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Azookara

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Posts posted by Azookara

  1. While this is true in reality, it is really only applicable to bodies of water of certain depths and the angle they are perceived. Even the clearest waters in the world are tinted blue when viewed from the correct angle. 

    Also from a game design stand point, its better to have blue tinted water because its made obvious to the player that they are in water and that it is in fact water.

    Plus, in cartoonier games I don't think blue-tinted water is a bad thing at all. After all, just about every classic Sonic game (and even all of the Sonic games I can think of) have water like that.

  2. We need someone to sketch the level layouts out and decide how they should go, building stage progression, etc. Occasionally placing set pieces me or one of the artists builds together and blending them into a bigger layout. We're not looking for someone to model out the level design, we just need someone who can build a layout on paper so we can translate it to 3D. Sorry for not specifying enough on that.

     

    Also, thanks for the offers, guys. It means a lot. If we need your aid for advising the layouts anytime soon, I'll be sure to message one of you up.

    • Like 1
  3. So, yes. Sonic World Runner. That SonicGDK-based Sonic fangame that gets a mention once every couple of months!

     

    We've made a significant amount of progress in getting our work organized and polished up, and we currently have basically the minimum of what's needed on a team to make a game happen: two programmers, two modelers, and three artists.

     

    While finding an extra programmer or modeler for the team would be swell (REALLY swell), our biggest focus right now is finding a level designer.

     

    I and one or two other members of the team have been giving our own hands at level design, but without someone who has their head screwed on just right for the job, we're kind of running mad without that one final screw needed to make this machine run.

     

    I have made a lot of pictures of stage setpieces, myself...

     

    4aa0e69e4f537ede2596483e921e9f5c.png

    c195ac261a0745a643cc2e13668678b0.png

    2f971cb283b51ffe7ba7ba10b79281f7.png

     

     

    39bbd655813100c42b0b2afa966a13ec.png50d2e13a8bc0dbbd7bebd6528713a2ad.png

     

    ..My strong suit is more towards the 'art design' part of the project. I'm not exactly having the easiest time making level layouts, is what I mean! 

     

    So what our team is needing more than anything is a level designer that can make layouts on par with Sonic Adventure, or similar to Sonic Robo Blast 2 at least. If you're not experienced in that, yet are experienced with making good-quality 2D Sonic level design and want to experiment with 3D space, we'd possibly be interested in that too. And even if you don't want to do anything too hands-on, we could alternatively use an advisor that can help give ideas for the way the level layouts should be handled and point us in the right direction.

     

    This may all be a shot in the dark asking for any sort of support like this, but we seriously need it. We're getting really close to finally getting parts of this game out the door (and it's only taken multiple team reorganizations and project reboots)! So yeah, if anyone's willing then hit me up, and we'll figure out where to go from there.

    • Like 1
  4. Sonic Mega Drive is the surprise of SAGE this year for me. 

     

    I was expecting an above-average 'classic' styled game (which to be honest is what we get in bunches every year), but I was actually blown away from my initial expectations. The game's really fun, has great level design and the gimmicks are really great! Also, the art style works much better than I expected it to, and the sprite work for a lot of it was dang good.

     

    Very glad that I was surprised. Awesome job! Can't wait for more of this.

    • Like 1
  5. I looked at the back of a Pringles can and saw the Spanish name for sugar. I then distorted it to sound like an anime name because I'm a wad of rotting chicken nuggets.

     

    Then it became "aZOOkara" because why be an anime when I can be a zoo.

  6. Actually I was gonna say, that's where I got it from! Thanks for making those backups! =D

     

    I found those you posted a couple of days ago and just sort of dug around and found them. Odd that people could have their stuff posted but they didn't have their own pages to show everything they'd done.. I guess that was a newer feature added to the website!

  7. I've known that song for ages Techo, so it wasn't that one.

     

    Butttt I found it! It was in the fourth Ninja library, but the zip was named different so it ended up being the last lib I found, lol.

     

    65c136a5fe6c852f97540a73b607d9e8.png

    (screenshot from the part that has the song)

     

    Ends up it's a remix of the theme song to Final Fantasy Legend's overworld. I would've never been able to find that out otherwise, it's been stuck in my head for ages. 

     

    Search over! I guess a lock could take place. I can at least know this won't bother me anymore. LOL

  8. I don't think he was explicitly pointing out the difference in the designs as much as calling them by their names. They're defined as "classic" and "modern" Sonic in Generations and I'm pretty sure he was trying to say that with the "modern" style models found in Generations and whatever that most of the work is already there for you.. but going by what you're saying, you think they're a bit much? :v

     

    Do what you must. Blitz isn't a good direction so good on you for not taking it, but I'd beg to differ with GDK since it can do so much for designing a game. You'll have to work from a base otherwise. Whatever you do, I trust you can do fairly well; especially if you're planning on using Unity3D. Good luck!

  9. Remember the olden days of Sonic fangaming? Around 1999-2006 or so, with all the Multimedia Fusion / Games Factory sprite libraries? Yeah, I've been digging through those for a long while already, because I just had a faint memory about something.

     

    There was this one song in a library that was like this really cool fanfare track that played over a ripped and animated title screen banner to SegaSonic Arcade. I've found several sprite libs already featuring the SegaSonic logo, but no dice with the song. I just want to find the song so I can figure out what it is, since the beginning of it has been stuck in my head for a long time.

     

    If I recall correctly, I think it's in one of Ninja's old libraries, but I've searched through all of those and haven't found anything. However, I realized it might be in either his first or fourth library.. and neither of those are on SFGHQ! Or at least they're not under his name or something, idk, I haven't been able to find it.

     

    Does anybody else remember these things, or know where to find all of Ninja's old sprite libs? Because I've been searching for quite a while. :v

  10. You know, I don't know about you or anyone else, but I really miss the Rock Band / Guitar Hero elements of the previous Evil the Hedgehog 3 games. This new song really is fitting for the game's tone and overall feel but honestly, it just doesn't vibe like LMFAO and other death metal bands did before. I do appreciate the fact that you went out of your way to implement the first Mario's rolling physics though, mad prespects.

     

    :y

     

    I am glad this is continuing to be a thing. Gonna play the originals for sake of bad nostalgia

    • Like 2
  11. I thought it was pretty fun and a neat concept, although the collision with the springs are very weird. It's hard to time jumps since they seem to shoot you off with even the slightest pixel touch, which has got me stuck in some areas of GHZ2 IIRC and a game over with the reverse spring at the beginning of Bridge 1.

  12. I had a decent amount of fun with it. 

     

    The visuals are definitely the best thing about this. You put a lot of detail into making the environment, and it shows. The colors being scattered red, blue and yellow everywhere is a tiny bit distracting on the eyes and doesn't look as cohesive regarding giving a stage a color scheme, but I think that also helps nail down the idea that it's a harbor with various different types of crates everywhere, as if they all came from different places.

     

    The level design is actually best in 2D I thought. The areas of open movement were rather nice, but I'm gonna be honest about the engine: GDK really made it less fun than it should've been. The clunky jumping making me misfire my jumps/homing attacks a lot, rocketing off of downhill areas instead of sticking to them, and the clunky turning just kind of brought the feel down by a large margin, and only emphasized the areas that have almost unfair 'insta-death' spots. The level layouts themselves though were hardly bad though, as I'd imagine putting that in the Generations engine would probably play like a dream. I guess GDK doesn't suit the Unleashed/Gens level design too much.

     

    But yeah, fantastic job either way! You did this all on your own, and that's an achievement if I ever saw one. Kudos!

    • Like 2
  13. I can't recall what it was for me either, but upon just playing again as Tails in AA, I went back to present time near the end of the stage and he somehow ended up way out of the stage boundaries and I couldn't complete it.

     

    Also, another question: when defeating Metal Sonic in Viridian Valley, are you supposed to just sit there after the score? I couldn't tell if you were supposed to be waiting for something or if the game glitched up on me because it just left me hanging there for a solid 10 minutes.

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