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ila

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early1.jpg

early2.jpg

And so it begins...

(Early testing just now...Getting the hang of things again. Got Moving platforms in, scrolling parallax, and depth sorting for entities in the 2nd shot... You can also jump on the "Object"'s head and destroy it, thought not perfect yet seems to work ok... Would like to make this version of "That" engine a little more impressive this time...)

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Reason for that: Originally the "Side" parts of the tiles were larger, but I was wondering about the possibility of Zelda style "Falling off"... Laziness (And the fact the crackers sprites aren't viewed from that high up as you said) dictates that won't be necessary so I'll flip it back to proper 45 Degreeism (Or thereabouts)

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[qimg]http://i34.photobucket.com/albums/d103/DragonXVI/early1.jpg[/qimg]

[qimg]http://i34.photobucket.com/albums/d103/DragonXVI/early2.jpg[/qimg]

And so it begins...

(Early testing just now...Getting the hang of things again. Got Moving platforms in, scrolling parallax, and depth sorting for entities in the 2nd shot... You can also jump on the "Object"'s head and destroy it, thought not perfect yet seems to work ok... Would like to make this version of "That" engine a little more impressive this time...)

Oh my jesus, its Madventure.

God im glad you came back lol

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I also agree that ZFG should make his screen taller.

[qimg]http://i203.photobucket.com/albums/aa30/BlazeHedgehog/spinthroughwall.png[/qimg]

More technology funnery. Breakable walls. Impressive because the game automatically calculates how many debris bits to create by dynamically measuring the length and width of the object. All I do is set the object group and MMF handles the rest.

That's amazing. You should make a tutorial and submit it to the site (or at least post it here so i can use it ;-; ).

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ZFG: New resolution is lovely.

Blaze: Woah, man. How in the world? I'm imagining this can also be applied in other ways to make truly destructive environments, yes? Like with benches, boulders and the like?

Chaos Rush: I feel like maybe a darker green for the grass would look a bit better.

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Well, when you really think about it, it isn't that hard. If you have the ability to obtain the sprite size, you just divide the length and height by 32 to get the number of blocks you want to create and make a fast loop.

And use a qualifier to decide what to enact it on. And while you could do that to make lots of destrutive object, I'm not sure how well that would apply to everything (like benches and stuff). You'd need to find a good way of picking what kind of debris you want an object to break down into.

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[qimg]http://img134.imageshack.us/img134/5009/cnww9.png[/qimg]

Room for improvement? I know I still need to work on the grass shading. Its Marble Zone if you couldn't tell.

That is really cool dude :).

[qimg]http://i27.tinypic.com/xp4yh3.png[/qimg]

Update thanks to Mr.S

O_O the res looked better when the width was less and the height was larger too.

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...holy fucking shit. Gamemakern00blet is blazefire. Blazefire made a new MSN address ([email protected], the one he used when he bandodged as sonic zero) and showed me those screenshots he posted here.

Hell, even if we were wrong in banning sonic zero and for some reason he really wasn't blazefire, gamemakern00blet still had multiple accounts which is grounds for ban. Whether or not he's blazefire, he screwed himself over. Permabanned.

Back on topic now.

Chaos Rush: Everything except the grass seems a little oversaturated. Stone is supposed to be a less bright vibrant color. Not bad though, aside from some minor color issues and lack of grass shadow, it looks good.

ZFG: That looks great. I could see the water reflection looking better with some ink effects though. I think the front tree is a little too dark too. If anything, the trees in front should be darker than the trees behind. It looks great though.

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