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P3DR0

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Posts posted by P3DR0

  1. I love the tiles floor, goddamn, Overbound. Stop making this game look so delicious.

    Can't say much about anything else, since we'd need to see in video or .gif both the boss intro and the time travel.

    btw, Those clouds in the second bg look like they should be in 3D (like Sonic CD intro) or should have bit more definition. Other than that, looks beautiful, OB.

  2. The model is looking a lot better. I'd suggest you get rid of the dark crease between his eyes and remove black lines outlining his shoes and I'd say you have a great looking Sonic model.

    I question whether I should even say this because your model is very nice, but I can't get over your old model it was the perfect mix of OVA and CD Anime. In fact it is probably my favorite fan made model. I have to ask why did you decide to change it?

    The black outline in the shoe is part of the small design change to Sonic. The "dark crease" it's just 3DSMax's Ambient Occlusion you can even see some of it in his back spines.

    The reason because we've changed the model is because the old one sucked balls. Honestly. It looks pretty decent in 2D with some cellshading to it and some cool animations, but it just looks awful in 3D and it's horrible to look at. We did the test. Besides it had a lot of unecessary polys and poor made rig.

    This new one it's easier on the eye in both 2D and 3D. It only have polys where they are needed and the rig we're working on it's just amazing and we will be able to create gorgeous looking animation. With our new rig it's even possible to create a super peel-out animation without having to use particle effects like in Sonic 4/Generations and even Lost World or even without breaking the mesh.

    Trust me, once you see this badboy in motion, you'll have a whole new other view on this "favorite fan made" issue. Don't worry.

  3. Edit: There is also a screenshot of the latest version of the model at the end of the post

    Thanks guys. We had a blast designing a new Amy for the project and it really means a lot for us that you liked it.

    Anyways, I've kind of screwed up the main post of the thread at Sonic Retro and had to replace it with a small temporary F.A.Q.

    I don't see the harm in posting the F.A.Q in here also. So here it goes:

    What is 'Sonic the Hedgehog'?

    Sonic the Hedgehog is a project we've started way back in 2009 under the name of Sonic Henceforth. Back then it was just another Sonic fangame, following the rules of its universe. In 2010 it went under a whole new design choice. We, the creators, as big Sonic OVA fans, decided to create a homage to that universe, but this decision also gave us a blank canvas to do whatever we want. Sonic OVA's universe never behaved like the normal Sonic universe, there is no master emerald to be seen, Knuckles wears a cool hat, Sonic and Tails both are more agressive and carefree and much, much more. The possibilities were endless and we could've created whatever we wanted, whenever we wanted. Not bound by previous rules. It's a fresh scenario where everything is possible.

    What are the changes?

    The changes we've in store go from redesigns for some characters to the big stuff, the kind that alters a whole formula. Don't worry, Sonic won't lose his speed neither we're replacing rings for coins or gems. It is still a Sonic game and most of the things in it aren't new for Sonic players. Most of the old things are in it with just a handful of changes or new stuff. You will be treading familiar territory from the beggining to the end, with just some new things in the table.

    Is this the OVA game?

    No. The game happens after the events of Sonic OVA. Metal Sonic is nowhere to be seen (strange isn't it?), Robotnik ain't trying to marry Sara, and you get the point. This game is based on the OVA's universe, but it's not a retelling of the events in the movie.

    Why so secretive about this project? Why not just lay around the story, the changes and everything you got?

    Not trying to fill in big shoes, but I'm certain we've an amazing thing in our hands. One thing that I've never really liked in the fangaming community is how people just throw their stories in and make a game about that text that you've probably didn't read at all. We want you guys to care, to speculate, to get caught by surprise about the changes we've made. Not trying to sound narcissist, but I believe we've created the greatest story and lore in a Sonic game. Don't worry, it's a simple and straight foward story without much darker themes or complicated events. But don't sell yourself so short, there is some mindblown for those who get more involved in the game than just for those who just want to play a cool Sonic game.

    Why is there so little info about this game?

    Being truthfully to you, we've been under some hard times. To start with, we've changed engines from Multimedia Fusion 2 to UDK. So it went some time there into learning UDK (and we're still learning every day something new), crafting our skills. Not only that but we're also working on our free time with a very small team. Progress is slow, but most of it went into making concepts and planning. 3D Sonic games are at the same time easier and harder to make, they just take more time than 2D ones because modeling ins't an easy task. You may sometime spend over a day modeling just a simple asset, then you have to import the asset to UDK, create a material (texture) for it, if it is something special like an ocean with some waves moving you have to do math... you get the point, it is a pain. But once you have it all done, you are all set and it is easy as building something with legos.

    I love this project, and I'd love to help

    We would love to expand our team. But we also need to see some of your work first. Just PM me with some of your work and let's talk.

    We're currently looking for:

    - Voice Actors (Robotnik, Amy, Sonic, Tails, Old Man Owl and more to come)

    You don't need to make a voice like the one in the original games, we're looking more for an OVA approach. But we're flexible to go both ways. You can also try something new, I'd love to hear your take on this.

    - Modelers (Mostly Environment)

    Most of our pieces aren't complicated. We're not using some ultra-realistic approach. It's very cartoony and easy on the eyes. Sometimes it's just a few boxes and cylinders, but sometimes it's a bit more than that, but we are never talking about complicated, detailful pieces. All you need to know is how to work with lowpoly and UVWs.

    - Riggers

    While Sonic will have a very advanced rig, most of the other characters who are not playable don't need such a thing. They do need more than a simple CAT rig because of facil expressions or what not. But that's as far as it goes.

    - 2D artists

    If you have experience with digital art and know how to paint, you'll do nice. You need to know how to create seamless textures (which is easy, trust me), and setting up normal maps. The harder part of the job is painting itself.

    That's all folks.

    Edit: OH YEAH, I just realized I never actually posted the modifications we did to the Sonic model (and some light texture work).

    1bldDcz.jpg

    Before you say it, yes, the spines looks a bit weird at some points, but have in mind that gravity will affect 'em once we start animating, and it will look a whole other thing in motion (much like our first model). Also he does not have that much of eyebrows, it's just the ambient occlusion in 3DS Max.

    I'm a dumbass, it appears that I have a brain tumor that makes me forget to post stuff here, it's like the second time in a row that I forget to post here but not on Retro. Sorry beautiful people.

  4. I love it. Except for her socks, but other than that I almost prefer it over her official models.
    What is it that you don't like? The shape? The colors?

    I like the socks they kind of break the flow and add a bit of personality so is not just Amy with a new dress and set of hair. They're nerdy (nerdy for Sonic) as she is not trying to look like a princess or anything.

    Looks really lovely.

    I'm with Overbound, except for the 'almost'.

    Far better than the original IMO, maybe because it looks so modern compared to the simple designs of the original characters.

    Anyways, nice work.

    Not better, just different, but thanks man, means a lot for us. Modern Amy's looks are pretty simple and straight foward, which is ok, but doesn't give much personality in my opinion. Classic Amy had a ton of personality, but didn't looked much other than a pink Sonic with colorful dress. We tryed to mix those things togheter and adding our own touch to the mix so she looks fresh and interesting.
  5. Ey, SFGHQ!

    A little piece of trivia for you guys:

    What is pink, warm, soft and pretty?

    Amy Rose, of course.

    jZJuMxP.png

    Amy joins the adventure. What is her place in all of this? Only time will tell.

    Amy has recieved a big design change, but also we wanted to bring back her original personality from the classic era. Goodbye obnoxious borderline pyschopath trying to get Sonic to marry her. Welcome back Sonic's number 1 fan in the whole world.

    Now that should be interesting.

    Also, keep an eye open. There is something coming up in the next few weeks or so.

  6. That is a nice screenshot that you've posted on the "post your screenshots thread", huh?

    I mean, I don't want to be an asshole here and I know that this thread does hold up much more than just screenshots, and I'm perfectly fine with it but that's just way too far from the subject here.

    You know, when people post videos, screenshots, concept arts, mock-ups or even music in here those contents are generaly made for a fangame, indie game or a hack.

    You are more than welcome to post your remixes in the Art Forum.

  7. Hey, MetalSonic30, you should read the rules before posting. Most important, this part:

    When you make a thread here, you CANNOT just post a lot of information on the game. Anyone can come in and say they're making a game with 12 characters, 40 levels, and Super/Hyper characters in every level, but until you show us something, we have nothing to talk about. You have to give us at least some kind of proof that this game exists, whether it's artwork, music, screenshots/mock-ups*, videos, or anything. Logos do not count. You can show off whatever you like, as long as it's not only text. Also, engine tests have to be something more than a couple seconds or simply posting one from the site with minor changes.

    Threads that don't show anything even remotely substantial are subject to being locked.

    * [2/13/09 edit] If all you're ONLY showing mock-ups in your thread, it is only permitted if they contain some of your ORIGINAL artwork in them. Anyone can take graphics and sprites other people made off MFZ and slap them together in mspaint and call it a mock-up, but that doesn't count because it's not your work. If you want to show off mock-ups that don't have any of your original work, you'll have to also show some other evidence of your game (engine tests, videos, other in-game screenshots) in your thread as well.

    And no, a recolored version of someone else's sprite does not count as a "mock-up". I'm sure you have some good ideas in your wall of text, but if you want to post 'em here, you should have proof of concept first, proof that you're actually making this (an elaborated script does not count as proof either).

  8. Add screenshots. People don't really want to download what they don't know how it looks like. Specially something that you can pull if off easily without barely any knowledge in MMF2 (not saying that yours is that simple, just saying that a Menu is pretty easy to do, but there are way more advanced ones out there).

    An .exe is also a good idea for people who don't have a copy of MMF2 or just want to test it out to give feedback.

  9. I planned from the beginning to make everything of geometry for this level and see how it would go(it's mostly a portfolio piece, since I cant make enemies AI, and failed to set the camera as isometric), still it run smooth in 60 fps in medium resolution in my PC, whitch is a phenom x6 with radeon 6850, there are some wall planes with textures too, low poly for background that I was experimenting to cull the geometry from far and the place with texture shows up.

    You right, if I was wanting to target this in low end this kind of stuff would never be a good idea, except if the isometric camera worked, that I could go for more strong cullings and pre computed visibility

    The Sonic,tails knuckles statue have 8000 polys counted in UDK, but since everything is using UDK LOD system - Simplygon -, this get to 1000 polys from far. Since in this level wasn't too many objects I didn't minded get everything in high poly, also there is culling, LOD and precomputed visibility going on.

    The blocks from ground and walls are elements os a bigger object exported from 3ds max, so I dont have a high call to draw every object, but groups, for example, there are 2x2,2x4,2x8,2x16 of evach object tile, block and leafs, I made tests with single objects and it eats the resource very fast.

    P3edr0, I have read some of your posts in Sonic Retro you research a lot of stuff, so since you know the way around here I want to ask you something, you think there is any project that my skills and remaking process could be of use? Thanks.

    Jassbec - Dont worry, I already corrected the mapping of the textures, those shots are older.

    That's great to hear, man. At Retro (or even here, but I believe he is more frequent in there), hit a PM to Xaklse and I think he'll be able to help you out with your camera problems.

    About your question, people with projects are always looking out for extra modelers. From GDK users to Sonic Generations modders, I feel most of them would love some extra help, try hitting them up at Retro's since they're more frequent in there than here.

  10. Nice work, Shadow Belmont but you're need to learn how to optimize your stuff better. Like the ground floors, instead of being a square each tile, could've been just a few big squares with a texture and a normal map. Same goes for the brick wall pieces which I know are meshes and good I don't even wanna know how many polys there are in those Sonic/Tails/Knuckles figures.

    As it is right now may be ok, but on the long run, you'll thank the extra work (and so will people with lower specs PCs).

  11. I believe there are rules about you needing to have more stuff than just drawings to show to start a new thread.

    I usually like your drawings and shit, just a heads-up before you end up with a locked thread because of the lack of substential content in it.

  12. SO I'm on a team of about 30 other people working on a fan game that I can't really talk about but I can show off all I like. I'm a concept artist and level designer and we're working on a desert theme.

    [qimg]http://fc01.deviantart.net/fs70/i/2013/212/6/c/sft_desert_01_by_sonicbommer-d6g44s8.png[/qimg]

    Kind of a painted canyon kind of look is what I'm going for. The theme for the level isn't final yet so any ideas for a desert level would be appreciated.

    That is pretty cool.

    But... Something else got my attention in your post:

    "I'm on a team of about 30 other people".

    The bigger the teams are, the harder it is to manage 'em and I can say that with experience. So... Beware. I wouldn't like to see such a pretty concept going to waste.

  13. Much, much, much better with the new resolution. Good work, Flasher.

    Also, the 2D graphics are way better than the 3D ones. Both have their pros and cons, but trully, 3D graphics are only cool if they're in 3D space (have an Z axis).

    Character, enemies and whatever are ok to be in 3D because they're in constant motion, so they look like they have an Z axis. But in overall scenary it would just look like if you took a photo or something and put Sonic on top of it.

    It would look more or less like this:

    The sprited parts are fine and pretty cool, but take a look at Crisis City and how disgusting it looks.

  14. Oh joy, a GDK project using the terrain tool and default UDK assets.

    It is not like it has never been done before... right?

    Terrain tool is a terrible thing for Sonic games. It creates bumpy and ugly motion. Try modeling something instead, or finding someone to model stuff for you. The terrain tool should only be used for background areas (where the player can't go) or smaller sections (like small beaches).

    It ain't new and it ain't an UDK exclusive tool, the terrain tool has been around for quite a long time and there is a reason why Sonic Team doesn't use it in their games. It ain't because "Sonic is not realistic" even in Sonic '06, which was suposed to be "Sonic goes to the real world" didn't used it much. So there must be a reason, right?!

    Also, try making your own textures/assets as well. The UDK ones weren't meant for this kind of game, not even for realistic games. They were developed for futuristic-FPS types of games where muscular space marines shoot lasers in aliens and monsters.

    If making textures ain't an possibility at least get an editing software (GIMP, Photoshop, whatever) that allows you to use adjustment layers and some filters. Then go to google and search the shit out for good seamless textures and edit them in the editing software so they can match a little bit the color schemes of your stages.

    Also look out for UDK tutorials, if you look hard enough you can find awesome stuff out there.

    Do not feel like I'm bashing at your hardwork, I'm just giving you some protips that I wish someone gave to me once I started messing with UDK three years ago. It is hard to make good work, but it is worth and the world doesn't need another "GDK projct using default assets". We already have Forgotten Ruins, Sonic Exodus and a few others to do so. Set your bar to make something extraordinary and not something ordinary.

    Cheers.

  15. That's kind of neat but needs a lot of tweaking. Some animations seems out of place (the one that plays when Sonic bounces of a spring, specialy). Also, Sonic takes a lot of the screen space, you should really consider making the resolution a little bit bigger.

    Also, 8 directions looks really bad with such big sprites, you should consider making the character rotates 360º. I liked how Sonic handles himself, he doesn't seem too fast nor to slow, you may consider tweaking his acceleration, thought. Also, those "blue spheres" that come out of enemies or tricks, consider making them a little faster too and a a little bit smaller wouldn't hurt either.

    Sonic is not invulnerable when hit and that lead me to some annoying deaths where I couldn't do much. For example, try running straight into the first crab enemy in the test stage. After getting hit, hold the right arrow key, eventually you'll collide with him while you're flashing and will die.

    There are also a lot of collision problems which are pretty annoying. But overall, you have something really nice going on and I can't wait to see more.

  16. Oh, man. I missed this project. When I saw it on the first page my first thought was "some new member must've bumped it", I wasn't even going to take a peek imagining all we'd have would be a person with 5~10 posts asking if the project is still alive. Well, I'm glad I decided to check it out. Really.

    Not only this served the purpose of giving final closure to something that, altought every one knew it was dead, at the same time didn't knew if it were really dead (does this make any sense?).

    But it also gave me a really good reading. I didn't knew much about the project, just that it were pretty and had some interesting ideas here and there, and man you've got some great ideas. Some were a bit off and a bit crappy, but most of the documentation you've liked in the end of the post was a very inspirational reading.

    The attention to details you were planning like "what will the partner characters do when bored?" or the description of some stages was amazing and it really had some potential here and there. The storyline was pretty bad, but I can't really blame you. I can count in my fingers how many Sonic fangames doesn't have something that ruins their storyline. I bet mine even do and I don't know about it and will just figure it out in 4~5 years, just like I'm starting to realize that about some older projects as I craft my writing skills.

    But still a mystery stays unsolved:

    I remember an old cutscene near the Unleashed's release or something where Sonic was looking at the moon and some dialog appears with him saying "No, not again" or something like that and then he starts to shake and then it ended.

    Most speculated it were Sonic turning into the Werehog since it was clear that you were inspired by Unleashed back in the day (Who wasn't?). But I also remember you saying it wasn't Werehog. So... What was it?

  17. 60, Firefox (Tested with lots of enemies on the screen for a few minutes, didn't got any slowdowns whatsoever). Intel Core 2 Quad, 4GB DDR2 RAM and Geforce 9800GT 512mb DDR3.

    Nice game. Guess there are lots to do yet, but still, pretty amazing. :3

    The art looks great, the attacks are fast, everything is very decent. I hope to see that turn into something bigger.

    Brotips:

    - Add some invisible walls on the sides of the screen. It's pretty annoying how some attacks launch you waaay foward or backwards.

    - Don't allow an attack to cancel another, at least not until the "damage" part of the attack is done. The fun part of those sorts of fast-action games, at least in my opinion is to stack attacks or do creative combos and it's really a pain to do so when your attack is being interupted by another one (it would be like stoping Sonic in the middle of a jump to do a spin-dash), also it's pretty unlogic if you ask me.

    - Add some extra screen space, both vertical and horizontal. Both the enemies' and the player's sprites are very large and they take up a lot of the screen.

    Keep going, nice stuff.

  18. (Posted on Retro and totally forgot to post in here... Oh well)

    HfByr6t.png

    We've redone our model, there ain't any textures yet, nor does it have any sort of rig (so we can't pose him) but it's pretty much done, and looking lovely. We've taken criticism in consideration and everything else, and we're very happy with the final output.

    Lemme know what do you guys think, hate it, love it, just shoot it away. :3

  19. Those loop tracks are awesome Betaman. I had a similar idea for the titlescreen for Time Twisted.

    [qimg]https://dl.dropbox.com/u/5170721/SonicTimeTwistedTitleSmile.png[/qimg]

    Wow his cheeks and arms look weird, but also, wow this title screen looks awesome. :3

    O hai

    Let me just pop out of nowhere and drop this

    I'd like some feedback here. There's nothing special here; not even pixel shaders. Also ignore the bad things in the scenario (such as the horrible sun setting between mountains and the outline problems).

    also, should any brazilian be interested in fully Portuguese MonoGame tutorials,

    It looks pretty okay, but you need seriously to change those colors, make it brighter.

    Also, the sun should not be visible when the sky turns to purple/dark blue (aka night) like it happens around 0:30 in the vid.

    Other than that, pretty nice. :3

  20. [qimg]http://i.imgur.com/a1U8bfE.png[/qimg]

    Just a cave like water level, anyone knows a good name for it?

    About the name: and it has nothing to do with the thing i did with BTS and ATS (connecting one game to another)

    Welp, gotta know a little more about the game before throwing names for it.

    I do like "Sonic Before the Adventure" like Serephim suggested right now. Even if it doesn't work like BTS and ATS (prequel/sequel), "Before the" is kind of your trademark at this point and all it sugests is that the game takes place before the Sonic Adventure era and doesn't really have to be a prequel to it.

    But, other than that, we need some info on it, I guess (unless you're running for generic names).

    EDIT: Totally misunderstood what you said, I thought you were asking for names for the game and not for the stage itself.

    For the cave itself, I guess we should also need to see more, all I can think about now is "Crystal Cave" since it has crystals and it's a cave. Mind telling us what's the theme of the cave? Is it a mine? Just ruins? A haunted cave? I guess a little more info is required.

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