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Flasher the hedgehog

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Everything posted by Flasher the hedgehog

  1. I understand, and it seems to work, at least on paper so far. Hehe I have not spent anything for the engine at the time. I just make a map of a stage based on the Emerald Coast of Sonic Adventure but with great differences. I found it interesting how it's getting; when you finish setting the engine already, i begin to build,the stage, but another question came to me. The Sonic Wolrds have tiles test, the question is: Start to create my level using the test tiles that came with the engine or create my own first then to start? Sorry if my question is silly but i am working alone in the game, would not want to lose focus while creating the level. Hehe ^^ '
  2. Tails is one of the fucking characters! \o/ I modified the sprite of Sonic running. Could leave more like Sonic Unleashed.
  3. I'm working on the mechanics of Tails, I decided to test some ideas that came to my mind: An attack that uses Tails while walking, similar to Megaman.
  4. Interesting idea, something cool to do is put him equal to the movement Badnick Normal; when Sonic is facing with badnick, it would sound an 'alert', and starting boost.
  5. I was not enjoying what was appearing with sprite mesh, was well artificial, and create animations in the 3D model and then create sprites gave me a huge job.
  6. Interesting about doing in the role, although I tried it once but could not create something from scratch, the photos I posted above are only a few pieces, the beginning of the stage I did like Emerald Hill, I realized I was going well, only that later on I stopped to copy and start create my own routes, but it did not come out very well. I'll search some layots and see what I can do. Thanks for the tips.
  7. Just a few basic questions to take some questions regarding the creation of level design stages. I have been reading the topic created by Sparks about Level Design, know the high routes, the routes that only specific characters go, anyway, I know the details you need for a good Level Design, the problem is as follows: how do I start? Every time I created a stage, I did anyway, without worrying about the beginning, middle and end, without respecting the physics engine, causing bugs and fleeing the theme of the stage. Ex: (very old examples): Part 1: Part 2: Part 3: I wonder how Level Designers games like Sonic Time Twisted, Sonic BTS / ATS and among others based on the classic create routes stage. Where do you begin? Create a sketch on paper? Create in the own engine? Anyway, details like these, and if yours have others too.
  8. I made a general change in design, the game will have a touch of Sonic Adventure:
  9. I'm in doubt on how to apply the Boost Gameplay in my game. My goal is to not let the gameplay completely in style Sonic Rush, i do something similar to Sonic Advance 2, but with a focus on exploration, I do not want to leave the level design phases with absursos sizes just to keep the Boost Gameplay, but also not want to leave the Boost run free in game form. So far I created a way to limit the Boost, it is a special skill that you'll just run it to fill the power bar, and you can use it freely until the bar runs out, so far so good, still I have wondering whether this way or not. I'm still confused about this issue and wanted some ideas on how to work with Boost correctly. Maybe or in extreme cases, remove it from the game.
  10. I'll post here for to test one Test Engine, which is still much incomplete for now but it is just to see how is the game in the new engine: Sonic Action Engine Test There are some debugs, the S button increases the special bar, and to switch between Sonic and Knuckles just press TAB/Q. Remembering that Knuckles it is still at the beginning of his programming. XD Edit: Other than that, I gave an updated description of the topic again, posting a new mock-up and putting some small information hehe, anyway I'll put it here the mock-up:
  11. Sorry for double post. D: Edit: I tried to make a mock-up of what will be the first stage. =P
  12. That HUD was up only as an example, I'll create another HUD, at least now I already have a base of size it will be. Thanks for the help.
  13. Is getting awesome! The music of beginning reminded me of some parts of the music of Knuckles Chaotix (can not remember what it is) and the Hidrocity Zone. =P A question: The scenarios are all created customized? I am impressed with os graphics! O_O
  14. I think I understand what you mean, honestly I did not stop to think about it, I worried more about the details of the HUD than their positions on the screen. As I understand it then, I have two options: -I reduce the size of HUDs or; -Increase the resolution of the game. Am I right? When I started the topic I came across a similar situation, but with the sprites of Sonic hehe ... Edit: The image above is an example of what you told me?
  15. Hello guys, forgive me for not posting anything these past few months, I was without internet ... Hehe But this time I continued working on the project in the meantime I migrated the engine, which was before the 8 directions, I'm now using engine 360 taken by BlazefireLP. As you can see I changed quite a bit since HUDS until the sprites, for now I have nothing more than novelty to show off that. The change of engine was the only thing new. hehe I also gave an edited description of the topic, where I put some new information ... Within a few days I will release an alpha of the game for testing... =P
  16. Hmm, I understand, anyway ... I was thinking of applying a level design style Sonic Advance 2/3, would be a good idea?
  17. As I said before, I'm doing everything myself, for not having much time lately, it's hard to focus attention on one thing, my goal is to have a level design in the game similar to the old games, but it seems that there it is as planned unfortunately ... About QTE I deleted it, it was a mess, having buggy, I'm still thinking of something similar to the Sonic Rush game mechanics ... I can only move the game night and on days off, but do it alone is leaving me exhausted, there is still much done to be able to release a demo, do not even know if I can release a Demo to SAGE ... =/
  18. O que eu mais quero é terminá-lo, só não prometo que terei lançado uma Demo antes ou na SAGE, até por que eu estou fazendo absolutamente tudo sosinho, ae tem tanta coisa pra fazer que acabo me perdendo em o que fazer... Mas estou indo aos poucos, mas o único problema é isso, num ter alguém pra ajudar, até por que eu trabalho o dia todo fora, só me resta a noite e os dias de folga(1 vez por semana) pro jogo...
  19. What? My game ... In SAGE? O_O Wow! It would be a great honor to have my game there ... *----*
  20. Are still only for testing, I'm messing the game engine more than the sprites, these sprites change will take much, then I will fix the engine and other details for later mecher there.
  21. Sorry for the Double Post again ... Post a video on YouTube a few hours ago showing project updates: http://youtu.be/QO5D_mUKRTQ Note: Not expect much from me, I'm doing it all alone! XD The background is in testing phase...
  22. I'm on vacation from work and I'm enjoying this period to accelerate the development of my fan game, unfortunately it is difficult to create everything myself and I'm losing, I do not know if the level design to create demo, if read in the sprites, the graphs of the first phase or try to finish the Sonic engine to start engine of other characters, the bad is that I lose myself in the middle of it all and time have a goal and then I am already doing something else in the game, this is complicated ... Anyway, until the 28th have all day free, after that I can only work with the game the night and on vacation this week, so I need some help in the project. So far I need: *Create and coding Badnicks Boss: One of the things that still do not have a lot of experience is about creating artificial intelligence of an enemy, my goal is to create enemies with various movements and actions, so the game does not get too monotonous enemies useless and easy to defeat.... *Level Design: The Level Design of Stage 1 is being done by me, but develop a good level design with plenty of routes and paths to be explored is laborious and time-consuming to be done alone. The Level Design phase to be challenging as the classics, although my game is Modern Sonic, my goal is not only to leave the game to emphasize speed as Sonic Unleashed... Thank you for your attention, if someone wanted to help me, please tell me in the comments and put your abilities.
  23. In fact it has already been implemented in the engine, the photo does not show it because she took the time to print the Boost cranked ... hehe On the scenarios, the Pseudo-3D knowing how to use it, the game getting pretty much like it is the case that in my opinion: However, it would be very difficult to create all the scenarios of the phase in 3D with all the hills, slopes, loops, etc ... 2D is much easier even...
  24. Going to post some small updates ... Sorry for the delay to post here, my job was killing me these last few days, so ... Now I'm on vacation from work and I'll see if I can release a demo of the game ... The updates are only visible interface of the game even though I'm still working, the other updates are the engine of the game that is best and most (most, not all yet ... = P) of the bugs fixed. On the sets ... Unfortunately my friend who would be responsible for setting Pseudo 3D can not end scenarios for the game, so I'll be doing the scenarios 2D style game Sonic Rush ... Is the scenario that I will use in the first phase: Sorry for the double post. D=
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