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Ironrind

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Everything posted by Ironrind

  1. Thanks guys. I'm going to add tails for the next video to demonstrate the new functions for the springs. As you can see in that video, diagonal springs will put you into a spiral move which can be used to crash through walls. Some springs can be pushed across moving platforms. Blue springs send you long distances like the cannons do in Mario64. Tails will act aggressive towards enemies. I want him to better keep up with Sonic rather than have him fall behind so easily. If "Tails abuse" is your thing, he should keep the player entertained. =P
  2. (Nevermind the tiles above, I'm keeping the pattern the same.) Sorry for the multiple posts.. But here is short video of CB's first act with about 50% of the act complete. There are two multiple paths at the moment, but there will probably be three that weave together throuhgout the level. http://www.moddb.com/games/sonic-cb
  3. Nice new screens! I like the springs, camera switch and rails, but the levels are still very blocky. If you could create some slopes, I think that would open up a lot of possibilites for this game
  4. I started truely working on the tiles today:
  5. I am going to continue to remove many of the glitches, some already known and some I am now learning about. Yeah, those thorns have to go too^^ I'm really ready to let this project go so I'm not going to put that much energy into it aside from removing some of the major glitches and other needed quick fixes that make the game unplayable. So basically, I'm not going to polish this game as much as I should, but rather, I'm going to save some time for some of my later stuff. Anyhow, Thanks for the in-depth review, Blaze
  6. Requesting "Space Hos": http://www.youtube.com/watch?v=e15RC6CaBb4
  7. That "Braid" game looks amazing. I'll have to watch some videos of it to get a good idea of how the gameplay works. From what I can tell, I'd like to do something like that, just at a much faster pace. Overly complex paths will lead to things like extra lives, shields ect. There will also be your typical Sonic styled puzzles with an increasing difficulty curve as the stages progress. Those will be manditory.
  8. Very cool, a Shade sprite. You proven to be a great artist, animator and spriter. Rep+
  9. Hmm.. it's very hard for me to explain this.. These are just techniques/strategies. Therefore, you will be able to create your own way to make a path. You may find three different ways of doing the same thing that I hadn't planned on. Multiple possibilities. So instead of a tutorial, I'd rather leave it to player to learn how things work. If a certain goal is too complex, I will definitely make it optional.
  10. @flame I want to broaden the gameplay with the most simple objects. If I can give all of the objects, gimmicks and enemies a new spin, it should liven up CB's gameplay. This time around, I want to add more to the environment while Sonic just stays the same. @michael B Yeah, the tiles are just enough to demonstrate the gameplay. I haven't given them much thought yet, aside from swapping the grass and adjusting the tile colors to better match the background.
  11. Thanks, Realm0D The screenshots may hint at the ideas in mind, but they are not so good when it comes to demontrating the ideas. Here is a youtube video which will show the multiple possibilities of your average rock. Note: The tiles are nowhere near complete.
  12. A few small updates.. I want this game to be very interactive as to where you can manipulate objects to get unpredictable results. The more creative you are, the more you will find shortcuts. If you prefer to just run through the level carefree, then you may end up taking a much longer and difficult route. Pushable objects can be pushed over edges to smash enemies, crush spikes, break open new pathways and when used in combination with springs, they become projectiles. When walking into an enemy, they will fall over and then get back up. They can be knocked into springs like the rock above. In addition to red and yellow springs, I've added a blue spring which is the strongest spring. It acts similar to cannons in Supermario 64 to send the player to inaccessible areas. (This will make more sense in a youtube video) Enemies can be attacked while in mid flight if timed right. In this pic, I hit the spring just after the ladybug did. This area can only be gotten to by use of the blue spring.
  13. Thanks a lot for the critique^_^ I am still struggling to draw/model animals rather than humans...haha I guess I prefer the latter, but I will retouch the upper bodies to make them look more like cartoons. Once the modeling is done, the models will be passed onto the texture artist. I know for sure that they won't be cell shaded, but as for the level of detail, I can't say for sure.
  14. Yeah, It's difficult to focus on just one project. Pure Chaotix is more programming while my job here is only to model the main characters. I'll try to get some screenshots of Sonic once I finish up on his body. Now that I look at them, I can see the biceps are pretty large and the muscles are a too toned. Okay, Thanks for letting me know.
  15. Our team(AGES) has been working on this for a short while. The four of us got together (TechnicallyCorrect, Tyrone_man, Razgrizblaze, and Ironrind) and we seem to be making pretty good progress. There's not a lot that I am able to show at the moment as the C++ coding, texturing and rigging are still being done for our 5 main characters(Sonic, Sally, Antoine, Rotor and Bunnie). This game will play in sort of stealth RPG styled fashion. I'll explain that a bit more later on. So this is just the start of series of video updates for the team channel. This video displays a few of our main characters which are still in raw mesh form. Sonic is still being touched up so he is not in this video. Any comments would be appreciated. Character Models: http://www.youtube.com/watch?v=BH2qHbbbP9E Youtube Channel: http://www.youtube.com/user/SatAMProject
  16. That looks great, Overbound. That stage has a real relaxed vibe to it, not the mention that Sonic sprite is pretty sweet. Can't wait to test it out.
  17. I see what you mean. I'll give that a try on a fresh sprite. Thanks. I will post more later. Hopefully with some animations.
  18. Yeah, the slower paced stuff was done while studying the Final Fantasy and Tomb Raider bgm's for RPG type stuff. The faster paced tracks were slightly influenced by Yuzo Koshiro for a beat'em up style game. Thankyou, sir
  19. Thanks guys. I am working on expanding my art and I come with a new spriting style. This is just a practice sprite but this style will be used in my future projects.
  20. Tonight, I was searching through my external hard drive and I came across some old art and music files. I used to make VGM for my "Klik N' Play" games back when midi music was more common. These 3D models were done with Maya, the last picture was done with Paintshop Pro, and the music tracks were done using "Cakewalk Homestudio". VGM Midi files: http://www.mediafire.com/?xnma1m4gyu0 Edit: (Sparkster)
  21. Very nice. I can see a little bit of OVA and Sonic CD intro in your art style.
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