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Sparks

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Everything posted by Sparks

  1. I got MMF2 years ago legit, but I've been recommending the deal to some friends.
  2. Never noticed the Egg Garden similairties til now. I think it'll be a good homage to Retro Sonic though! The level design will be more like Hydrocity Zone.
  3. Not much of a screenshot but I tried messing around with tile drawing in SAI with a "paper" look (used an old tile set for ref). Ended up looking too much like it came from an iOS game. Trying to whip up a 2D demo since there's more resources available.
  4. Not a problem! What's the white stuff on the grass meant to be?
  5. For me it's the art style. The way they're shaded is mainly what reminds me of Hydrocity. The rest of your level pieces look more simplified, while the bricks have clear details, especially compared to your grass tiled (unless those are WIPs?). I'd suggest maybe smoothening them a bit? Only other thing I noticed is your other set pieces have a specific light source coming from the right, while the bricks seem to have a light source coming from the top. Don't get me wrong, the tile set is gorgeous, but the bricks feel like the only thing out of place.
  6. The original artwork kind of clashes against the resized Hydrocity blocks.
  7. Lost World comes out in October too, now that I think about it. :V
  8. Would actually be interesting to have SAGE during fall break, or at latest, Christmas for once. Would lead to some interesting themed events for holidays around those times, but I doubt many people want to wait that long.
  9. I just finished getting my new workstation set up, and I'm pretty confident that this computer can handle a live-stream. I also got a new headset with a decent mic on them. I'd like to do a few rehearsals/test rounds in the near future, but I'm mainly just updating that I'll very likely now be having a Level Design Livestream.
  10. I'm still hoping to do a Livestream for level design. Once there's more details about dates and events, I can probably see how it'll fit into my schedule this semester. Things to do include getting a better computer for the livestream, and setting it up. Looking forward to seeing all the other projects this year!
  11. Level concept art for B-Dash.
  12. Definitely looks more interesting in motion. Feels like the level is lacking in gimmicks though. It has springs, platforms, loops, corkscrews, the usual, but it could use some unique gimmicks. The walking animation also looks a bit stiff. His body should move up and down a bit as he walks. Other than that, it's a good start so far, it just needs some spice.
  13. It's good to see some publicized progress on Time Twisted again! I love how the game still has a unique atmosphere to it.
  14. Hey sorry for the late reply, been out of town. Level design for any game is very intricate and precise. Even studying games as simple as Super Mario Bros and Super Mario Bros: The Lost Levels (played this one recently, it was really insane but fun because the game is designed around speed running more than its predecessor). One thing I want to touch up on is how when designing levels you need a bit of a sense of architecture, since level design is essentially the architecture and arrangement of a stage; a huge interactive structure. I've been playing a lot of sidescrollers (Donkey Kong Country Returns being one of my favorites atm) to see how they handle level design as well as why they do it in their respective manner. There's a lot of interesting things to learn. I might touch up or rewrite this guide sometime in the future. Not sure if I'll do it before SAGE or after SAGE (provided I can get the right computer for a level design presentation, there's one at Dads I need to swap for again). Right now it's written specifically for Sonic level design philosophy, but I would like to write up something that is about more general level design in sidescrolling games.
  15. Well I'm sold on a Wii U. Super Mario Bros 2 is one of my fondest childhood memories, and Mario Kart 8 is confirmed to have communities.
  16. I'd say to just not think into the name too much, a rose by any other name is just as sweet.
  17. I think it's kind of clear that "zone continuity" isn't in their priorities this time around. I kind of like it, it's allowing Sonic to explore more landscapes and new level tropes. I don't think Sonics even had a beehive stage before. Though the 3DS version of Desert Ruin plays true to the stereotypical "Egyptian" theme. It looks boring and unfun.
  18. https://twitter.com/RichIGN/status/342376783536070656 IGN will be showing some new stuff tomorrow, including footage of the 3DS version.
  19. Taking the baby steps to learn how to do stuff in Blender. :I 3D platformer early progress, inspired by Super Mario 3D Land.
  20. My bad then! Just lemme know if you're not fine with them being out and about.
  21. All coding assets were claimed or moved to Delta, so only sprites and tiles here, folks. Just a few things before I dump the remains of Zero: If SAGE 2013 is happening this year, I'm considering hosting a livestream about how to do level design. Would anyone be interested? I would most likely use Palmtree Parkway or Tidal Tubes as the example. This would mainly cover level design, enemy placement, how gimmicks relate to level design, etc. Alright, lets get down to the leftovers. Once somethings claimed, it'll be removed from this post and handed via PM to the new owner, less they specify otherwise. Genesized Kukku sprites. Sonic and Metal Sonics sheets are also up for grabs, but I'm only going to post Metals as a sample. Send me a PM with your project and its progress, since Sonic and Metals sheets are designed in a specific shading style that's a mix of Sonic 2 and 3, so I just want to make sure they go to the right projects. Concept for a scrapped zone, Scrambled Sphinx. Sonic Zeros special stages were going to be an upgraded remake of the Triple Trouble special stages. This is the sprite progress that was made, as well as the original art, done by Kaosu. Sketch artwork for a title screen, also by Kaosu. Misc Sprites If there's anything else I forgot while looking through Dropbox, I'll post it.
  22. I love how this is revealed just as Rael sends me Super Mario Galaxy. I wonder if Nintendo is having an influence on the art design, or if this is just a nod to Galaxy. Either way, I see lots of good potential! I noticed for awhile Sonic games felt like the visuals were put in front of the gameplay, and it's neat to see Lost World is doing the opposite. These choices Sega is making means I need to do some thinking as well. I wonder what Strife thinks of Lost World so far.
  23. Thanks! I might start posting concept for it soon. I've been needing feedback for awhile. As for updates, Palmtree Parkway and Tidal Tubes look like they're going to Sonic Time Twisted. Electric Enclave is going to Sonic Edge. Strife is currently looking through enemies and gimmicks of interest. With the main zones going to Twisted, and various things being redesigned for Freedom Planet (to help make them original, and or get rid of the Sonic look) I don't think similar content should be a problem. I'm thinking about making the remaining assets public and letting whoever wants what claim them. Keep in mind some stuff was contributed by other members so the works will be labeled and you'll still have to give credit to them. Sound like a good deal?
  24. I'm here today to inform that Sonic Zero: Remastered is meeting its conclusion, but not for the better. Kaosu has been occupied with other things, Larks occupied with finishing up University, and I've been occupied with my own platformer project, so development has grinded to a halt. Recently Kaosu and I have pretty much decided that Zero is not going anywhere, and have decided it would be best to have its assets gain a proper home instead of going to waste. We're looking for fan games that have steady progress, and that the accumulation of Zeros assets would actually advance said fan game towards closer completion. If your fan game only has one zone done, you might not be the best applicant. If your game has several zones made and is closer towards completion, but maybe has a zone or two that are lacking in quality, this might be more ideal. On the table are the following: Palmtree Parkway Zone Snout badnik, Worm badnik, concept art, level maps, graphics, level gimmicks, etc. [*]Tidal Tubes Zone Sub-bubbles badnik, Dragonfly badnik, Otter badnik, concept art, level maps, graphics, level gimmicks, etc. [*]Unfinished Assets (Electric Enclave, Quirky Quarry, etc.) [*]Concepts for other Zones [*]Misc Amy, Power Ups, leftover badniks and bosses, smaller stuff This includes any gimmicks and enemies that are already in each zone, sprited, programmed, or both. This also includes anything you saw in the 2012 demo. Not sure about Kaosu, but I'll try to assist in bringing the zones over. Also included will be stuff such as concept art for uncreated gimmicks, and assistance in finishing the zones level layouts. Note: I won't be able to assist in porting things at a programming level to your fan game. The assets won't be handed out publicly, so contact me via PM or Skype to apply for these assets, or post here if you have an inquiry about something specific, questions about the assets, Zero Remastered in general, etc. The Zero team would love to make sure everything doesn't go to waste, to a good home. If your game is not made in Multimedia Fusion 2.0, then everything you acquire will have to be recoded. So basically, if you have a fan game and you need material, acquire within. skype: sondrogomez email: [email protected] Some samples of what you can expect:
  25. Maybe the Boosts charge should be based on the gauge, so if you want to do a small boost, it takes up x amount of the gauge, rather than the whole gauge (and even have this possible mid-air to do a second one)?
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