Damizean Posted January 9, 2008 Report Share Posted January 9, 2008 Dr. Mecha, IIRC 3k or 4k. If you want it, you can do a quick google search. Link to comment Share on other sites More sharing options...
Asuma Posted January 9, 2008 Report Share Posted January 9, 2008 Why the Ristar boss, Azu? Testing purposes. Link to comment Share on other sites More sharing options...
Klonoa Posted January 10, 2008 Report Share Posted January 10, 2008 A little side project I'm working on. Link to comment Share on other sites More sharing options...
Mark the Echidna Posted January 10, 2008 Report Share Posted January 10, 2008 Haha, looks nice, but the screen is a bit large for Sonic's size. Also, the ground tiles aren't aligned, it looks weird. Link to comment Share on other sites More sharing options...
Klonoa Posted January 10, 2008 Report Share Posted January 10, 2008 Haha, looks nice, but the screen is a bit large for Sonic's size.Also, the ground tiles aren't aligned, it looks weird. Yes I know they're not aligned properly, I've been working on the engine mostly so I didn't really pay much attention to wether the tiles are symetrical or not. As for the screen size that's the smallest TGF has. I was thinking about using the enlarged spa sprite but it looks a little weird and blocky. I'm still not sure wether or not I should be using the spa sprite since it might be hard to find backgrounds to match. I was thinking the game gear backgrounds might work? Link to comment Share on other sites More sharing options...
ClassicSonicRules Posted January 10, 2008 Report Share Posted January 10, 2008 Haha, looks nice, but the screen is a bit large for Sonic's size. Really? I think that it looks fine. In many of Sega's games, I think that Sonic's sprite is too large. Link to comment Share on other sites More sharing options...
Spike Posted January 11, 2008 Report Share Posted January 11, 2008 Same here. Link to comment Share on other sites More sharing options...
Rael0505 Posted January 11, 2008 Report Share Posted January 11, 2008 Not digging the stretched tiles or the Sonic Advance 2 Sky level bricks. Like that you're doing an 8 bit pocket adventure style game though. Link to comment Share on other sites More sharing options...
Mark the Echidna Posted January 12, 2008 Report Share Posted January 12, 2008 Can't wait to add lightmaps :3 Link to comment Share on other sites More sharing options...
ECLIPSc70 Posted January 12, 2008 Report Share Posted January 12, 2008 That game looks amazing. Are you using Blender or something else Link to comment Share on other sites More sharing options...
Serephim Posted January 12, 2008 Report Share Posted January 12, 2008 super highly doubtful that hes using blender. Link to comment Share on other sites More sharing options...
Damizean Posted January 12, 2008 Report Share Posted January 12, 2008 The engine is made with Blitz3D. If you want more info, go and get it at http://www.blitzbasic.com Link to comment Share on other sites More sharing options...
ECLIPSc70 Posted January 12, 2008 Report Share Posted January 12, 2008 Hm, might have to look into that when I get more experienced, anyways nice job. Link to comment Share on other sites More sharing options...
Serephim Posted January 12, 2008 Report Share Posted January 12, 2008 I remember the guy who did Sonic Unlimited was using Blitz 3D. Damizen, is that a program you would recommend? Link to comment Share on other sites More sharing options...
Mark the Echidna Posted January 12, 2008 Report Share Posted January 12, 2008 I remember the guy who did Sonic Unlimited was using Blitz 3D. It was me XD' Link to comment Share on other sites More sharing options...
Damizean Posted January 12, 2008 Report Share Posted January 12, 2008 Pretty much yes, it's aweosme for RAD 3D development xD However, it may be too expensive if you're going to buy it, as it uses an ancient version of DirectX (7) Link to comment Share on other sites More sharing options...
Steven M Posted January 12, 2008 Report Share Posted January 12, 2008 http://rapidshare.com/files/83295609/gemteststaticc.exe.html The program uses .ogg files. If it doesn't work, let me know. 3 Link to comment Share on other sites More sharing options...
Slingerland Posted January 12, 2008 Report Share Posted January 12, 2008 Steven, that was the most badass thing I have played in a long time. The art style is incredible (though I'd expect nothing less from you). Great job and I can't wait to see future releases. Rep'd. Link to comment Share on other sites More sharing options...
Rael0505 Posted January 13, 2008 Report Share Posted January 13, 2008 Best thing to come to this thread in a while. Though it's hard to pitch a demo against a screenshot anyway. Amazing. I think this is my favorite game of yours I've played, it's very unique. The unique gameplay calls for unique level design though. Flying around with the gun or bouncing off/woodpeckering* up walls could make things easy. You'll need to find some way to get around that. I've never played a platformer like this, it has great potential. Repped. *fuckin awesome by the way Link to comment Share on other sites More sharing options...
Khorney Posted January 13, 2008 Report Share Posted January 13, 2008 it seems something more suited to mega man, what with the wall jumping and shooting, but still awsome nonetheless. i like the way firing downwards gives you a boost, although its quite spammable in this build, effectively a jetpack. Link to comment Share on other sites More sharing options...
Slingerland Posted January 13, 2008 Report Share Posted January 13, 2008 although its quite spammable in this build, effectively a jetpack. Well, the second level's design requires you to use the cannon as a jetpack, silly dooder. ;P Link to comment Share on other sites More sharing options...
Steven M Posted January 13, 2008 Report Share Posted January 13, 2008 Steven, that was the most badass thing I have played in a long time. The art style is incredible (though I'd expect nothing less from you). Great job and I can't wait to see future releases. Rep'd. Hey, thanks. The art still needs a lot of tweaking (some backdrops look out of place in the second level) but its good to go. Amazing. I think this is my favorite game of yours I've played, it's very unique. The unique gameplay calls for unique level design though. Flying around with the gun or bouncing off/woodpeckering* up walls could make things easy. You'll need to find some way to get around that. I've never played a platformer like this, it has great potential. Repped. Glad you enjoyed, and I agree - the level design's going to need a lot of seriously brainstorming, not just for taking advantage of the walljumping but also to keep 'flow' within the game (taking buzzwords from DW, lol). I'll see how that goes. it seems something more suited to mega man, what with the wall jumping and shooting True, that. You can get walljumping in Chaotix as well, and there's a few minigames and tutorials that use walljumping too, but hopefully this game will have its own style to stand out. i like the way firing downwards gives you a boost Cave Story did it. =3 although its quite spammable in this build, effectively a jetpack. To be fair that's the point of it, since its not always possible to jump off backdrops and avoid spikes. Link to comment Share on other sites More sharing options...
Ryan Cordel Posted January 13, 2008 Report Share Posted January 13, 2008 Cave Story did it. =3 In regards to that question, I think Duke Nukem 2 did that way before. (Not sure if there are others..) With the Flame Thrower weapon. =P Link to comment Share on other sites More sharing options...
Steven M Posted January 13, 2008 Report Share Posted January 13, 2008 In regards to that question, I think Duke Nukem 2 did that way before. (Not sure if there are others..) With the Flame Thrower weapon. =P I never played Duke Nukem 2. =/ But good trivia anyway. Link to comment Share on other sites More sharing options...
Damizean Posted January 13, 2008 Report Share Posted January 13, 2008 So, we've implemented a Environment-Mapped Bump Mapping system. This means we can do refractions and other sort of distortions like in realtime by just simply creating a normal-map texture and apply it to any sort of geometry =D In this case you see it implemented for water. Oh, 56kb warning. Link to comment Share on other sites More sharing options...
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