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Flasher the hedgehog

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Posts posted by Flasher the hedgehog

  1. This may not be much help, but I have very rarely drawn a level design out. In the case of Sonic Incursion, I know the theme, and I have some gimmicks drawn / thought out and what kind of speed you can expect to achieve when I first begin.

     

    Then I just start. I make it as though I'm playing the game, and I stop every few minutes and play it, to see if it is fun. In terms of the multiple routes, as I'm making and playing, I think "Should there be a branch here? A hidden goodie? Go fast here, or slow down?". This approach hasn't really come back to bite me, so it's the way I will continue to work. It worked wonders with Sonic 1 Alt.

    I do suggest having a few gimmick ideas down on paper before you start. This will help you to make specific sections that cater to your gimmicks. My approach is very informal, so it might not work for you.

     

    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. 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. :ssmile:

  3. 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:

    INWBMQ.png

    Part 2:

    gkFcsj.png

    Part 3:

    kcr2m9.png

     

    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.

  4. 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.

  5. 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:

     

    Untitled_6.png?1398119557

    • Like 3
  6. 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:

     

    Untitled_4.png?1397091435

     

    The image above is an example of what you told me?

    • Like 2
  7. 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.

     

    Untitled_6.png?1397018062

    Untitled_5.png?1397018088

     



    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
  8. Im just gonna try and request this early from now on -- please for the love of god, dont put QTE into your fangame. It's a terrible mechanic. It's not fun, interesting, skillfull, it's just annoying artificial difficulty. I believe i mentioned this to Nefault before; Sonic Advance / rush came up with a great alternative already that could be applied to both springs and ramps, could be used to access new paths, and didn't remove control from the player. And in the case of Sonic Rush, it was a very significant gameplay difference between Sonic and Blaze in terms of speed running the stages.

    Also, either remove bottomless pits altogether or stop placing them in such bad positions. I ran off a cliff into a pit almost 4 times in a row. And i'd agree that it was all my fault if it actually was. The idea wouldn't be bad for teaching me that i could slide off walls if it didn't KILL me for not reacting fast enough. Again, referencing older sonic games, Sonic 3 and Knuckles almost entirely removed screen kills from the level design.

    I guess it really is Sega's fault for doing this for so many years, but please do mind incorporating gameplay that encourages you to move forward and then punishes/murders you at random. I'm discouraged from playing fangames that make me play Russian Roulette with the level designer everytime i step off a ledge, hit a ramp or move at full speed for too long.

    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 ... =/

  9. Só nos preste um favor: trabalhe neste projeto. Sabe, tem sido bem raro qualquer um que não seja o Lake Feperd terminar um fan game. Eu gostaria de ver esse aí pronto.

    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...

  10. It looks interesting but you need to learn how to render those models. Sonic's sprites are very dark and poorly shaded.

    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.

  11. 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.

  12. wow thats looking much better with the bigger screen size! One cool thing for you to implement later with the camera system would be for it to move forward ahead of sonic a little bit when going super fast so the player can see more of whats ahead of them.

    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...

  13. 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:

    ff8w.png

    Sorry for the double post. D=

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