MrKsoft Posted January 6, 2007 Report Share Posted January 6, 2007 Oh god, another Dust Hill clone. (I'm making it anyway) Link to comment Share on other sites More sharing options...
Rael0505 Posted January 6, 2007 Report Share Posted January 6, 2007 Love how the level's turning out, Euan. Show more. Link to comment Share on other sites More sharing options...
LarkSS Posted January 6, 2007 Report Share Posted January 6, 2007 @Euan: The multiple paths make me cry with joy. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted January 7, 2007 Report Share Posted January 7, 2007 It's not dead, honest![qimg]http://www.williamg.plus.com/SXG2005/peakpanic1thumb.gif[/qimg] Click it for a bigger version (warning it's almost 1000x1000, 25% full size tiles) Very WIP first wee bit of Peak Panic, Sonic and co can jump off those loops to get to the other paths (think like those big blue pillars in marble garden). I did something like that recently, with White Acropolis: Same thing goes. Very WIP. I need to learn to make less... horizontal levels. Link to comment Share on other sites More sharing options...
Slingerland Posted January 7, 2007 Report Share Posted January 7, 2007 I need to learn to make less... horizontal levels. Agreed. Link to comment Share on other sites More sharing options...
Rael0505 Posted January 7, 2007 Report Share Posted January 7, 2007 You need to put interactive objects and stuff in your levels. I can't tell if they're used in the level design because it's zoomed out, but your last demo like... totally lacked them. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted January 7, 2007 Report Share Posted January 7, 2007 Oh, trust me. I've got something planned for Act 2. I haven't placed any items yet though, but it's coming. Agreed. But on the flipside, I also like to keep forward momentum going as much as possible. Actually, I have to wonder how Euan is keeping Sonic XG's framerate stable if his levels are that size. Filling big levels like that with rings an enemies should hit the framerate pretty hard... it certainly happens in Shadow of Chaos a lot. Even objects like rings, which have relatively few events for their operation... having too many of those in a frame can really bog the framerate down a lot. Hell, in Kingdom Valley 2D, if you stick around in one act and destroy all the enemies and collect all the rings, the framerate triples; even in MMF2. Link to comment Share on other sites More sharing options...
Sir Euan Posted January 7, 2007 Report Share Posted January 7, 2007 I know the framerate could get nasty with all the objects, that's why Im thinking about maybe chopping each act in half, so you run off the edge of the screen in part 1 (think how knuckles ends lava reef act 2) and then start in part 2 of the same act which will end properly with an end panal. It's maybe not as soniccy but at least it would allow for the big level layouts without running at a horrible speed. It could also allow for some pretty interesting level designs, having 2 kinda different areas in the one act or the occasional miniboss half-way through one act. And I don't want to be all lecture-guy or whatever, but Blaze if you really mean you wanna make less horizontal levels what I did was just find a site with a bunch of sonic maps (particulary sonic 3/k) and just take a peek at those, and try and learn the ways they lead to multiple paths. Another thing is just avoid having everything leading right, get the player running to the left now and again or working upwards, just to break up the constant holding right a little bit. I think that's the major difference between megadrive sonic layouts and the sonic advance ones, in the megadrive games you were quite often running to the left as well as right, but in sonic advance 2 and 3 more often than not your just pelting towards the right the whole time, which makes it less of a platformer and more of a racing game. edit: Jesus I rambled on there something awful, pardon me! Link to comment Share on other sites More sharing options...
Khorney Posted January 7, 2007 Report Share Posted January 7, 2007 actually, you could have part of the snowboard act perhaps almost entirely vertical, as it is a mountain, avalanche perhaps? it would be kinda hard to pull off successfully, but would be quite awsome if done right Link to comment Share on other sites More sharing options...
Sir Euan Posted January 7, 2007 Report Share Posted January 7, 2007 Ok, so if all the acts in Sonic XG are split into 2 parts, this is pretty much what Peak Panic act 1 part 1 would look like. As usual, clicky for bigger version, much bigger. Link to comment Share on other sites More sharing options...
Damizean Posted January 7, 2007 Report Share Posted January 7, 2007 Ok, so if all the acts in Sonic XG are split into 2 parts, this is pretty much what Peak Panic act 1 part 1 would look like.[qimg]http://www.williamg.plus.com/SXG2005/peakpanicact1part1_thumb.gif[/qimg] As usual, clicky for bigger version, much bigger. *Orgasm* Link to comment Share on other sites More sharing options...
Asuma Posted January 7, 2007 Report Share Posted January 7, 2007 *GasmOr* Link to comment Share on other sites More sharing options...
Rael0505 Posted January 7, 2007 Report Share Posted January 7, 2007 Love how the different paths work together, great job Euan. Link to comment Share on other sites More sharing options...
Spike Posted January 7, 2007 Report Share Posted January 7, 2007 Euan, that is fantastic. Act 1 PART 1? Jesus, that looks like a full act to me! It's massive. Link to comment Share on other sites More sharing options...
Blue Frenzy Posted January 7, 2007 Report Share Posted January 7, 2007 Thats shorter than it looks. At an average speed it could be thought in like 30 seconds, until there is something that stops you. Making levels is something large and annoying, specially multiple pathed ones. It takes a lot of hours to make something decent and after you reach a certain point, when you are out of ideasm you notice everything can be passed on a short time Link to comment Share on other sites More sharing options...
Sir Euan Posted January 7, 2007 Report Share Posted January 7, 2007 Thats shorter than it looks. At an average speed it could be thought in like 30 seconds, until there is something that stops you. Making levels is something large and annoying, specially multiple pathed ones. It takes a lot of hours to make something decent and after you reach a certain point, when you are out of ideasm you notice everything can be passed on a short time Yeah once you learn that level you would probably be able to rush through it very quickly, but isn't that part of the original sonic games? And remember this is only what would be the first half of the act. Link to comment Share on other sites More sharing options...
Mark the Echidna Posted January 7, 2007 Report Share Posted January 7, 2007 Know what would be nice? Parallax changes when sonic is on the cave areas. Pretty much what's done on icecap. BTW, does it still snow at the level? Link to comment Share on other sites More sharing options...
Sir Euan Posted January 7, 2007 Report Share Posted January 7, 2007 Parralax toggling might be added in this zone, shouldn't be too hard as we already have it in Final Fall, and yes snow still falls. Link to comment Share on other sites More sharing options...
Mark the Echidna Posted January 7, 2007 Report Share Posted January 7, 2007 Hmm... Then, inside the caves, small water drops could fall from the ceiling instead of snowing (Since it doesn't make much sense to snow inside a cave)... Link to comment Share on other sites More sharing options...
TRD Posted January 8, 2007 Report Share Posted January 8, 2007 Tomb Raider sneak peak 2, check out the latest updates: http://www.youtube.com/watch?v=DpsZVmHV8mo Note: The Battle system is not final but that's basically what your gonna be working with, a strafing attack when locked on to your enemy. The stage design you see is just for show, once I finished the engine I will start making the levels but with more details. I've decided to make the bullets invisible, trust me, if you've seen them in action when locked on to an enemy, you would thank me for it =P. The enemy A.I. is not final, I will make them more challenging and will have no path movement whatsoever, YAY! Because I couldn't make the ladder climbing and ledge hanging, I decided to pimp the game with some nice-looking graphics. (Blood!!!) and more to come. Link to comment Share on other sites More sharing options...
Aaron C-T Posted January 8, 2007 Report Share Posted January 8, 2007 Dude you nearly blew out my friggin ears. That gunshot sample needs to come down a few notches. o.O;; Link to comment Share on other sites More sharing options...
TRD Posted January 8, 2007 Report Share Posted January 8, 2007 Dude you nearly blew out my friggin ears. That gunshot sample needs to come down a few notches. o.O;; MUHAHAHAHA!!! My planned worked successfully!!! Nah, that's the camstudio thing, It increases the sounds by alot, the actual game sounds are lower than that. Link to comment Share on other sites More sharing options...
MidimanNull Posted January 8, 2007 Report Share Posted January 8, 2007 TRD, I love it. I absolutely Love it. I would suggest you tweak the isometricity so thats its 2:1 , not 1:1 1 Link to comment Share on other sites More sharing options...
1LT Worm Posted January 8, 2007 Report Share Posted January 8, 2007 I just hope it doesn't take 50 bullets to kill a foe in the real game. I mean, seriously, in real life, one or two is going to subdue the foe. Other than that minor gripe, keep up the good work. Link to comment Share on other sites More sharing options...
TRD Posted January 8, 2007 Report Share Posted January 8, 2007 TRD, I love it. I absolutely Love it.I would suggest you tweak the isometricity so thats its 2:1 , not 1:1 Aw shucks, Thanks Midi! Also, DizzyDoo told me I should do that too, but I'm not sure how, he told me to increase the height, but I guess it didn't work. Can you explain what you mean? @Mr. Worm: Haha! Nah, that was much for show too. I wanted to show off the blood mostly. The battle system is not final, but depending on which gun you have and how powerful the enemy is, you can take him down with different speeds. Short weapon analysis: PISTOLS: Shooting range normal, firing rate normal, damage normal. UZIS: (Yeah!) Shooting range normal, firing rate high, damage normal. MAGNUMS: Shooting range long, firing rate low, damage high. Link to comment Share on other sites More sharing options...
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