BlazeHedgehog Posted June 22, 2010 Report Share Posted June 22, 2010 What a mysterious image. What is it for? It's a secret. Link to comment Share on other sites More sharing options...
LarkSS Posted June 22, 2010 Report Share Posted June 22, 2010 @Pedro/Mobiethian: Grass does not grow upside-down. ;> I think it would be fine if the sides extended all the way to the ground to give the loop structure itself more support. I think you meant putting the grass literally on the very top of the loop, not the top of the inner circle, in which I agree so it doesn't look as flat up there. ;D Link to comment Share on other sites More sharing options...
sonicyoda Posted June 22, 2010 Report Share Posted June 22, 2010 @Blazehedgehog Surely its you mucking around with the engine for your new, 'classic', Sonic fangame. Link to comment Share on other sites More sharing options...
toaster1 Posted June 22, 2010 Report Share Posted June 22, 2010 Random monitor. Called it. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted June 23, 2010 Report Share Posted June 23, 2010 Mmm, you guys are only commenting on the hubcaps while ignoring the wheels they're attached to and what the wheels themselves are attached to. i.e. the reason why it's important for the comparison image showing the monitors and shields. Link to comment Share on other sites More sharing options...
RedEchidna Posted June 23, 2010 Report Share Posted June 23, 2010 I'd say it's a monitor that spawns a random shield, but if that were the case, I doubt they'd be in that pattern... It honestly looks to me like you're creating one shield object for all the different shields, but I dunno Link to comment Share on other sites More sharing options...
Sparks Posted June 23, 2010 Report Share Posted June 23, 2010 I think I got it. What the monitor is depends on it's X location? Link to comment Share on other sites More sharing options...
toaster1 Posted June 23, 2010 Report Share Posted June 23, 2010 I already said what it is. It's a monitor that changes type whenever you start up the level. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted June 23, 2010 Report Share Posted June 23, 2010 I already said what it is. It's a monitor that changes type whenever you start up the level. It's definitely not randomized. It'd suck to die, restart a level, and have all the shield positions switch places. It's not based on X position, either. Link to comment Share on other sites More sharing options...
RedEchidna Posted June 23, 2010 Report Share Posted June 23, 2010 It's obviously based on the fixed value. Link to comment Share on other sites More sharing options...
Asuma Posted June 24, 2010 Report Share Posted June 24, 2010 It is that the shield box has properties? As it, there's only one shield box, but according to a value, it changes. Link to comment Share on other sites More sharing options...
Rawr Posted June 24, 2010 Report Share Posted June 24, 2010 I totally got it, the shield boxes are now capable of displaying things in hd, and have also now got 3D support integrated into them. I knew it! Link to comment Share on other sites More sharing options...
Sparks Posted June 24, 2010 Report Share Posted June 24, 2010 The boxes display a certain item depending on how many rings you got? Link to comment Share on other sites More sharing options...
Azookara Posted June 24, 2010 Report Share Posted June 24, 2010 ohay guise watsup Link to comment Share on other sites More sharing options...
DimensionWarped Posted June 24, 2010 Report Share Posted June 24, 2010 @Blazes thing: Based on character/loadout/etc Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted June 24, 2010 Report Share Posted June 24, 2010 It's not for TFH, no. Link to comment Share on other sites More sharing options...
Violet CLM Posted June 24, 2010 Report Share Posted June 24, 2010 Oh god I love Knuckles in a hat. Can he hang out with Archimedes the fire ant? Please? Link to comment Share on other sites More sharing options...
squallff8 Posted June 24, 2010 Report Share Posted June 24, 2010 Wow!Great model,Azukara!Your project is becoming more interesting! Great job! Link to comment Share on other sites More sharing options...
DimensionWarped Posted June 24, 2010 Report Share Posted June 24, 2010 Then iterated through from left to right just to make the lightning water fire pattern. Link to comment Share on other sites More sharing options...
Azookara Posted June 24, 2010 Report Share Posted June 24, 2010 Oh god I love Knuckles in a hat. Can he hang out with Archimedes the fire ant? Please? Lol, we're not exactly thinking of having Archie characters in this game. Think of an OVA-style approach. Wow!Great model,Azukara!Your project is becoming more interesting!Great job! Thank you Although the model was really done by Athbucket. I'm just the game's leader, supervisor, producer and PR all at the same time. =P Link to comment Share on other sites More sharing options...
Briraka Posted June 24, 2010 Report Share Posted June 24, 2010 Done some more work on Saphire: Implemented a spring fall animation. More variety in the ground tiles and I added more potted plants. Added vegitation on the bottom of the floor there. I'll make a topic for this when I have a demo available, or maybe for SAGE. Link to comment Share on other sites More sharing options...
Michael B. Posted June 25, 2010 Report Share Posted June 25, 2010 Bri to be honest. the foreground looks kinda bland at the moment, I'd suggest and cracks, erosion, and maybe moss to some of the blocks to give them more variety, as well as make the blocks have a more general color scheme. green + green + tan doesn't look right to me. I'd also suggest making the vines look more like their growing on/around the blocks, and less like their just hanging off. It's a pretty good start though so far. Link to comment Share on other sites More sharing options...
Sparks Posted June 25, 2010 Report Share Posted June 25, 2010 Bri to be honest. the foreground looks kinda bland at the moment, I'd suggest and cracks, erosion, and maybe moss to some of the blocks to give them more variety, as well as make the blocks have a more general color scheme. green + green + tan doesn't look right to me. I'd also suggest making the vines look more like their growing on/around the blocks, and less like their just hanging off. It's a pretty good start though so far.In a nutshell all he really needs to do is give the rocks a texture.Everything else seems fine to me though, I'm impressed. It's also good to see a ruin zone for once. Link to comment Share on other sites More sharing options...
OverbounD Posted June 25, 2010 Report Share Posted June 25, 2010 The rocks are alright, but keep in mind that labyrinth isn't exactly the prettiest Sonic level on the block. The real problem is the color you are mixing several different green tones throughout the foreground and background and its just too much. Even more importantly the green and yellow together from Labyrinth is just plain ugly it looks like vomit and I don't think that's the impression you want to give. So now they I've probably made you cry let me show you what I think you should do. As I said the labyrinth rocks are terrible but they aren't great either the ones from TT Past are much better and you can easily change the 32x16 stone to a 32x32. If you are having trouble finding colors its always a good idea to go back to the Genesis games and see what colors matched then you can take those colors change them a bit if need be and come out with something you know matches and looks good. That's basically what I've done here though you don't always have to do it in such an obvious way. The second set of tiles is from messing with the hues/saturation a bit which I think makes it look a bit more marblely. Link to comment Share on other sites More sharing options...
Aaron C-T Posted June 25, 2010 Report Share Posted June 25, 2010 I actually like it... >.>;; Link to comment Share on other sites More sharing options...
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