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P3DR0

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Everything posted by P3DR0

  1. 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.
  2. It may be nitpicky of me, but god I hate that dark sand in the parallax of the desert level. It ruins the composition for me, the stage does look pretty, but that black sand just look bad. Anyway, overall the project is looking great, the trail that characters leave behind could be toned down but whatever. Can't wait 'til SAGE.
  3. 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.
  4. 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.
  5. The distortion in the cliffs, the random noisy elevations here and there, almost three years of experience and the fact that the terrain tool is pretty much the first choice for everyone starting with GDK (even I used the shit out of it back them).
  6. 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.
  7. 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.
  8. 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?
  9. The blue trail is sorta nice, but it probably would look better (and wouldn't be so invasive) if it were more subtle. Ya know, a little more transparent. Also, particles. Particles in Sonic's snowboard and some snow coming down would be nice.
  10. 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.
  11. (Posted on Retro and totally forgot to post in here... Oh well) 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
  12. Wow his cheeks and arms look weird, but also, wow this title screen looks awesome. :3 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
  13. 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.
  14. I liked the foreground but could use some AA I guess. :3
  15. MMF2 extension called 'Parallaxer' if I remember right. It ain't that hard, really. Just download the extension alongside with the examples and in no time you can do the same or even better.
  16. Pretty, I like it. :3 Also, Sonic: <???> Adventure (Before the Adventure, perhaps?)
  17. We all have played this, buddy. Guess what? It sucks. Even the creators think so (since they're remaking it to be less 'copypasta' of Sonic 06 and more of a Sonic 06 themed game). Please don't.
  18. It's not an "alpha", it's a video. Saying like that seems like you've released an alpha demo. Also the lighting looks awfully dark for a beach enviroment and the white colored light doesn't do the trick to give the needed atmosphere try changing it to light-yellow and in the World Settings, I belive under lightmass settings change to shadows to blue/purple this should give a better feel and don't make the shadows seems so intense. You can also play around with post process chains, they can make your scenes looks way more saturated and good looking. This is one of my videos, so you can have an idea of how an yellow-ish light and purple shadows give a waaaay better mood to an beach scene. This other one show how powerful post process chains can be if set right I know this seems like I'm doing publicity for my videos, but it was the only two references I could think of that were using GDK. Also reducing the intensity of your normal maps should help to tone down the darks a little bit. Good luck.
  19. Sonic: Before the Last Sequel (Yep, "Last", we'd like to pretend that S4 never existed) Also, I'm curious to see what this is. :3
  20. Shiiiiiiiiit that's pretty. The animation could use some work, though. It looks very unappealing and dull. It should have more energy, more movement. I mean, take advance that you're using a 3D model, use angles, more frames, more variety, etc.
  21. Overbound I can't seem to like the design of the eagle... It reminds me too much of those cartoony robots from the 90's with that *sorry* goofy look that it were trying to be "bad" but careful to not scare children at home. Just like Robotnik in Sonic SatAM. I think you can do a better job, mostly in the torso area and the feet. The pallete could use some other colors imo, those are very bland and boring and badniks always seemed to have exagerated and saturated colors in 'em. Besides all that and the perspective issues, the scale is buging me alot... I mean, take a real eagle for example. I know that "hurr it's a robot it can be any size", but Sonic is 3~3.5ft more or less and the eagle itself is bigger than him. I dunno, it just feels wrong for some reason. And maybe working with something smaller will help you into making it more interesting. Now about that pixelart... Brilliant. For some reason I really liked the combination of the forest stage's tiles with the "Hidden Pallace's" ones. Reminds me a bit of Sonic XG when played with Knuckles and I really like that sort of "contrast", like two zones meeting. :3
  22. That's awful looking. Look at those objects and text full of aliasing like you stretched 'em or so, just because you didn't imported the alpha channel. Clean up your design and choose better fonts and better colors. I know that you're trying to recreate Generations' type of interface but what that design had best was the simplicity in it, it didn't had those various shapes behind any text, it was placed mostly in the corners.Imagine your scene as a desk. If you place a lot of stuff in it like papers, notes, pens, etcetera, it'll be hard to find what someone else who is seeing that desk for the first time is looking for. You have to organize your desk and leave whatever it is that you're trying to draw atention isolated so people can easily see it and pick it up apart.
  23. Booyah! All hail Sonic with a raging boner. Looks nice btw. :3
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