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Andrew75

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Andrew75 last won the day on July 8 2014

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    Sonic CD Remix & Project AXSX (Sonic X-treme)

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  1. And now for a screen with Sonic running! "please enjoy"
  2. AXSX Water 1440P ( With Youtube's Crap 30 FPS) Youtube's Missing frames of animation really makes the water scrolling effect nearly vanish, so I had to slow it down when recording this video, the shimmering pixel effect still looks very broken here) The AXSX Video Scene has been dry for awhile now , so I thought you guys may like to check out some of our water development progress! I feel its a good start but still needs some work. In the future we can all look back and compare this to the final version of water.
  3. That R2 really does look like it could have been in Sonic CD! the art direction is fantastic,( always thought R2 would have used the textures from the Waky workbench's hidden room, way to go !) I have some official R2 badniks from the original stage if your interested in using them. One is similar to grounder, and another is a bug that is hidden in a tube that can pop out at Sonic.
  4. Water blocks ?! oh my! do you mean the greenish blocks ? They were supposed to be a sort of blue sea rock of some kind that's going to be canned in the final game, Since i didn't care for how it turned out. I tossed it in UDK to test my new shader that works with fisheye so we can now stretch a large texture across multiple blocks. Lets say.... If a block is moved, the texture updates in realtime so that it stays aligned with the rest of the blocks, (a sort of automatic Texture UV mapping effect.) This way if we want a tiled texture than we wont have to cut up a larger 128 x 128 texture and apply the resulting 32 x 32 tiles to each block 1 by 1, and or every time a block is moved or cloned than the textures are always aligned. This literately saves days when producing level layouts. if you look below you can see that each block tiles nicely with its 128 x 128 texture across multiple blocks. I marked where the textures would need to be divided if we used the smaller 32 x 32 textures to make up the larger one. EDIT: there are under water sections going on under the mirror like water, complete with water physics.
  5. Thanks to a little of bit of Xaklse's programming knowledge we now have fan physics that function much better than what we had before !
  6. Opening the picture shows in true resolution if anyone wants to study it up close . For this specific water surface I was taking a cue from Collision Chaos Zone.( The water even scrolls similar left and right) May add transparency depending on water viewing angle vs camera position.
  7. Water surface WIP. Fully animated down to the little pixels that scroll in a classic 2D like parallax fashion. ( make sure you guys click the pics to open them !)
  8. I'll reply to your post with a quote from the water post. so yeah What i mean is that the water tinting is not finished, These screens are to show the new sprite animations for AXSX. Keep in mind Sonic 1 has green and purple water tinting, I dont see a problem with using blue water. ( also what if the water was cloudy because it's turbulent and has sediment drifting threw it from the bottom, u know like if u go to the beach, water is never 100% clear like pool water.)
  9. How about some screens of the water current gameplay features. ( test level uses temp GFX) Josh has a few bugs to work out yet for this Sonic sprite animation here, but at least the base animation is in place ! Sonic spins as the water's current takes him away! Custom Untextured version of the crystal spear model. ( this one was not used in game , but since you guys like beta stuff, have at it !) Sneak peak at the new level props can be seen to the right! ( the crystal spears are actually green with a black metal rod, but the water tints everything too much to be able to see the nice texture details that were added.) (Tinting needs some tweaks!)
  10. It may not be pretty (yet), but We have .... Hang-bar! Sonic is on the ride of his life ! Rotates left and right horizontally. Anti gravity Handstands or die ! ( Sonic can jump back and forth between bars as the platform rotates 360 degrees vertically)
  11. There may not be any new visual updates for you guys, Just letting you know we are still working on the project. Slowly but surely! Xak's working on New enemy functions such as shooting and enemy AI. (will benefit Sonic GDK as well) Josh is finishing up with new Sonic Sprite animation programing and fixes for Sonic. I've been working heavily on level art and new layouts as well as bug testing, and keeping the guys busy. Have most of the gameplay related to special stages planned out. Have been speaking with Shadix in relation to putting together a custom music track for the special stage. Lastly....Chris Senn is interested in doing a few level layouts for the project as well.
  12. First test level built 100% from blocks! (inside the level editor) over 3600 block types to select from !
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