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Highwire4

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Everything posted by Highwire4

  1. @Biggerboot: Whoa, that looks pretty cool. You thinkin of adding in more details later on? I think the wall material you're using right now is fine, but it could do with some variation and maybe a little bit more specularity to make it look like its glimmering or damp which could add a lot of character to it. As for the lights, I dunno what you're tryin to go for in terms of mood but its looking pretty spooky to me with lighting the way it is right now, but maybe you could have lanterns hanging from the wooden beams and make those your light source? Could be pretty cool if you get a yellow/orange light and have it contrast with a bluish rock wall. @InfinityAlex: Is that the final level design for the tutorial level or are you just testing out graphics? Cause if thats the final level design I've got words to say about it. The graphics looks sharp though, nice job on em. One thing that I think that the signs could benefit from is having the symbols on the buttons be a darker shade to really make them clear and easy to recognize since I think they're a bit soft atm.
  2. I do lets plays/first impression videos, so it'll be done in that style. I'll message you when I put it some time in the near future.
  3. @Faseeh: Thank you. The 2D section is the most unfinished section of the level right now. Its missing most of the gameplay elements and visual asthetics out of all the other sections. Its going to be going under a lot of work. As for the loop, I'm aware the camera is janky as hell and needs a new one. I'm still trying to figure out how to do it. As for those dash rings tho, they're literally needed to get sonic across the gap. If I don't put that many there he won't make it. Thanks for the feedback though man.
  4. Aw man. I was hoping for a game where you played as badniks and beat the crap out of other badnicks SSMB style. OH WELL. I'll download the demo and do a video on it when I get the chance, but it looks interesting.
  5. Thanks a lot man! The engine might be done in a month or two depending on how fast development goes but I'll add you to the beta tester list. Thanks again man.
  6. So, update video: I've gotten the 2D section to be completely playable (its still a little wonky sometimes) and I'm basically 95% done building the game part of the level. All thats left is to finish up the back of that one boat and populate the rest of it with rings, spikes, and enemies. The transition camera in the loop is a WIP (very much so cause god damn it cameras can fuck off) and it'll be textured soon. Randomly rocketing off of slopes is GDK being a bastard, I'm still looking into how to fix that. I've made him a little faster as well to help speed things up. I've also started adding Red Rings to the level just for fun. I'm mostly likely going to reach my deadline for making this level functional so thats good. After thats been reached I'm going to focus on making it pretty and adding some more polish to the game while picking up Estate again for school. Thoughts?
  7. Y'know if you want I can just send you my generations model. Its got none of that shennanigans going on. I dunno what you're going about animations though but its got all the bones and everything.
  8. Its something I've wanted to do since I started this but I have no clue how. You know how to do this? EDIT: Nvm, found it and I'm tweeking it as we speek. I'm just blind ahahahaha
  9. Thanks guys! I'm nearing the completion of the level as I reach my deadline (which is next tues) and I should have it all done in time. So here's a little vid of whats what right now. It will radically change in a lot of areas as the days go on so keep that in mind. very much a work in progress as opposed to the first vid which was basically a finished 1st section.
  10. I've been working on an indie game since august and the engine is about half way done. I've got a topic on it somewhere in this forum. But any way, I'd love it if I could add you to the beta tester list and ask about your opinion on stuff if thats cool. Thanks for volunteering for stuff like this though man, great to have a resource like this available.
  11. So I finally got the 2D section done...I think. I dunno I probably did the splines wrong BUT ANYWAY the level has been completely playable with no problems [cept loops those aren't splined right yet] that is until I put in the 2D camera which screwed everything up for some reason I cannot comprehend or figure out. Sonic's control scheme likes to just reverse at random intervals and I have no clue why. I recorded this odd behavior. If I look like fidgety or like I'm having trouble with a thing or just randomly turning around, its this phenomenon. Any idea on what it could be? https://www.youtube.com/watch?v=gqaCDbyd8co&feature=youtu.be
  12. Yeah wow Kessler, that looks far better. You should definitely stick with something like that. Also nice job on the soap shoes. Kinda impressed you got that much detail into that small a sprite
  13. @ECLIPSc70: I think you may want to lower the contrast on the white and black pattern since it draws attention away from the logo and more toward the pattern. Red and black may work better in your favor since it demands less of your attention since it's colors are closer to the logo's. The logo should still stand out though since its realitively simple compared to the busy pattern in the background. Looks good though, I like what you have going on. I had a livestream earlier today, some of you where in it (thanks for showing up btw you're all awesome <3) and I got a lot of work done on the level. So thoughts on the 2D section's level design? It works fine the way it is I think. The main issues I'm having with it right now are mostly just super bugs with the splines (which are quite hilarious btw) I'll make it pretty later. I have less than 14 days to finish this level before school starts back up again. Thoughts? EDIT: I've also found the major offender of the performance issues I've been having lately, and unfortunately, its the reflections in the puddles. The second I took them out the framerate sky rocketed. Performance was an issue even on low settings, so the reflections are just going to have to go :C I'll be trying to come up with a psuedo reflection puddle thing though to try to keep what life they originally brought into the level.
  14. A.T.: Wow that looks pretty awesome. I know just by looking at it thats not unreal. So indeed, whats it built on? Chaos-fusion: I was gonna go into a huge tiraid about it as well but gsoft beat me to it xD I'd say the first one tho the one gsoft posted is far better and you should prolly go in that direction
  15. ahaha thanks guys! I don't really have anything substantial to really post a screenshot of since most of the work lately has been on about improving performance (which is pretty finnicky at the moment) but officially 1/3rd of the level is complete! I just hope the rest will be done by the dead line I've set for myself. (which is around 17 days till I hit it. EEE crunch time) @MalcomX: Wow man, that looks seriously awesome. I like how uniform all of your art assets look together and I think you've got a pretty good 'mario' feel going on in terms of how mario controls and the level pacing. Can't wait to play it man!
  16. I like the logo and the direction the game went from SIE to this. It seems a lot more natural and less forced than SIE did. The mock-up looks good too btw. Interested to see how you'll do this one with the sonic formula. I've been doing a lot of work on stuff and I've got quite the update. 1st of all, I replaced the default sonic model with the sonic colors model, and it works quite awesomely. 2ndly, people who have actually played the level have said it felt empty. So I went on ahead and figured out how to make puddles (thx p3dr0 btw) and put them around the place. Thoughts on this? I think it really helped the level come alive and feel more active since theres visually more going on now. I'm planning on making seagull particle effects and moving cranes and stuff at some point as well to further help this along.
  17. Wow. Thanks a lot Biggerboot! This is going to help speed up development of Lost Adventure by quite a lot, thanks man!
  18. There are tutorials for that up on Sonic Retro. Getting it to work along with animations however is an entirely different story. I've had luck swapping the model, but had zero luck swapping animations or getting animations to work in general. Probably something I'm doing wrong. I do recall a version of this that used the sonic colors model and animation, but any download links I can find of it are all to a mega upload mirror which doesn't exist any more so thats a bummer. But yeah. I'm not too fond of the emotionless soulless terminator sonic any more than you are but I am happy that the engine provides a decent one.
  19. Um, wow thanks Overbound! You really didn't have to post it up on the front page, my game's not that special (to me at least) but seriously thanks a lot man! But yeah, this game is like a practice session for me. So I'll be constantly polishing it. Its kinda like a bare bones roller coaster track right now. I'll be adding in more things as it goes. I've updated the first post with a new video that shows the game in its current full state. I don't know if you can edit your front page or not but well, new video is up.
  20. I would love to keep this game going but I just dont have the time. I only have till the end of Jan to work on this project. After that I cant afford to devote effort to it any more due to life reasons. Sorry.
  21. Sonic Lost Adventure is a 3D sonic fan game made in Unreal with the Sonic GDK engine and is made in the style of Unleashed and Generations. The game features completely original assets and uses no pre-made assets from unreal. Sonic Lost Adventure is a game that has been in the making for around 10 or so years. Most of it in the conceptual stage. Most of you will know this game under the name of Sonic Dash, which was a 2D sonic fan game that I stopped development on a year or so ago. I picked up the project again under a new name (since sega is currently using Sonic Dash) for a school project. I've since completed said school project and have decided to finish what I had started. This game is only going to be a single level. Havok Harbor, which would be the 3rd stage in the game and consist of either 2 or 3 acts along with a boss act. This tech demo is only going to cover one act and will not be expanded upon. This SAGE demo is going to be the only iteration of the game for a very long time. Most likely forever. I'm on my way out of college so I'm running out time to do things like this. So, thats what this is. Its a single level demo that will probably never be seen again outside of SAGE 2014 Act 1 (unless I can some how add more polish to it if I find the time). So with out further ado, here's a little video: https://www.youtube.com/watch?v=A0lucpu-TDI Pretty sure that speaks for it's self. Thats pretty much the level at this point in time. But um. yeah. SAGE. 2014. YEEEEEAAAAAH
  22. Thanks Gear! You brought up a good point with the amount of color on screen so I've brought in another color into the level's pallet to act as a neutralizer. I'm still tweeking the greens, but what do you guys think? Think it works? I also solved my little level design problem by just moving path three up. It flows pretty nicely now. @Kessler: So is Amy a playable thing now? Can she do anything special or? @Gear: Yeah the lava background does need some smoke or something. Not sure how you'd do that using parallax stuff tho. Perhaps if you posted up a screenshot of what the original level looked like it could be a little helpful since it IS a recreation. EDIT: Found it: http://www.youtube.com/watch?v=NDZ09s2efPc The original level has blue skies, thus why its in his level. Don't want to deviate too far from that, but some changes can happen I guess
  23. I am in an odd spot here with a section of level design that has left me rather frustrated. Its a weird bit. A 3 way intersection/cross-over bit. Here's a basic screen of it with the paths labeled. Path 1 is obviously the slowest (clocking in at around 40 seconds into the level by the time you reach the end of the made path), Path 2 is currently the fastest though I want to change it a little (clocking in at around 24-25 seconds from the start of the level to the end) and path 3 is kinda in the middle (clocking in at around 26-27 seconds). Paths 1 and 2 are from a split of the single starting path. Path 3 is a split of the starting path that happens before the Y split of path 1 and 2 as shown here along with the speeds of areas. I want path 3 to be the fastest, while the most challenging, so I put in floating platforms. These worked kinda well at first, but once the other paths started to fill themselves out, things quickly got crowded and clunky. This also became apparant with how inconsistantly I was able to actually traverse said platforms. I tried raising the elevation of the platforms a little bit which helped in some areas but made others worse. I'm debating on getting rid of the smaller fast bit in the middle of path 1 (even though it does speed up that path quite a bit and could be a neat shortcut for the less adventurous players) just because of how much space it takes up. The other problem is that sonic can only jump oh so far, even at top speed, so I can't put the floating platforms (that usually have crane grab things on them so they make sense) too close to the jump in path 3 or it cuts off paths 1 and 2. I'm thinking of putting a spring into path 3 before the floating platforms to elevate it and slow sonic down along with a scene transition for the player but I don't want to slow it down too much as it is. This might not be a problem if I slow down path 2 considerably at some point before this intersection but I dunno. So I'm really not sure of what to do with this. Any ideas guys?
  24. Damn Bosco. Thats some seriously awesome work there. You ever made a demo for it at some point? Would love to play something with that much time put into it.
  25. Pretty sweet tweaks and updates. Little stuff like that really makes a difference. Good to see this thing isn't dead too
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