flame6753 Posted May 15, 2009 Report Share Posted May 15, 2009 so when should we expect a playable demo, or a video Blue Emerld? Sage? Link to comment Share on other sites More sharing options...
Blue Emerald Posted May 15, 2009 Author Report Share Posted May 15, 2009 Well, I don't know about a video just yet; if this were being released for SAGE, I'd rather not spoil any of the level and make it easier for you all to beat. I'm hoping to have at least one act done for SAGE, judging by time constraints, programming, and spriting. Luckily, I can now get the programming done faster since I now have someone aiding me with that. Currently still working on the new gimmick for Act 1. Link to comment Share on other sites More sharing options...
flame6753 Posted May 15, 2009 Report Share Posted May 15, 2009 Well, I don't know about a video just yet; if this were being released for SAGE, I'd rather not spoil any of the level and make it easier for you all to beat. I'm hoping to have at least one act done for SAGE, judging by time constraints, programming, and spriting. Luckily, I can now get the programming done faster since I now have someone aiding me with that.Currently still working on the new gimmick for Act 1. I see, no rush. Just as a suggestion, maybe you can construct a test run level. That way, you could show the present engine and gimmicks, but not revealing your level design before sage. I'm itching to see it in action. Either way, I can wait until sage. I'm doing the same thing as you, no revealing anything until the day comes Link to comment Share on other sites More sharing options...
Endri Posted May 17, 2009 Report Share Posted May 17, 2009 I see, no rush. Just as a suggestion, maybe you can construct a test run level. That way, you could show the present engine and gimmicks, but not revealing your level design before sage. I'm itching to see it in action. Either way, I can wait until sage. I'm doing the same thing as you, no revealing anything until the day comes Oh God! That's a good idea, flame6753! I'm not revealing anything from my game until SAGE, but, I, we, everyone, might as well release small test levels demos to not spoil the fun and plus ease the curiosity. Link to comment Share on other sites More sharing options...
flame6753 Posted May 18, 2009 Report Share Posted May 18, 2009 Oh God! That's a good idea, flame6753! I'm not revealing anything from my game until SAGE, but, I, we, everyone, might as well release small test levels demos to not spoil the fun and plus ease the curiosity. thanks lol. Of course its up to each individual programmer. I dont want to rush anyone into showing an engine before they think its perfect the way they want it. Link to comment Share on other sites More sharing options...
Rawr Posted May 18, 2009 Report Share Posted May 18, 2009 Wow, this game has certainly been coming along. I haven't been around much since my computer is now dead (RIP 9 year old piece of crap dell) so I'm just trying to get the money to get a new computer happening again. Right now I'm just hijacking laptops in the house. Anyway, I haven't seen much of this game as of late because of that and I can see you're definitely putting a lot of care and thought into this one =D. Good on you, this looks like it'll be a blast to play if you have something available for SAGE. If not then I'll play it whenever you've got a demo out =) Link to comment Share on other sites More sharing options...
Blue Emerald Posted May 23, 2009 Author Report Share Posted May 23, 2009 Small update to show off the title screen: The island shadow will flicker to make it seem transparent. The only thing it's missing is clouds, but I currently can't find the Mode 7-styled clouds from Sonic CD. Otherwise, I think it looks pretty sharp. Link to comment Share on other sites More sharing options...
Rawr Posted May 23, 2009 Report Share Posted May 23, 2009 Are you looking for an actual sheet of the clouds, or rather just a screenshot that you can rip them from? The only thing close to it that I can find is this. I'll keep looking though =) Link to comment Share on other sites More sharing options...
Blue Emerald Posted May 23, 2009 Author Report Share Posted May 23, 2009 I mean the moving clouds; perhaps, if possible, a full animation sheet. So, yeah, a sheet could likely work. Otherwise, if anyone knows where to find a non-Mode-7'd version of the clouds and/or knows how to set them to move Mode 7 style in MMF, that would be awesome. Link to comment Share on other sites More sharing options...
Rael0505 Posted May 23, 2009 Report Share Posted May 23, 2009 Title screen's lookin good, dood. Link to comment Share on other sites More sharing options...
OverbounD Posted May 23, 2009 Report Share Posted May 23, 2009 That title screen is so bad ass. Its retro enough to fit in with the Genesis yet cool enough to be sort of modern. Link to comment Share on other sites More sharing options...
Cyber Rat Posted May 23, 2009 Report Share Posted May 23, 2009 The title screen is looking good. Link to comment Share on other sites More sharing options...
ZFG Posted May 23, 2009 Report Share Posted May 23, 2009 It's a realy nice title screen, but heres a suggestion: Dither the while pixel, giving it a little extra touch is nice. Link to comment Share on other sites More sharing options...
FanGameRevolver Posted May 23, 2009 Report Share Posted May 23, 2009 The island shadow will flicker to make it seem transparent. er...why not use alpha shading to physically make it transparent? Link to comment Share on other sites More sharing options...
Zenor Posted May 23, 2009 Report Share Posted May 23, 2009 Nice title screen. So, yeah, a sheet could likely work. Otherwise, if anyone knows where to find a non-Mode-7'd version of the clouds got them from the soniccd 510 beta, but I don't know if they're different in the final as they are not stretched. 1 Link to comment Share on other sites More sharing options...
Blue Emerald Posted May 23, 2009 Author Report Share Posted May 23, 2009 Thanks, Zenor. +Rep They look like the right clouds. As for giving them the Mode 7 effect, I'm sure that all I'd have to do is set the layers' heights to 1 or 2 when they're created, and then constantly increase the height and raise the Y position until they're out of the frame. Also, I worked on dithering Sonic, as per ZFG's advice. This is my first time dithering anything, and I have to say it looks nice for my first try. It has way more of a 3D-ish look to it than it did before. Also, to answer your question, FanGameRevolver, I chose to make the island shadow flicker because to my knowledge the Sega CD did not support actual transparency, and the game's graphical style is supposed to imitate the Sega CD. Link to comment Share on other sites More sharing options...
DiabloHedgehog Posted May 26, 2009 Report Share Posted May 26, 2009 I like the dither, makes sonic look different then using a default sonic 2 title screen image Link to comment Share on other sites More sharing options...
GameNerd Advance Posted June 16, 2009 Report Share Posted June 16, 2009 Is it just me, or are his shoes way too small in comparison to the rest of his body? Even at that angle, I think the shoes should be bigger. Also, if I may make a suggestion, you should shade the shoes without dithering and give them some shine, to emphasise the difference in texture between Sonic's fur/skin/pines and his plastic-y shoes. Other than that, looking good. Link to comment Share on other sites More sharing options...
FanGameRevolver Posted June 16, 2009 Report Share Posted June 16, 2009 Also, to answer your question, FanGameRevolver, I chose to make the island shadow flicker because to my knowledge the Sega CD did not support actual transparency, and the game's graphical style is supposed to imitate the Sega CD. even though the console did not have the technology to do it doesnt mean they couldnt have used another program to create a shaded sprite...(if i could see an animated .gif of the effect I would be fine but flickers are normally used for jet boosters, beams, and things that actually flicker. A flickering shadow seems really weird to me.) Link to comment Share on other sites More sharing options...
Blue Emerald Posted June 24, 2009 Author Report Share Posted June 24, 2009 Progress Report! I can't believe it's already been a month since my last post here. Anyway, I figure it's time I give you both the good news and the bad news as to the progress of Sonic 4. Bad news is I've been on vacation for the past few weeks, and I've been stuck using a bad dial-up connection, which means I can't access information as fast as I'd like, which has indeed been a hindrance in the game's progress. In other words, a SAGE appearance is still up in the air. The better news, however, is that I've still been hard at work on the game and making tweaks here and there to the Worlds engine. Here's what I've been able to accomplish on my own: For starters, I'll show a minor tweak I've made to the Worlds engine. When traveling through loops in the original engine, the player never went behind the front half of the loop. As you can see, I've changed that. When it comes to most MMF-based Sonic fangames, Badniks have had a limited assortment of movements. Your standard Badnik can be seen moving back and forth in a straight line. Other standard MMF Badniks can be found floating or dashing around in midair. Aside from Sonic brawler Mecha Madness, with its solid physics programming, rarely has there been an MMF Sonic game where the Badniks have had complex movement patterns. Fortunately, with the help of LarkSS, I've been able to successfully implement gravity and slope detection in a ground-based Badnik. Of course, when dealing with platforms, the events I used for ground-based movement don't apply, as they only detect obstacles. Such is the shortcoming of MMF in comparison to more advanced engines such as RSDK, but I play with the hand I'm dealt, and MMF isn't really that horrible of a program. In the case of getting my Badnik to walk on an actve object, I was able to produce this: It isn't perfect, mind you, but I feel it serves its purpose well enough. Finally, I'd like to introduce the new gimmick I've created for Summer Forest Zone -- the vine cable. Simply jump on this cable and you'll be cruisin' along until it reaches its destination. Jump off the cable, and it'll glide back to its original position. Note the new animation I created specifically for this gimmick. As soon as Sonic jumps on, he grips the vine and steadies himself on the platform as it slides along. As you can see, the game has made fair progress. In fact, I'm beginning to learn more about the Worlds engine as I continue to work with it. Hopefully, I can get a demo going as soon as possible, so bear with me as I continue working on this game. Peace, broskis! Link to comment Share on other sites More sharing options...
Rawr Posted June 24, 2009 Report Share Posted June 24, 2009 Dude, your game looks amazing. Hopefully you do have something to play by SAGE, I really like the look of this! Link to comment Share on other sites More sharing options...
Sslaxx Posted June 24, 2009 Report Share Posted June 24, 2009 Nice take on a gimmick there, Blue! Good job with the loops. Link to comment Share on other sites More sharing options...
Streak Thunderstorm Posted June 24, 2009 Report Share Posted June 24, 2009 I dig. Keep up the good work. Link to comment Share on other sites More sharing options...
Blue Emerald Posted July 14, 2009 Author Report Share Posted July 14, 2009 Bad news, bears. Sonic 4 will not be appearing in this year's SAGE. Two reasons as to why this is: 1) The tiles I was originally using to complete the level were getting cluttered and weren't looking too good. I'd decided to try creating better tiles so not only will the level layout look cleaner, but it should end up saving space, as well. 2) College just started for me yesterday. Expect it to eat up much of my time. I get one class per day over the span of four days a week. Each class will assign a decently-sized project that will be due in a week. But the bright side is that each class is 3-5 hours long, and I get Fridays off. But in the meantime, wish me luck: apparently, game design is a very stressful profession. I'm sorry that I've let a lot of you down, but hopefully, I can keep the game moving and get a demo out at some time. Link to comment Share on other sites More sharing options...
Waffle Emperor Posted August 2, 2009 Report Share Posted August 2, 2009 i've been following this thread for a while, and it's the main reason why i joined this site! this looks like an awesome game...have all the sub-titles been thought up? i think that's a brilliant idea please don't judge me- this is my 1st post on this site, too... Link to comment Share on other sites More sharing options...
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