Sonic 2.5 is a project my brother and I always daydreamed about. Today I was looking at my old projects to later make a video of my game-making journey, and some of the oldest files I still have are from this concept, back from August 2011. [...] I've been developing in pico-8 for a while now and made this little mockup as a pixel art exercise.
[...] I'm working on the pico version now. I'm using Emerald Hill as a reference, later it will be changed into its own thing.
There are a bunch of things I just slapped together to get it done before the weekend (small individual tiles should be larger chunks, the grass is too short on the flat surfaces, Sonic shouldn't curl when going off ramps, Sonic animations are not synced to velocity, etc). Lots of WIP stuff. The physics engine is almost done, just lacking rolling and spin dash mechanics. Also, the gif is 30 fps, while the game runs at 60, so you can expect it to look a bit smoother in-game. [...]
• Red shield air dashes downward diagonally; • If you hold up when air dashing, you will dash upwards instead; • The shield looks bad because the gif is 30 fps, while the game is 60 fps; • The dash graphics will be added later
Gifs from the development/showcase thread for Sonic 2.5 (Pico-8), by BoneVolt:
bonevolt on itch [dot] io
@bone_volt on twitter
BoneVolt on lexafloffle/Pico-8
The last gif is an example of setting different palettes by scanline in Pico-8, recently figured out by BoneVolt and Zep (source link posted as a reply)












