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Mobiethian

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Everything posted by Mobiethian

  1. Sure. I think this is what you're requesting: I'm new at the hot spot arrangement deal. And pretty sure it may need adjusting. I looked at the set up with the Knuckles sprites in the base engine but haven't caught onto its functionality yet.
  2. I was thinking that too, so far so good though, I went through and tested the hills, slopes and so on and it's pretty normal (so far). The one thing I noticed was the remaining Knuckles sprites are raised, which is to be expected when making such a change.
  3. Alright, issue resolved! I changed the value to -10 and it indeed fixed it. When I saw +30 in XeroNazoBlaze's example, I got to thinking to try a negative value and it's normal now. Thanks a ton for your help guys!
  4. That's pretty much what's happening, but here's what i'm seeing there: Doesn't look like anything out of the ordinary, unless there is something messed up there. Physics performance is normal. It's the standing and walking character sprites being out of position that is the problem. It only happened when I replaced the Knuckles sprites, but some of his sprites do still remain yet, ex: Look up, Crouch down, etc. However, those sprites appear where they are supposed to be when I perform those actions in-game. Maybe I need to delete them off? I'm afraid to run into issues if I do.
  5. I'll check it out and see what tweaking I can do to fix it. I'm pretty sure now that I may have to make some sort of adjustment in the player animation group, never thought to try looking there. I'm throwing a rep+ your way for telling me what to look at, at least. Thanks! EDIT: Actually, do you think the problem might have something to do with the "Bottom Sensor"?
  6. Not too well, I tried changing Y to higher values in all frames, but the problem remains the same. You can see where the character is supposed to stand and where Nack is slightly off. I am thinking this is happening because of the remaining Knuckles animations that still exist. Or perhaps the action points are off in each action? Maybe replacing Knuckles' sprites was a bad move. I may have to start from scratch to get this thing to work properly unless there is another solution?
  7. Forgive the noobishness nature of this issue, this is my first attempt to replace/implement sprites. I am replacing all of the Knuckles sprites in SW 1.2 with Nack the Weasel sprites. I actually already have and this is what happens: Clearly he is walking too far below the tiles and I have no idea why..? Could someone tell me what you think may be going on with it? I was thinking I might have to mess around with the character events but I don't even know where to start. Some assistance please? Thanks so much in advance!
  8. I have no complaints about reintroduced zones in a different form, well somewhat of a 'rehash' if that's what some want to call it. I have a feeling it's just for Episode I and the later ones we could see something totally new. Here's my only complaint. Timed special stages. Sure, you can collect extra time balls along the way to help a little bit, but being timed in a special stage just rubs me the wrong way.
  9. I can assure you that it's looking quite nicely so far, a lot of the first half of Act 1 is put together already, and the tiles fit using my interlocking method as well. Other tiles are consisting of the hills and slopes, Also a hexagon shaped loop, It's next in line to finish up with the new designs that Overbound assisted me with. Right now, it's plain unfinished (shading and replacing art plus extending the grass more into the right of the loop is in order to do). My future project thread will show most, but I want to get Act 1 done first. Other than that, no need to post any more HHZ screens or stuff until then.
  10. There's plenty of bee badniks but not visible in the shots. Just the ones that are already in the SW engine, but I plan to create/replace with new sprites for all badniks. I guess you can say there are bees in the zone. And sadly, yeah a zone is just now being produced after all this time. However, I have the Worlds engine and everyone involved in its development to thank for making it all possible now. I know close to nothing about programming. The level has always been playable though. Long ago, I used a basic engine which I believe might have been created by Damizean, I forget where I got it from back then, but someone might see the Sonic sprite in the first screenshot be able to determine what engine it was. It was in Click n Create (sad but true). EDIT: But I later modified the engine sprites with Sonic 1/CD style and it has been that way until I started to utilize Sonic Worlds to build the game. As for the zone name, I don't want to change it but thanks for the feedback on the new design.
  11. Here I have multiple screenshots of how Hexagon Hill Zone evolved/transformed over a few years time: All help will be credited in the game demo too. So no worries.
  12. I got it all under control now. I finished the rest, and time consuming doesn't even describe it all too, frustrating at most. But you did plenty. The shadow effect in the checkers was an excellent idea too. But all in all, this kind of graphics/pixel work is often enjoyable, I think most can agree. Get some music playing and let your imagination and creativity flow.
  13. Great. Tile porting time! That's my favorite part. And object placement is 2nd fav. Check out progress when the Sonic Mobius topic is made.. later on. Also I did add an additional pop-out hexagon in that empty checkered space, but some tiles will be without the hexagon and just have a checkered pattern. With some as double and some with single patterns. Gotta have variation.
  14. I like the animated thing. Kind of like a game preview, see it in action. Work is fantastic hellstorm. If I can have just a little advice on a tile in my level, since it's already been talked about here and mostly seen.. I went to town with Overbound's great shading suggestions. I'm almost done but for some reason, in the middle of where the checkered clusters that are made into two side-by-side, I believe the shading looks awkward, but the rest is fine I think. How about it? Is it ok the way it is?
  15. Thanks! Well, I do have a plan to have him utilize his cap gun/pistol to destroy enemies but that may be a tough one to implement in the engine sprites and create events to make it work. I do have the sprites readily available however: Designed by someone named Silverbolt, but I slightly altered the palette.
  16. Thanks. I can safely say that the designs are final. But i'll post screens as I get things put together. And Riptor, that is totally awesome, what you did!
  17. To wrap up the Hexagon Hill designs, extra special thanks to Overbound (and rep +) for the assistance, I'll post a tile example to show how I am applying his alterations to the set. You'll see that I lightened the shadow inside the open hexagon cluster as LarkSS pointed out in Overbound's example that it was a bit too dark. I'll get more screenshots up as work continues.
  18. It is pretty sounding. I am sticking with Hexagon Hill. #1 - the title card is already done. 2. It has been that name since the beginning of its lifetime, talking 11 years. But perhaps someday someone will create a honeycomb themed zone and call it Honeycomb Hill. I would personally like to see that too.
  19. If I did, I would have to change the title card, but it's do-able. I'd have to have enough public opinion to persuade me to change it.
  20. It's called just that actually. Some have wanted me to call it Honeycomb Hill Zone, but I think Hexagon Hill is more fitting. Bees are a definite. Buzzbomber type of course, but I want to try to come up with something a little different.
  21. The left one is definitely a go. I'll play around with the palette to create a similar shadow effect like that. I'll post now what I have done with some of the tiles. Now this is going to be a little differently made, other than using the general 128x128 specifications for tile size, I am making them so they are interlocking. Adds a little fun to the level building process. Note - If you check out the pop-out hexagon, I fixed it a little better, but that bugger is tough when it comes to hexagonal shaped objects with a checkered pattern. Could it be better? Any more suggestions/ideas for designs? Everything is great so far. Thanks, Overbound!
  22. The background is still WIP but thanks for the tips LarkSS, it will be put into play for sure. Still have to get that parallax system down too. May take me a while. I also think the green hills in the BG need more filled in as well. And woah! That does look cool! Great idea actually. EDIT: The lighter foreground hexagons could also use a slight lighting effect like the brown ones: How about it? Aaron C-T: Yeah, I might have to render the raised hexagon a little bit to get it right.
  23. A screenshot of my current project, Sonic Mobius and my final Hexagon Hill Zone art: Featuring playable Nack the Weasel sprites (by Silverbolt) and some other neat stuff.
  24. I am now crossing the parallax bridge, as I said I would probably need help with it down the road and it turns out that I do. And I am new at the parallax system as well as the values associated with it all. Everything else in my zone is going very well as I put it together, but I need to know if the parallax scrolling method that I have planned for the background will definitely work and how. Shown below is the background from Hill Top Zone. My background is very much influenced by it. As you can see, there are the front mountains and the furthest mountains behind it, which would be scrolling slowest. I want to do something just like that with my BG, as the front tall mountains will scroll faster than the ones behind it. And here is my slightly unfinished background concept for my zone. You'll see the tall mountains, that will scroll faster and the green hills behind it, and they will scroll slower. The green hills will be made separately from the large mountains so it can be scrolled. Is this type of scrolling method possible to do in the parallax system in Sonic Worlds (and using MMF2)? If so, what steps would be involved to create it? Thanks and rep + to all serious help here, as well as providing detailed parallax information. It's greatly needed for me to move forward with development.
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