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Sonic the Hedgehog 4: Fate of the Master Emerald


Blue Emerald

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So do you think I should just stick with one type of building?

I don't know which one I should keep, though. If I ditch the front buildings, I'm afraid it'll look more like a light-up village, but if I get rid of the back buldings, it won't look as bright anymore.

Hmmm.... should I put neon signs in the background?

You can stick with both, but make the red towers darker or swith positions between them and those blue buildings, so it fades to the sky better. A small color change woudn't hurt too, because red and blue don't exactly go together well.

And Neon signs in the background can work as long as they fit in it.

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Fixed.

TCZ-2.png

The brightness has been toned down a noticeable amount on the buildings. I agree with this revision. The brightness of the back buildings kind of mixed in with the foreground. And about those red buildings: they won't stay red forever. Like I said before, I'm planning to have them cycle through the entire color spectrum. Of course, they're purple now, but only because Zenor said they clashed. When the level gets to the production stage, those buildings will be red, but only for a few seconds.

This look better?

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It looks better, but the orange floor confuses me. Also, the badnik's legs mix in with the floor, making it somewhat hardly noticeable.

The background looks pretty good though, just reduce the saturation of the foreground and it'll look a lot better.

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I was afraid someone was gonna say that about the Badnik's legs. No worries; I can always make them silver.

I thought a gold-and-silver colored foreground would be an effective color scheme for this zone. If you think I should make them brighter, though, I'll try it.

...You're quite right, though. Now that I look at it again, perhaps I really should try brightening it up a few tones.

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Fixed.

[qimg]http://i87.photobucket.com/albums/k151/cloudstrife2006/TCZ-2.png[/qimg]

The brightness has been toned down a noticeable amount on the buildings. I agree with this revision. The brightness of the back buildings kind of mixed in with the foreground. And about those red buildings: they won't stay red forever. Like I said before, I'm planning to have them cycle through the entire color spectrum. Of course, they're purple now, but only because Zenor said they clashed. When the level gets to the production stage, those buildings will be red, but only for a few seconds.

This look better?

Oh alright then. I coudn't guess they were supposed to be like that though. Small suggestion: If they're going to be shining and changing colors, you may want to add an effect so it seems like it's really shining. Like knuckles chaotix's title screen ( refresh page to see).

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Fixed again.

TCZ-3.png

Well, I tried the Chaotix effect, but it seemed to block out some of the details in the sky. I later tried the Casino Night effect, and it ended up taking too much away from the details of the buildings. I then tried out a haze effect, but just like the Chaotix effect, it took away too much from the sky. I really like that sky in the background, and I want people to pay attention to some of the shading in the horizon; it makes it stand out from some of the other night backgrounds in Sonic games, which are often pure black with some stars here and there. In the end, I simply made the buildings brighter.

Now that I think about it, perhaps I should raise that horizon so the blues are noticed more.

The brightness has been upped a bit on the foreground, but not so much that it washes out the colors. Also, the Badnik's legs are silver now, to differentiate it from the foreground. Well, bright silvery-blue, I suppose, but it does look nice.

Thanks, everyone. Your critiques helped a lot. :)

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Merry Christmas, everyone! I hope everyone got a lot of great presents today! :)

As my Christmas gift to you, I'm going to finally reveal the natures of the Badniks that I've been keeping secret from you all! And here they are, folks!

hermitPL.png

I don't believe I fully introduced you all to this Badnik yet, but many Sonic 1 veterans will know his face. His name is Hermit, and he lives in the underground realms of Indigo Ruins. Of course, you can already guess that this is one Badnik that you don't want to jump on; touch one spike on Hermit's back and your hard-earned ring collection is sent flying! One swift Spin Dash will make light work of this clockwork crustacean.

iceborg.png

The iceman cometh! Well, actually, he's better known as Iceborg. This 'bot rolls along icy surfaces, and waits for Sonic to come into range with the icicle on its head. When our hedgehog friend does, Iceborg lets the ice missile fly. It's a fast shot, but the good news is that once Iceborg has used up his icicle, he's vulnerable to an attack from Sonic. Speed is key to avoiding this Badnik's icy strike.

antronPL-1.png

Recognize him? It's Antron, but he got a cool makeover. This will replace the previous model that was originally going to be used. My spriting abilities have improved since the first Antron, so I wanted to go back and re-do this Badnik.

I think this was a definite change for the better.

pincushion.png

This is that bumper-headed Badnik from Techno City. I still have to change the legs' color on this one, but I just wasn't originally sure of the latest palette swap. Fear not; this Badnik will be sporting silver legs from now on.

Anyway, this Badnik is called Pincushion. Why would a Badnik with a bumper on its noggin be called Pincushion, you ask? It's very deceptively simple: when Sonic bounces on its bumper (and it can be very helpful at times), it falls off to reveal a nasty spike! Tricky little fiend, isn't he? :D This Badnik makes sure that hedgehogs don't strike twice. Of course, you can always execute a speedy revenge by landing away from him and Spin Dashing 'im in the back! That's one way to backstab a potential backstabber!

Finally, I reveal the new replacement for Pyro Plant. While building the first Act for Summer Forest, I soon realized that there would be no place to fit Pyro Plant. In this case, our floral friend is being retired for now, and being replaced with a more suitable foe. Since waterfalls are going to play a prominent role in the first two Acts of Summer Forest Zone, I decided to create a suitable fish Badnik. Sure, you've met Chopper from Sonic 1 and Masher from Sonic 2, but you've not yet met this new breed of piranha Badnik:

jawbreaker.png

Meet Jawbreaker. He acts the same as Chopper and Masher, but he has a much less friendlier grin on his face, and he won't seem like such a welcome guest during the moments of precarious waterfall-hopping in Summer Forest. A simple jump on his face will dispose of him, but make sure you can jump back to solid ground afterward. The waterfalls in Summer Forest are not very forgiving.

Well, that's all from me. Merry Christmas, everyone! :)

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Progress is pretty slow right now. The first Act is technically finished, but while I was starting to design the level in Worlds, I realized there were elements in the upcoming Worlds engine that I needed (starposts, shield attacks, save function, drowning countdown, a fully-functional boss system, etc). With that being the case, I've instead begun working on some new gimmicks for the Worlds engine to move production along.

The sprites for Summer Forest's Badniks are just about finished (I need to finish Bioslug), the soundtrack is almost complete, and once I get Summer Forest's Badniks done, I'll work a little on the bosses.

There's also another update I'd like to announce: I've decided that the backgrounds in each zone will be different for each of their Acts. I'll post an example sometime soon.

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So, I've finally finished the Badniks for Summer Forest Zone, and I've also just finished spriting up the boss for the level. I won't reveal it just yet, but I will show you this:

mysteryboss1.png

Just what could this new mysterious opponent be, and what kind of powers will it have? When will I reveal this new fearsome foe? Find out on the next exciting episode of Dragonball Z-- er, I mean, the Sonic 4 thread!

But, seriously, I'll reveal the boss during the week. Get psyched. :D

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Happy New Year, everyone! :)

2009 has just begun, and with the dawning of a new year, I believe it's about time I shed some light on that mystery boss. Well, you've waited, and now you're about to be rewarded.

egghive.png

The mad scientist everyone loves to loathe, Dr. Ivo Robotnik, is back! (Hey, it wouldn't be a Sonic game without him.) This time, he's got a few new contraptions to test-drive against our spiky blue protagonist, one of those being this vicious vehicle right here.

Introducing Robotnik's latest invention: Hive Havocron, better known as Egg Hive. The Egg Hive rotates its honeycomb-shaped cannons, and out of each of the four cannons comes a nasty surprise; it could be a sticky honey trap or a Buzz Bomber! When Robotnik drops a honey trap, stay back and don't touch it! If Sonic gets caught in the golden goop, he'll be too sluggish to escape a Buzz Bomber attack. Of course, the effect only lasts for a short amount of time, and untouched traps fade away when Robotnik has exhausted his barrage.

Like most boss fights in the Sonic series, after eight hits, the Egg Hive will finally drone out.

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  • 2 weeks later...

Back again, everyone. Sonic Worlds is still under the knife, and I've been helping a bit with the engine, so during this downtime, I've made sure to make good on my promise on posting examples of the backgrounds for each act of Summer Forest.

Act 1 was just finished. Hope you like the new look:

Summer Forest Zone - Act 1

SFZact1bg.png

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Hey everyone, guess what? Hell just froze over! :D My school (which never closes in freezing weather) finally decided to close this morning, which means I had some free time to sprite the background for Act 2!

Summer Forest Zone - Act 2

SFZact2bg.png

In the meantime, I'm going way out of town on vacation for a little over a week. I'll start spriting this again when I get back.

Stay classy, broskis! ;)

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