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SoaH City Message Board

Old screenshot thread.


Asuma

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As much as I try, I can't land on the other side of the twisted tubes in Chemical Plant act 1 x)

Yeah, just like if you are on one when it's going under another one and try to jump across to activate the side-swapper to put you on the tube above, that doesn't work either. It only works on certain platforms. Maybe that's what you were saying before and I just didn't understand it.

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SA2: Drive sounds interesting but looks strange. In the first screen and what I assume to be Metal Harbor, Sonic's basically walking on a deformed loop upside down. The background is pretty plain and the metal formation clashes with it. City Escape's close building looks plain too.

The title screen is ugly, unfortunately. And "end_" is a new way to end a level...and the sign's floating!

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  • 2 weeks later...

FreeSonicLightingEffectPic5.png

FreeSonicLightingEffectPic6.png

FreeSonicLightingEffectPic7.png

FreeSonicLightingEffectPic8.png

Some pics showing a day and night system along with side lighting I designed myself. The basic engine is from Dobermann. Also if anyone's wondering, the water stuff does indeed work. ( also by me )

btw, fps is only thanks to my graphics card. I believe it should be around 30 fps greater on faster machines.

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  • 4 weeks later...

I hope videos count

(worst Quallitly)

http://smg.photobucket.com/albums/v215/Glaber/Sonic%20Extreme/?action=view&current=Soninextreme.flv (Medium Quallitly)

http://rapidshare.de/files/33978589/Sonic_extreme.rar.html(Best quallitly, download only)

You may notice the life counter has been changing with a different style of numbers. This is because of the new hud that's going in.

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Just fix the crappy spindash physics.

If I knew how I would. But untill then I can experment on Emerald Hill

I suggest you change the water, the smoke effects and the rings. That way it would be less apparent that you are using the SV2 engine. It would also give it a slightly more fresh appearance.

Hmm. I don't know about the water. The rings I've attempted to change before, but I might as well try again. The smoke effects might stay the same (I like it), but if it really bothers you that much I'll shop around for some new smoke effects

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Rael: Stacked thing has actually been gone for a few days since I changed the level design there.

Xoram: I was just doing that because it was like the original version of Sonic Chaos Planet I did, and also so it could be distinguished at a glance from a normal Sonic game screenshot. I'll see if I do anything about it.

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The only thing that bugs me about those screenshots is the red HUD. It attracts too much attention. You don't really need it; the oldschool score, time, rings would do fine on their own.

In my oppinion, some extra semi-transparency to the red would do.

Maybe 64-80%.

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Glaber—the problem is that Sonic starts off going slowly at the start of the spindash, and can continue accelerating as long as the direction is being held. Sonic should start off at max speed and decelerate until he stops.

Diablohead's engine is a good tutorial, but I don't see why anyone would actually use it on its own.

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Meh. I haven't gotten much done, but I might as well show some pics of the first part of the level.

Starting point: http://i60.photobucket.com/albums/h18/Lijayang/Sonicfg1.jpg

http://i60.photobucket.com/albums/h18/Lijayang/Sonicfg2.jpg

http://i60.photobucket.com/albums/h18/Lijayang/Sonicfg3.jpg

http://i60.photobucket.com/albums/h18/Lijayang/Sonicfg4.jpg

You first start off near the city, then run off into the beachy area. :D

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