Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Gear_The_Hedgehog

Members
  • Posts

    208
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Gear_The_Hedgehog

  1. The problem here is he used Sonic 1 sprites to do a mixed Old-School with Next Gen, for this is better or edit a Sonic Advance ones (yeah i know that they are overused) or use the Sonic 3 sprites and do minors edits to it, because sonic 1 sprites have less number of frames, and are poorly detailed, the Sonic 3 are more detailed and have more frames of animation, yes they dont have the same amount of frames that the Advance ones, but for a mixed styled sprite is more suited. here in normal size: As you can see Sonic here is a little bit more taller than the original Sonic 3 sprite, just 1 pixel i think, and it has a little bit longer quills, and used the sonic advance pallet for the rest of it but modified because it looked awful with the bland pallet of Sonic Advance. I hope this could bring some ideas of how to mix the styles better
  2. I was trying to do a Dust Hill Tileset sheet, i see if i can make one of those in a near future, if i remember right Dust Hill was replaced later on with Mystic Caves, but Dust Hill was first a desert level, so if you where asking for that you can go to Sonic Cult to have an example of dust hill. here:http://sonic-cult.org/dispart.php?catid=1&gameid=2&subid=3&artid=10 but is kinda easy to do if you look right
  3. Making some updates to my S4 Project, and i did a genesis style intro for the game, as you can see sonic going throu the sega logo here, i know sonic goes using the sega logo as a floor but i did this because it looked more cooler this way. All coded in GM7 btw.
  4. I want to remember you and all here, this is the Duke Nukem 3D engine modded to play as a Sonic Game, of course the jump height is a constant and of course sonic will jump like that, because this is a FPS game not a fast paced plataform one, Sonic is one type of gameplay and DN3D is another one. To change the jump height constant value here implies that he has to re-do the entire engine of the game from scratch, because 3D Realms do not give that easly programs to mod their games.
  5. it looks more like a town map more than a BG for a stage, maybe like a place to see new missions or stages to go
  6. hmmm i see, yes is very limited RPGM, maybe i can get something working in MMF2
  7. This, i want to know how you do this, because im doing a Square-enix esque RPG game with some OC but i cant seem to get how to do the hit effect and the special attacks, because i want to do the specials kinda like FF7 but more Chrono Trigger-ish BTW im doing that game with RPG Maker XP
  8. im really impressed indeed, and i was thinking i was the only wacko that is doing a anime animated intro xDDD (not in a bad way i mean making intros or even cutscenes full animated and non sprited is kinda a big job) and im kinda 22 here so for the other oldies here you are not alone people XDD
  9. sorry to go of topic here, but i was thinking about the Sonic Model and yesterday when i was looking at some Unreal 3 videos was a Sonic 06 model playing deathmatch with mario and other characters, it looked pretty close to the original so maybe if you can contact with the guy that did that sonic model for Unreal 3 maybe can help you out with that Here is a video of the model, thou is for PS3 but i dunno if the guy that made that model can make you something for the PC version or maybe port that model to PC http://www.youtube.com/watch?v=HYUJFSEUKr0 and for rigging maybe you can watch some people that rig models for the Blitz, i know that Blitzsonic is kinda lame sometimes but it has some great 3D artists out there. Ohh and the model is in Evilengine.net forums as well
  10. Cutscenes? awesome! they are completly animated or just still pictures with dialog? because either are cool ideas, im also trying to implement cutscenes 2 to be exact but more Genesis styled, im eager to see this images in action they already look badass enough
  11. I think have seen that BG in some other place...but i cant put my finger on it, anyway is very cool but i think it lacks in some reflection and more waves i think, the sky is calm and relaxing is very well done it, but i think it lacks a little in reflection in the water like in Emerald Hill, also i dunno if is going to tile correctly since isnt the same or similar in the left of the picture as well as the right, i dunno maybe is just a small bit of the BG.
  12. Before saying more im GBlastMan, well is my MSN nick XDDD Well honestly this sprites are made with Sonic 3 sprites as a base, also some custom anims as well, currently im working in the Super Sonic sprites, i want to give the Sonic CD manga style with the Super Sonic Unleashed style as well. Also they are made using as reference the Sonic OVA Screensaver sprites, as well Titlescreen.
  13. Man im trying to get the slopes and ramps to get functional with the same engine but is a pain to do, anyway maybe you want to change that sonic sprite in the future, because that sprite is in every GM 3D sonic game, maybe doing a Sonic model could complete and also show more your Raycasting method
  14. Wing Fortress Zone, man how i love that level, well not that much as i love Metropolis (mostly for the catchy song), if you actually can do a Metropolis stage i will be the first in line to play it. One thing, is it gonna to have those things where sonic grabs and when you press jump sonic flys away?
  15. very impressive!! i like the enviroments, yeah the anims are a little stiff here and there, but still very impressive, i know because do a 3D fighting game isn't an easy job to do, if in Mugen things get complicated in 3D even more i think. And i think Vector and Silver are much better for a fighting game than Charmy, i dunno is because charmy is first very small to be fighting, and second well it has posibilities to be a really good fighter but i dunno, i think i like more Vector because is big and strong, and aslo Silver because with those psychic powers could do wonders if he fights well of course.
  16. I can tell that it has a little of Sonic Championship/Fighters to it, because some moves are like that game, but yeah i think in a fighting game characters do not approach eachother so closely, kinda when they hit eachother they push the other character back, because it could be a little unfair to the other character if the one that is hitting him keeps hitting him to the infinity, also i noticed that the background shows up if the characters are far away, i dunno if is Hypercam's fault but i noticed that because when i first saw the video i thought that was a test stage, but after i saw that i realized that it has BG only doesnt shows up properly. For moves and more smooth animations, you could mix Sonic Championship/Fighters moves with i dunno maybe Sonic Battle ones, or take some example from the most famous fighting games out there, kinda like Street Fighter or Kof, not take the exact same animations of those games because one game is a Fighting game with humans, and this is with pseudo-animals, maybe doing the animations more Cartoonish than real-like could help thou
  17. Well i said that it uses the colours from the Sonic CD Titlescreen and some base colours from the Sonic 4 Titlescreen for the Ring part and all those, then the back was made it in photoshop, i tried to stay with the Sonic CD style and yet use some of the Sonic 4 style mixed to it
  18. well it's the only flaw the titlescreen has XDD, i was more inspired in how the hands and other stuff were animated in Sonic XG but i see is kinda impossible to do that smooth animation in game maker XDD, i will see if i can fix that ASAP, but it will take a while since i have to redraw the hand individualy, but i see what i can do.
  19. Well is my "company name" for fan games XDDD and stuff, kinda has a long story about that name actually, is more to give a presentation to my games, is not very nice just present my games without a flashy name XDD
  20. hehe yeah thanks for point that out i think i write that bad because i was doing pretty fast the video in Sony Vegas, it gives me some troubles because some videos render too big and others too fast or de-synced, but that was the only error there XDDD
  21. well i dunno if i can post here a youtube link, because i feel that a video could do more justice to the titlescreen than a mere screenshot, so if it is good here it is: that's my recreation of a Sonic 4 titlescreen in Sega CD format, also sonic uses the same pallet as the sonic in the Sonic CD titlescreen aaaand for the people that wants to see this in more detail here is a screenshot (did you guys believe that i was going to only put a video and that's all? bullshit! XDD) if you guys remember the first screenshot that i put here with that 3D sonic engine, this titlescreen is for that XDD, man doing that sonic and all the graphics (except the BG that was made it in Photoshop) in MS Paint is one a hell of a work, but it came out pretty neat at the end i think.
  22. @rawr man you will see that comming very soon trust me back on topic, i was hopping to see this little fella popping out soon enough, the pics are very nice, i see it has some polishment to it, and the presentation is pretty nice to see, but yeah the level setting being on a beachy location and in a daytime is already something that even SEGA/Sonic Team does in all his games, Green Hill, Emerald Hill, Angel Island, Seaside Hill, Emerald Beach, and so on throu Apotos and Splash Hill, like Rawr said is nice to break the mold for a change, like a Nightime setting level, or instead a beach/woods/plains, like SA2B a city level, or even a factory level, i dunno is my opinion XDD, but even so im eager to see more of this, also fix that problem with the BG in the back is easy to fix just use the other side of the pic and flip it horizontaly, that way it will tile correctly.
  23. im going to do a video when i have some more features to it, i wanted to do a more soft camera handling, also give the engine some more effects, thou i dont have skills to model a Motobug Sonic 4 version of course, aslo i have to see how to do the Wreaking ball boss in 3D, i was thinking more of a SRB2 way of handling the bosses. well yeah i think i can give you a link if FGR who lend me the engine is okay with that of course XDD
  24. well something that i started some days ago i was kinda eager to see what happed if Sonic 4 was made it in Sega Saturn 3D enviroment or PSX, it uses the 3D sonic engine made it by Gamer Dee, im going to see if i do some acts but only for Splash Hill, kinda like a mini fan game, but two bad things for now, one when you collides with an enemy you will lose all your lives, i dunno why but something is pretty bad there, and two rings and time doesnt resets when you restart the level only score, and yeah the bg has a kinda of parallax effect is not fake but is kinda like a fake parallax, also some of the graphics there are made by me, the sonic sprites are the ones of the special stage of Sonic CD, to give more nostalgia, also i edited some anims to fit the game animation system, nothing to fancy
  25. hey many thanks there XDD, thou is a little difficult to make that bunny, it was just too bland in design but a little cool
×
×
  • Create New...