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Sparks

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Posts posted by Sparks

  1. Here's my two cents on some of the games I played:

    Sonic Overture - A fan game that has beautiful pixel art and very fluid and fun to watch character animations. The game has loads of nods to the early Sonic 1 concept art, which is a real treat to see them come to life. The engine is very close to your usual Genesis Sonic physics. Level wise, there's really not a whole lot to do. Rolling in the levels isn't a huge reward, nor are there many level gimmicks for the player to interact with (there's a really neat spin tube, that's about it). Overall, it's worth a playthrough for the effort put into the pixel art and animations.

    Sonic Edge of Darkness - An unusual mix of Classic and Modern elements, it feels like this game is having a bit of an identity crisis. The player also feels like a lead weight, but luckily the levels are designed with these physics in mind. The levels do provide some gimmicks to keep them feeling like the player has something to do though, which is good. I dead ended in Corrupt Canyon for a good bit before realizing the sandfalls worked as they do in Sandopolis. The game also has pinches of cinematic experiences like you would expect from Sonic 3K. Overall, it's your usual Sonic fan game that doesn't bring much new to the table, but is inoffensive enough to enjoy a playthrough of. Might want to work on that identity crisis though, especially when you have Sonic looking classic on the title screen, and looking modern for his in game sprites.

    Sonic Mega Drive - From the creator of Sonic Fusion, comes a Genesis style fan game. Act 1 is your fairly basic starting stage, but Act 2 really brings out the tricks and action that Sonic Fusion was known for. Plenty of gimmicks and a natural progression of levels ala S3K (a rarity for fan games), even with your standard beach/jungle setting, I found this demo enjoyable and fun. The Act 1 boss was a nice surprise, and the Act 2 boss was a slight twist on the familiar EHZ boss (getting a bit bored with seeing Metal Sonic and Eggman all the time, but that's my personal opinion).

    Spark the Electric Jester - From the creator of Before the Sequel, After the Sequel, and Chrono Adventure, comes an indie game that derives entirely from the high speed gameplay from the former titles. Spark is based a lot more on combat and bosses that you would expect from Mega Man. As usual from Lake and his crew, you can expect a very high quality soundtrack, as well as Lakes unique visual style in the levels. However, the game lacks the bells and whistles Before and After the Sequels are known for. The combat and power ups are neat, but there isn't much that spices the game play up.

    Overall, I am enjoying the games I've played so far, but I think adding some spice to these meals would be a welcome addition.

  2. I've gotten a few comments about how they look like the ones from Hydrocity. I did look at them when trying to figure out how to sprite bricks but I was looking at a bunch of other games as well. Its probably the color that makes it look like hydrocity.

    How exactly does it clash though? Is it the texture? the colors? The contrast?

    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.

  3. 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.

  4. 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!

  5. 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. :awink:

  6. 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.

  7. 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.

  8. 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.

    kukku01.png

    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.

    metal01.png

    Concept for a scrapped zone, Scrambled Sphinx.

    ssznose.jpg

    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.

    special01.png

    special02.png

    Sketch artwork for a title screen, also by Kaosu.

    title01.png

    Misc Sprites

    misc01w.png

    If there's anything else I forgot while looking through Dropbox, I'll post it.

  9. 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.

  10. 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?

  11. 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:

    The whole 2012 demo.

    sfghq1.png

    sfghq2.png

    sfghq3.png

    sfghq4.png

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