it, but for me it is one of my favorite levels in the whole game. im gonna talk about it now.
first off, i wanna talk about the inspirations for the level. i wanted to turn it from a simple "city area" into a whole mall area. i wanted it to feel Huge and dreamlike, so a lot of it is inspired by my own personal memories of an old mall i used to go to when i was young. one Specific thing i can bring up is the air balloons area that appears at the beginning of the level...
you see, the mall i used to go to had this sort of sculpture thing of a cartoony air balloon in the clouds... i dont remember much of it but i wanted to include something like it in the level. it's something you can Easily miss, but just before you encounter the first POLYCAR section, you can find a bunch of large air balloons floating above, and you can even bounce on the balloons like large bumpers.. it is such a specific set piece that only appears at this specific part of the level that i love so much. my only wish is that i spent more time on the art for the balloons themselves,, theyre kind of just a repeating tile set, but it is what it is.
that area is actually full with even More specific things you can only find there. just below where the balloons are, there is an entire part of the level where you can find two hidden NPCs if you go down far enough... i wont say who one of them are, but i Will tell you about the 'Vie' character...
when you first talk to her, she will give trees all of her flowers so that they can spread them all across the levels. every level from then on will have flowers placed All Over. it is such a small detail that i loved implementing, and it's something you can Only find in one incredibly easy to miss area. That is kind of what the whole spirit of the game is for me and what i want to implement in my future works,, the idea of there always being something new to find,, i wanted it so you can just get Lost in this level and find something weird to do. i may not have been able to accomplish a Whole lot with this (due to me being the Only developer working on this in my spare time), but i am really proud of what i managed to accomplish with this game...
Anyways, speaking of NPCs, this level has the Most NPCs out of every level in the game, and some of them are in Incredibly Specific places. a lot of the NPCs are actually cameos from my close friend's OCs, and im really happy they let me include their characters as little secrets in my silly little game. my Only regret is that i didnt get to create as many original characters as i wanted (as making the NPC sprites along with dialogue portraits and writing takes Longer Than You Think), but i at least was able to implement the clown trio in Chaotic Carnival... which is a story for another day...
So , after the room with the balloons, you enter the first area with the 'POLYCAR'. the design is a Lot simpler... just a diamond that moves around, but i like it a lot more than the old design, and it even controls better too. one of the important changes i made to the new version of the car is that the screen actually zooms out when you enter it, this allowed me to make the car sections more larger and for the spaghetti boss to actually be Good and like an actual bullet hell. But Anyways...
after the first POLYCAR section, you are dropped into an area with two SAVE points, along with a sign in the middle that tells you that that there's a left and right path you can take. these signs were something added later on in an update as a sort of easier way of adding more NPCs into the level without actually designing a new character, and i really like them. i managed to add a lot of these in a bunch of random spots, and while i am not proud of most of my writing, i Really like some of the stuff i wrote for these signs. they're Interesting.
so, something that only this level does is there's a left and right path which takes you to entirely different parts of the level. the left path has a few level gimmicks that dont appear at any other part in the level and is also a faster path to take, while the right path is Large and has tons of NPCs and set pieces that you skip by taking the left path. this is something ive Always wanted to, from even as far back as my old fangames, but always been afraid of doing as in a lot of cases, players will just get Lost when you make the level go in a direction that Isn't just a straight path forwards. Luckily, i think this kind of level design worked here, as the left path is a Little more linear and easy to get through compared to the right path. the left path is also more crazier, with you having to go Down, then right and then left again. so it's probably a bit more confusing, but the few playthroughs ive seen of it seem to understand it after a bit, so i think it worked out.
the left path i wont get into too much, as i think it's better for you to experience for yourself. i Will say that there's a window sprite you can find there that doesnt appear anywhere else in the level. i wanted that part of the level to feel more like a City than the rest of the level, but i didnt get to do as much with it due to time. it's still pretty neat, though. the left path is generally focused on straight Gameplay, while the right path (which is the one most people take) has a lot more Things to do.
for one, the right path is very Vertical, with tons of little areas you can find. i wanted to make the right path look like a bunch of shops, but while i didnt get to make too much art for it, you can find things such as tiny cash registers and shelves, along with scrolling walls with hearts, stars, and diamonds on them. there are, of course, Tons of NPCs and signs you can find here.
one specific NPC i'll tell you about is the 'Stealth' NPC, who is based off my friend stealth's squirrel character. just to the right of him, you can find a swimming pool which appears Nowhere Else in the level, along with a polygonal palmtree. something else you can find which only appears on the right path are escalators which move you upwards... these are also inspired by the old mall, and while i wish i couldve designed better artwork for them, i just like that theyre there.
there's a lot of specific gimmicks and areas in the right path that you can just Miss by only going one way. i dont think i will reveal every single NPC and secret in this level as i think it's best to find it yourself, but i Will say that at the very bottom of the right path you can find a hidden area with a hidden sign and NPC..
last specific little thingy about the level ill get into is that, at the end of the level you exit the mall and the background turns into a bright night sky with an ocean full of little flowers. i have nothing much to say about this other than it's pretty. also at the end of the level i tried doing a little thing where you have to go right and then left and the up and right again to get to the end, which is something i tried carrying over from the old level. idk if it worked out well but i like it anyways LOL!
so. now that ive talked about all the specific parts of the level that make me love it a lot, let me get into the Issues with this level. you see, it being large is a Curse. with it being the largest level in the game with the most objects in it, it lags like Hell. at least for me, anyways. on both of my computers it runs at like, 40 fps during most of the level, and at like 30 fps and the very end of the level. Now, i have seen people run the level at 60 fps... id imagine youd need a good pc to actually run it at full speed. but it isnt too slow for me that it's Unplayable.. and my computers arent exactly Powerful.. so i cant imagine how this level plays on a computer that is Worse. there's nothing i can really do about it. the lag is kind of the only thing that prevents me from replaying this level a billion times, especially since it Also takes awhile to load the level. it's a small price to pay for ambition...
my last real problem with the level is that i wish i could do even More with it. theres so much i wish i could add to it to make it feel even more alive,, such as making the "shops" feel like Actual Shops. i designed the level collision first before anything, so there are a lot of things i had in mind that i never got to fully detail with the artwork. my biggest fear with adding more art is that id make the level lag even More.. which is something i dont want to do. i think the big culprit for the lag is the scrolling walls with the hearts and stars on them... You See, i am Stupid and dont know how to make proper effects in construct 2... and the tiled background object type which is good for the sort of repeated texture that is used in the game can Not be animated.. so in order to pull off the scrolling animation, i made a 32x32 object with a bunch of frames for the animation and just. Copied that object a billion times. so there are Thousands of instances of this object all across the level. so yeah, that is very bad and dumb of me and i probably couldve done something way better. idk.
overall, even if i didnt manage to fully go all the way with the level, im still really proud of what i managed to do with it and the level is really important to me. i think the only time ive managed to Somewhat surpass it so far was with the level in the demo for my game 'TREES' ADVENTURE', which i tried making just as large and open as this level, along with having tons of secrets. That level i will probably have to talk about another time, but for now i'll say that while it is probably one of my most polished and prettiest levels ive Ever made, i still wish i couldve done more with it and also it just doesn't have as much going on as Dreamscape Distance - Section 2 does.
so yea. dreamscape distance - section 2 is one of the most prettiest levels ive ever made and is absolutely massive. if you're a freak for Sonic CD like me, i dare you to play it and spend as much time as you want in it, exploring for all the secrets. it may not be a Whole lot, but you might find something really neat. i hope someday someone could appreciate the weird stuff ive made the same way i have, but also i'm just fine with having this level even exist. there isn't anything like it.
that's All, play unitres dreams on newgrounds dot com EHEHHEEHE !!
so the game i made, 'UNITRES Dreams', is open source on github now
https://github.com/UnlimitedTrees/UNITRES-Dreams
hello. earlier i made my game 'UNITRES Dreams' open source on github. i want to talk about it. click the little 'read more' thingy to read da rest of this post. i had a lot of things i wanted to say about it and why i think open sourcing games is kind of awesome Lol !!!
also , By The Way, play da on newgrounds ehehehehe ~! or u can download it on itch.io too if you want
so. let me start off by saying that, although i was planning on releasing the source code for unitres for a long while, i was Not prepared to release it now. in fact, it kind of happened on accident.
in case you didnt know, earlier on twitter i was talking about how i wished there was a good way to release my archive of old builds for the game. i have a google drive full of old builds but i also i dont like using google drive. i sent a link to the drive in a reply to someones tweet, but there is one big thing i forgot: the game's project file is also in that drive.
anyways, instead of just deleting the reply or removing the file from the drive, i decided to just release the source code on github now, since i might as well. a part of me feels like i shouldnt have released it so suddenly... but also a part of me feels relieved.
you see, the unitres dreams source code is Bad. tons of messy code with almost no comments... a bunch of hackish solutions to tons of problems... everything is just incomprehensible unless youre me. considering ive been the only person working on the game for years, i understand most of the code and never needed to make comments (especially since making comments in construct 2 is Annoying).
my original plan for releasing the source code was to go back and clean everything up; improving tons of messy systems and adding comments explaining how everything worked. i also was planning on adding new content for a new update to the game aswell.. such as an options menu and maybe new levels and characters or something. i have Tried going back a few times to clean some little things up and work on a keybinding system... but i havent had the time to focus on it and do what ive wanted to do with it.
so, yeah. im kind of glad the source code is just Out now. it probably wouldve taken me Years just to do what i planned... and i think its best to just get it out now instead of just waiting years for something that might never happen, even if the source code right now is incredibly insane and unusable.
which leads me to something most people might be wondering: Why even release the source code in the first place? honestly, i doubt a lot of people will get use out of it, especially with the bad code and it being made in an old, dead engine that you cant even Buy anymore. but despite this... i think its good to release the source code for your games for a few reasons...
for one, its good for archival reasons. ive had a huge anxiety over losing all the source code for my games... its happened to me before and it really hurts. not only can you not use it in the future, but you lose a lot of work youve done, and for me ive lost a ton of games which were important to my journey as a game dev. nowadays, i try to hold onto all of my projects and have saved them to multiple computers and hard drives, but releasing them on stuff like github and google drive at least makes me feel a little better.. and hopefully with the unitres source code being public and the google drive for the old builds being out, it means that i wont have to worry about losing either of them.
another big reason is that, even if no one uses the source code for anything like mods or whatever, i think games having their source code out is good for learning game dev and understanding how games are made, even if the code is a big mess. even if i did get to go with my plan of cleaning up the source code... i feel like thatd be kind of dishonest, cus Most games Never have perfect code when theyre made. its good if you use the most messy code in existence just to get the game done... you can't always spend forever perfecting something, and at the end of the day the game eventually has to come out at some point. even big triple A projects will have weird code in some places... thats just a fact of life. i think having the source code out lets people see the kinds of crazy stuff that goes into a game, and maybe seeing my crazy code will influence others to do things a lot better in their own things. that's what i think, anyways.
and hey, even if My game never gets any sort of modding community, that doesnt mean Your game wont. there are a lot of communities out there who make some crazy things with mods.. and things such as open source games or decompilations can lead to some incredible stuff. with decompilations, youve got things such as mario 64 or the retro engine sonic games being ported to pretty much Everything, and then youve got open source games like Doom and friday night funkin which are being pretty much kept alive Because theyre open source and have a huge modding community. even if a game never gets as much interest as those.. it doesnt mean it never will, and having a game be open source can help a community grow so much more.
anyways umm yea. i think making games open source is awesome. there is a little part of me that feels weird about making unitres dreams specifically open source and the possibility that people might make fangames and mods out of it, as its something thats really personal to me (especially since the main character is named after me), but if people do make fangames and stuff with it i dont think ill mind, especially since a lot of my early work was fan games and unitres dreams takes a lot of inspiration from the media i love. all that i ask is that people include the original credits from the game in their thing, especially if you reuse any of the music from the original soundtrack.
i think, at the end of the day, my goal with this is to inspire more people to open source their games. a lot of good things can come out of it. that's all i have to say i think. play unitres dreams on newgrounds dot com ehehehe !!
the most fun evil thing ive ever made: Sonic Labyrinth 2
download this crazy ass rom hack
so. 'Sonic Labyrinth 2' was a joke rom hack i originally made in 2016. it was for the sonic hacking contest that year, and i made it mainly because i was let into this team called "Team Overload" whos whole gimmick was that there were a Ton of people in it who were going to submit a Ton of rom hacks at once at that year's contest. of course , this led to a bunch of people (myself included) making a Ton of low effort hacks just so they could submit something, and Sonic Labyrinth 2 was one of those hacks.
basically, Sonic Labyrinth 2 was Sonic 2 but inspired by Sonic Labyrinth. sonic's acceleration was reduced Greatly , making it so he moved like a snail. while you Can get speed by doing a spindash, i made it so you can't jump while rolling , which means you have to be much more Careful and Deliberate when rolling At All... as you become nearly uncontrollable when rolling (and it's even difficult to Stop Rolling, due to the low acceleration)
because of these few changes, the game becomes Completely Different. simple challenges such as Jumping Over Spikes or Going Up A Slope become increasingly difficult. however, the game isn't Mindlessly Dumb, as you could still gain speed from things such as speed shoes, going down slopes, and even going underwater (as you have different physics underwater). the game becomes almost like a puzzle platformer , as you have to figure out how to use everything available to you to make progress in the levels (and without getting stuck in some places)
however, even though i liked the unique challenge the rom hack had, i was disappointed with it as the game wasn't really designed around the new controls all too much, and there were too many dumb soft locks all over the place. and also basically No One liked the rom hack beyond it being a Silly Joke.
So , in 2018 , i started working on Sonic Labyrinth 2 Encore. it was mainly inspired by sonic mania's encore mode , with all of the levels having new palettes and the layouts are slightly changed to accommodate the slow controls , along with being more of a challenge. i was actually really proud of the stuff i did for it.... However .... i am Bad at rom hacking. sonic 2 rom hacking specifically is Really Frustrating for me ... theres just lots of things i didnt know how to do , and when i ran into 2 crashes in some of the levels which i had No Idea how to solve .... i decided to give up on the hack. this was also around the time Among the Others came out and i gave up on rom hacking entirely , so . yeah.
ive always been really sad about not being able to finish this rom hack, because there's just Nothing else like it ! the different controls bring up such an Interesting challenge that requires you to be more precise and more knowledgeable on the physics from the original sonic 2... and i wish i couldve done way more with the levels to make them much more of a difficult puzzle. oh and also i really liked the color palettes i made for all the levels.
Idk. this rom hack was Really Evil. but it was Really Fun. if you wish to give it a try, you can download it on github. the source code is on github aswell, but for some reason theres errors when building it and i have No Idea Why. at one point i tried adding one of those error handler thingys but i think something broken and it made me forever sad.
thats all i think. i just wanted everyone to know about this silly rom hack i made
(alternative title for this post: the weird rom hack i made 6 years ago)
hello. at the time of me writing this opening paragraph, it is november 7th, and my old rom hack 'Pepsi in Sonic 1' turns six years old today.
you probably have not have heard of it. if you have, you probably either watched somecallmejohnny play it once, or you ran into it while looking up sonic rom hacks on youtube, or you got a random DM from me asking "u ever heard of pepsi in sonic 1" for no reason other than because its funny.
if you already know me, you know i am bad with words and conversation and stuff. but if you dont, i hope that helps a bit of understanding in why i might randomly ask u if u heard of this weird little rom hack. i am bad with starting a conversation ! and my dumb little sense of humor thinks it's funny to bring up a rom hack that doesnt even represent any of the things i currently do !
anyways, even though i joke a lot about this rom hack now and for a few years even Hated its very existence... i also have a deep love for it, as it was one of the few fangames ive made that i feel were made of pure, unrestrained passion. and i dont think i would be the same person i am now if not for this dumb little hack existing.
so, if u wish.. you can click the little 'read more' thingy to learn a bit about this crazy sonic hack i made when i was like, 13.
Alright, so Pepsi in Sonic 1 is a rom hack of (you guessed it) Sonic 1 that i made in 2016 for the sonic hacking contest. at that point, i had only been making games for 2 years and this was one of my first rom hacks ive ever made...
On the Surface, it looks like just a simple joke hack that replaces Sonic with a can of Pepsi. there's also a ton of other sprites that get changed into random little jokes, with some of the more notable changes being Big the Cat replacing Eggman, Jimmy Neutron replacing the Newtron badniks, and the wrecking ball sprite being replaced by a sprite based off Somecallmejohnny's "amiibo face". The game also has a ton of other silly little jokes, such as changing every level's names to something dumb or changing the level art slightly. And the people who played it pretty much wrote it off as just that... just a weird little joke hack that you may or may not have found funny.
but let me tell u.. there is more to this dumb little rom hack than u think ! one of the most major changes to the original game is that every level has been edited to have almost completely new level design.. and honestly a lot of the levels hold up pretty well. the Are some problems which come from the way they were designed.. for u see, i still didnt know a whole lot so a lot of the levels are built on top of the original Sonic 1 layouts, with some sections in some levels being kept the same, as well as all of the levels being forced within the original size limits of the levels (on Top of me having to deal with all the hardcoded bullshit from certain levels like Labyrinth and Scrap Brain).
So, some levels like 'Not Green Hill Zone', 'Dimps Place Zone', and 'Pepsi City Zone' have some really huge changes to the level layouts, while the rest of the game is still a little recognizable from the original Sonic 1 levels.. but i managed to make enough changes to where the whole game feels wildly different from vanilla Sonic 1. Not Only are all the levels different.. but all of them have a hidden "emerald monitor" which u can find to unlock one of the emeralds. they're in pretty difficult to find places, and when u collect all 6 emeralds they give you extra lives when destroyed. The only problem with them is that you can keep collecting the same emerald monitor in a level by dying... so you could cheat and get all 6 emeralds in one level. Still, it's a nice little thing that i put a lot of effort into making.
another one of the main big things in the hack is the Playable Characters. the main character is just a Pepsi Can who is basically just a sprite replacement of Sonic, However there are three other characters in the game that you can play. there is Pepsiman, who's main gimmick is that he can't actually do Damage while spinning. he's basically the game's hard mode, and you actually have to explore the third act of each level to find an invincibility monitor, as he also can't do damage to the bosses. he is the Running Hero, after all ! his only desire is to quench your thirst.. oh and also he can destroy eggman monitors without taking damage from them so. Yea.
You can also play as Classic Sonic, who is his own separate character and uses sprites from the 8-bit games. unlike the other characters, he actually has his own special move: The Drop Dash. You See, in the middle of the hack's development, Sonic Mania was revealed. So, as soon as i saw the drop dash in that game i just Had to implement it in this game. And Well, with it being one of the first instances of the drop dash in a fangame, it is implemented Very Poorly. But It Exists ! and there's actually secret paths you can take using it in the levels (something i wish Sonic Mania did but oh well..). Something that Classic Sonic doesnt have that the Pepsi Can and Pepsiman have is that they can perform the 'Shield Double Jump', in which you are given the ability to double jump while having a Shield. the double jump is pretty powerful, but it stops your speed. i didnt give it to Classic Sonic for Balancing reasons (AKA: i wanted there to be a reason to actually play as the other characters)
the only other character is actually a very hidden secret character: a Very Broken version of Knuckles. all of his sprites are broken and also i think it plays loud music while u play as him. thats all there is to him LOL!
Anyways. Um Yea. i put a lot of work into this rom hack back then. i was still pretty new to ROM hacking, with this being my first time using a disassembly. so i had to both learn basic ASM aswell as figure out how a ton of tools worked just for this game.. and i didn't even understand how most of the stuff worked by the end of it ! and i spent pretty much every weekend Exclusively on working on the hack. also, i had pretty much No Help with this game, with me having to rely on the Very Old and Outdated sonic retro wiki aswell as old forum posts just to implement the things i wanted (and there's still a ton of ideas i didnt get to implement)
when the game finally released at the hacking contest, i was very proud of it but also very Burnt Out. there was still a Ton of issues with this game... for One, all of the pixel art was pretty Bad. not only that, but my method for implementing artwork was very Confusing and Time consuming, with the different playable characters being a huge hassel as i did not know how to make them have different "mappings", which made making the different characters very restricting. there's also little problems with the level design, such as certain "chunks" being misused at some points and also Labyrinth Zone being not as edited as the other zones
i think one of the biggest mistakes i made with this game is with the jimmy neutron sprite... You See, in the original Sonic 1, the Newton badnik has two variants with different behaviors. one uses the first palette line, which contains the colors used for Sonic and most of the objects in the game. the Other varient uses a separate palette line specific to Green Hill Zone, which gives it a more green color scheme. You See.. the jimmy neutron sprite wasnt implemented until the Very End of the game's development... and i never bothered to check the other variant of the jimmy neutron sprite to see if it worked with the new palette and Um..
Yeah . it is not supposed to look like that. this is something that i didnt realize until awhile ago when i replayed the hack for this post. i feel pretty stupid for not noticing it sooner.
anyways. part of what made me hate this game for awhile is The Humor. you see, when it came out, a lot of the people in the hacking community thought it was Unfunny and Dumb. So, by extension, i also started Hating it for being a Dumb and Unfunny rom hack. And well... i made this hack when i was 13, so there Are a lot of dumb unfunny stuff in this hack, like replacing the Points sprite with 'GAY', or having one of the sprites be of ken penders' face.
a lot of things in this hack havent aged well, but i think ive grown to accept this hack's existence. its one of the first things ive made that got Some sort of public knowledge, even if still very few people have played it. And i think, if it werent for me making this hack and joining the hacking community, i wouldnt have ended up in the crazy situation i am in today..
i may joke about askin people if theyve heard of pepsi in sonic 1, and although i would prefer if people checked out my newer stuff, i also hope at least Some One, Some Where, can appreciate the dumb little hack i made. this hack was very important to me when i made it, it was made before i even fully interacted with the hacking community. it has all sorts of dumb little ideas that i tried to do despite all the restrictions i had.. and it was a little soul crushing back then when no one payed much attention to the game i spent Months working on. nowadays, i think ive come to accept being a niche little game dev.. but also i cant help but wonder if there are people out there who like my strange little creations as much as i do...
anyways. Idont know. i probably am missing out a lot of things that i wanted to say. this whole thing is probably incomprehensible (i am currently writing this paragraph at 1 am on November 13). it has been Very Hard for me to Do Things or to even Write Down my thoughts on things. but i hope you appreciate this little thing i wrote about the thing i made.
Oh, And By the Way, pepsi in sonic 1 is open source on github. mostly for archival reasons but if for some reason you wish to mess around with it... it is there for u to do whatever u want with it. Lol.
thinkin about 'Evil Mode' from 'Among the Others' , my last rom hack
so, after beating sylvie lime yesterday ,it got me thinkin about silly precision platformers and kaizo stuff ... U see , despite me being a Sonic CD-loving freak , i do like to play trial and error crazy platformers , such as N++ and celeste some other games im too lazy to think about right now . i just. like a fun and silly challenge sometimes. However , as i established in me last post , i am a Picky Bitch when it comes to platformers and i tend to prefer the controls and movement of the classic sonic games compared to every other platformer out there . i just Love the unique movement and interactions u have with environment in stuff like Sonic CD ... its something that no other game feels like and is something ive always wanted to see be experimented with in something like a kaizo sort of game .. but it hasnt really been done much before aside from a kaizo sonic rom hack that i thought handled the level design Very Poorly ..
there is also a rom hack named Sonic VR which i Really Really like ... but im probably gonna save that for its own post , teehee !!
Anyways. along with Sonic VR being a Huge Inspiration for me , and also seeing all those crazy kaizo mario hacks over the years , its something i wanted to try making myself for a Long, Long time . and well ... i finally got the chance in 2018, with my rom hack named 'Among the Others'.
so. Among the Others was a rom hack of Sonic 1 that i made. there is a Lot of history behind it that i wont get into for this post , but basically it was supposed to be my final, ambitious rom hack that eventually got cancelled and then i put a wall of text at the very end complaining about the rom hacking community. i then released it to the sonic hacking contest and then left the community .. but a few months before the contest begun, i still had a bunch of free time and the main game was already complete, so i decided to just add a bunch of random extra stuff just because .. and in the end there ended up being a Lot More content for a game that Was Technically unfinished...
one of the thing i added into the game was the secret 'Evil Mode' , something which not many people have played and is what im gonna get into in this post ... click da Read More thingy if u Dare !!!
So , in the level select (which u can just access by using the normal Sonic 1 level select code) , there are 3 evil mode levels in the game. these are basically extra levels based off the normal levels in the game, except these are completely redesigned to be Very Difficult and Evil. i wanted to make a sort of kaizo like thing ,where u have to get past all sorts of Deranged challenges that take advantage of the unique controls and movement of this game (which, btw, in case u dont know, this game has special abilities unique to it that make the movement Very Crazy , Lol !!).
There Is One Big Problem However... and it has to deal with the limitations of Making A Sonic ROM Hack When You Are Just A Dumb Little Creature Who Does Not Understand Assembly Programming.
You See, designing kaizo levels for a sonic rom hack is way more difficult than you may think. there comes a lot of Limitations to making sonic rom hacks that, combined with my limited skill, made making these levels very Annoying and Difficult to Create.
First Off, the game can only handle so many objects on screen. Which, well, i Suppose is fine. after all, im sure that's the case with mario world rom hacks. But In The Case Of A Sonic ROM Hack ... Well . Not only are you limited by having few sprites on screen, but you Also are limited by how many Types of objects can be in a level. You See.. all of the artwork for the objects are loaded in by 'pattern load cues'. each zone in the game has their own table which lists all the artwork thats loaded in ,including the level art and all the art for all the objects . not only was i limited by how Much art could be loaded in a single zone .. but Also i was limited by My Ability To Program. i could Not understand how the pattern load cues worked At All. getting objects from One Zone to work in Another Zone was Nearly Impossible for me ... idont know how to describe this fully. Basically , Most of the time , i could Not bring over another object from another zone Unless it used the same amount of tiles as an object from the current zone .. if that makes sense. idont know. All I Know Is ... I Was Greatly Limited by What objects i could use , and that's on Top of worrying about having too many objects on screen .
But That's Not The End Of It. you also have to worry about objects just. Disappearing in the game. sometimes , an object will just Not Load In and i have No Idea Why. i dont understand how any of it works .. all i know is that i was Unable to fully rely on building the level out of objects ,as id constantly have to worry if an important object would Unload , making progressing in the levels difficult.
because of all this , i was Severely Limited by how i could design the levels and what hazards i could even make . i couldnt even have too many spikes anywhere like a kaizo mario level ... it was very Limiting . and thats not even getting into the Level Chunks . you see, the levels themselves are also built out of Chunks of 128x128 pixels ,which have all the level art and collision. but i was also limited by How Many Chunks a zone could have , and these zones already were using the chunks from the normal levels which already used most of the chunks .... so i couldnt design much unique areas for these levels ...
despite it all , i tried my best to make levels that would be an interesting challenge ... and u know what. i am Kind Of proud of what i managed to accomplish , especially considering all the limitations i had to deal with. there's Definitely a ton of stuff i wish i couldve done with these levels, and theres stuff i probably couldve done better ,but Damn. playing through these dickish levels is kind of fun sometimes. Lol. i tried my best to make these levels use the physics and unique abilities to their fullest potential ... i just wish i coulda done More with em.
something i am pretty proud of that i think No One has done is playing the evil levels in Encore Mode. you see, in the game there is a secret encore mode that can be accessed by entering '81, 82, 80, 80' in the sound test ... and aside from letting you play as Pepsiman it also gives every level entirely different object layouts, along with new palettes and music. The Evil Mode levels in particular were fun to make Even More Evil , with The Core Zone specifically being made to be Actually Deranged , with its palette being Pitch Black and the evil mode level being Longer than the original one . and ,while i was also a bit limited with making these encore versions as i could only edit the object layouts , they were still fun to make and i am pretty proud of Encore Mode as a whole .
anyways. if you want something insane to go through, try the Evil Mode in Among the Others if you wish. you can download the game and its source code on github, if you wish.
anywayz thats all. there is so much about Among the Others ive ought to talk about .,,,, so much about this game that people dont even know about . maybe someday i can share more about it with you all ....