Various screenshots related to Sonic R, often showing the game in very broken states as I tear it to shreds. ^.^ There's also a lot of Redux development stuff in here too, because that was my whole goal with this stuff. == MISC == saturn_times.png: Saturn screenshot showing it's unique record screen try not to do this again.png: Someone post this on a forum when Redux released. Turns out, in an attempt to fix the game balance, I made it worse. Balance is hard. == REDUX ASSETS == Sonic_Redux_Logo_Shadow.png: Sonic Redux logo, dated 2015-01-14. == REDUX CHARACTER MODELS == amystandpromo.png: Earliest Amy model, posing for her download link. amy-model.png: Early Amy model, in various poses. amy_hug.png: Later Amy model, offering a hug. <3 amy_om3_shaded.png: Later Amy model, posed with hammer. (Amy, off-model rev. 3, shaded) amy_tpose_1.png: Same Amy model, in T-pose. amy_tpose_2.png: Later Amy model, in T-pose. amy_tpose_3.png: Final Amy model, in T-pose. blazeamy_1.png: Blaze and Amy posed, first revision. blazeamy_2.png: Same pose as above, but with later models. Blaze is also making balls of polygonal fire, which I wanted to do for the earlier one. blaze_tpose.png: Final Blaze in t-pose. blaze_athletic.png: An early idea for Redux was custom skins ala Smash. I made one, of Blaze in casual athletic clothes. The idea was quickly dropped, as making all the skins and keeping everything in sync was difficult. blaze_end.png: Blaze "thanks for playing" screen knux_comparision.png: Comparision of Redux Knuckles against R Knuckles. knux_tpose.png: Knuckles in t-pose. knux_end.png: Knuckles "thanks for playing" screen metal_posed.png: Metal Sonic in... I don't know what pose this is but it's all I have. metal_tpose.png: Metal Sonic in t-pose. msonic_end.png: Metal Sonic "thanks for playing" screen nack_tpose.png: Nack the Weasel in t-pose. nack_end.png: Nack "thanks for playing" screen silver_tpose.png: Silver the Hedgehog in t-pose. silver_end.png: Silver "thanks for playing" screen sonic_1.png: Earlier Sonic model. Tried to go for a Sonic CD look. sonic_1b.png: Final Sonic model in same pose. (it's worse, I know.) sonic_2.png: Earlier Sonic in a pose like the famous one in the credits sequence. sonic_3.png: Earlier Sonic gently putting Amy down, like in the CD credits. sonic_4.png: Earlier Sonic carrying Amy, like in the CD credits. sonic_5.png: Earlier Sonic striking a pose like he did defeating that one enemy in the credits sequence. sonic_tpose.png: T-pose of final Sonic model. sonic_end.png: Sonic "thanks for playing" screen tails_tpose.png: Tails in t-pose. tails_end.png: Tails "thanks for playing" screen == REDUX TITLE == redux_title_1.png: As you can tell, this is not the final title screen. [to find: redux_title_2.png. I'd be very surprised if I lost it.] redux_title_3.png: Almost-final Redux title. Note the 2016 copyright date instead of 2017. I had this queued up for a while. Not the rest of the art unfortunately, which is why the menus look jank. == SCREENSHOTS == 2014-01-24 19.40.52.png: Was playing game, Sonic flew up into the air here. Turns out, if you walk into where the railings intersect right about there, it'll downwarp you right to the floor and upwarp you when you move. 2014-02-16 18.56.23.png: 0th place, victory screen 2014-02-16 18.56.35.png: 0th place, results screen 2014-02-17 12.58.35.png: 6th place, I think? Results screen. Neat showcase of "metal" objects applied to arbitrary models. 2014-02-17 14.41.54.png: Forcing a 5-player multiplayer map. It was a long time ago, but I think Robotnik was still CPU controlled and things would occasionally clip past the other viewports and it just looked weird. 6 players crashes the game, because there's only 5 racers I guess. 2014-02-17 19.28.49.png: Results of a 5-player match. Amazingly, it kinda works. 2014-02-23 18.14.03.png: Knuckles rests on the side of a very steep slope. (No slope physics for tagged racers in tag-4 mode, it seems.) 2014-02-24 21.08.06.png: Sonic R is known for draw distance problems. Let's take that to it's logic extremes. (very low draw distance on char. select screen) 2014-02-25 16.39.19.png: Forcing a GP vs. race on Radiant Emerald puts you up against Tails. 2014-03-11 19.49.04.png: I think I set the "render mode" variable to an invalid value. It came up with a funky quasi-vaporwave look. 2014-03-12 19.50.00.png: This corner in particular isn't defined properly, which would be fine if it weren't directly above water. There's a fairly prominent bridge a little bit later with the same issue and it just eats your shield for the frame you're over that little gap. 2014-05-03 22.47.47.png: Trying to figure out how the track render code works by breaking it. Managed to turn all the quads into tris, which looks funky. 2014-05-04 20.07.11.png: This steam vent likes to eat your polygons. 2014-05-21 21.57.43.png: Somehow I set the speed so that the animation (and footstep noises) played at speed, but Sonic moved at a snail's pace. It's neat that footprints are tied to the animation. 2014-05-24 16.56.43.png: Showing off that the model format used for the menus is the same as the track format. You can see Reactive Factory, but also the models used for the results screen in the Saturn version of the game. 2014-05-25 17.21.58.png: I cropped it out, but I'm using the Vinesauce ROM corruptor on the Radical City track file. I managed to make a polygon a different color! Progress! 2014-08-11 16.39.29.png: Radical City, showing track parts but not decoration parts. 2014-08-24 20.27.41.png: First successful character model edit. It's Sonic, but with a cube for a torso. 2014-08-31 13.35.48.png: Amy model, on character select screen 2014-08-31 13.37.19.png: Front and backside of Amy. Kinda janky but it works. You can also see where I was starting to replace some graphics assets with versions for what would, much much later, become Redux. At this point I was still experimenting, though. 2014-11-20 18.58.48.png: Broken Knuckles import, but more importantly Cream the Rabbit. She was a scrapped Redux feature, acting somewhat like Latkiu. I somehow managed to program her entirely in assembly by cannibalizing parts of the HUD display routine. Unfortunately, I never saved the source code in an usable format, and she required more texture space than I could spare without some serious rework of everything, so she had to be cut for the final release. 2015-01-02 16.56.64.png: The same corner that Knuckles was trapped in, except Amy is on top of the steps and interacting with the water below. Again, strange. Also, was trying out new minimap icons. I think the Amy there was taken from Amy in Sonic 1. Cute, but busy. 2015-02-01 18.07.37.png: Very, very close to cracking level format. I think I'm using FreeCAD to compare against Blender. 2015-02-02 11.20.11.png: Aaaaay, almost. I forgot, for several months, to set the coordinates for the decoration parts. Oof. 2015-02-19 22.05.23.png: Getting the Amy model closer to the official model. 2015-02-27 21.33.50.png: Revised Amy model next to a very, VERY early Blaze. 2015-05-21 17.49.08.png: Later Amy model next to the first one. World of difference. 2015-07-23 22.52.07.png: Amy and Blaze, again. Amy's color palette has changed, and Blaze, ah, yeah, she needs work. 2015-08-03 22.41.00.png: Amy, a better Blaze, and an early Silver. 2015-09-27 12.51.55.png: Somehow I managed to turn off texture transparency. It's a look... 2015-10-23 23.21.32.png: Comparing Blaze against the Rush model. (Let's be honest, the Rush model is better.) 2015-10-25 20.27.21.png: Ah, finally. Fixed the track exporter, and now it works. 2015-10-25 22.43.00.png: Almost... Eggman says otherwise, as his face ominiously stares at me. 2015-10-25 22.55.45.png: In attempting to fix it I just made it stripier... 2015-10-25 23.46.14.png: Just to clarify, there are actual serious problems with the textures. I fixed it all by the next day. 2015-10-26 23.07.21.png: These janky-looking seams are not a problem, though. They're just like that, unfortunately. 2017-10-16 00.18.35.png: First Blaze in the game. Not right, but hecc. 2017-10-20 21.39.17.png: Redux character seelct, not quite complete yet. Metal Sonic is in but has janky normals still. 2017-10-20 21.43.32.png: Screenshot used for SHC entry page. Blaze tags Tails in Radical City. 2017-10-20 21.44.30.png: Nack in a race against the rest. Amy is migging a huge polygon from her head. 2017-10-21 16.10.15.png: Final character select. Has character names and portraits, to hide the fact that the models looks like junk close-up. (specifically I was still having that problem with the normals, which I didn't have time to fix in the model.) 2017-10-28 11.54.09.png: Another SHC screenshot. Tag game in City. This one has the boost bar. 2017-10-28 15.28.49.png: Another SHC screenshot. 2 player, proper 16:9 aspect ratio. Sonic has a little bit of boost bar, which shouldn't be possible. Actually, I had set his boost bar source to the ring counter for testing. 2017-10-30 23.59.43.png: A recreation of the OVA scene with Sonic and Metal, but in the menu. Techinically, this is the first track edit. It was a pain, though. 2017-11-12 01.01.27.png: Early version of "Seaside 8", what was going to be the first track, if I had the time/motivation to keep going. 2017-11-13 00.04.06.png: Another SHC screenshot, Sonic going around a loop. 2017-11-13 00.53.00.png: Can't remember if this was an SHC screenshot. Silver hovering over a lake. Notice his hands are on backwards.