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Post your screenshots thread


Rael0505

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To expand on what Sonicyoda said - Once you make the sky really light blue, also make the gray-ish buildings in the far background light blue, so it looks like they're fading into the sky more seamlessly.

Generally speaking, the further away a background layer is, the more closely its colors should match the sky.

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WIP Screenshot, although I'm changing the background...it's looks way too noobish. :3

[qimg]http://img834.imageshack.us/img834/4124/epicscreenz.png[/qimg]

Yeah, at the moment it looks like the game crashed somehow (if it hasn't seeing how the sky comes through in the bottom right corner). Those bright yellow bricks stand out, and I'm not entirely sure it's in a good way; they seem distracting. Less of them, maybe more of the orange bricks, might work.

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pkscreen01.png

pkscreen02.png

pkscreen03.png

Experimenting with MMF2's Mode7 object. I'm actually quite proud of the results so far, considering that this is, well, MMF2. xD; The Mode7 object has so many neat features that go above and beyond what Super Mario Kart was capable of (such as height mapping).

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Experimenting with MMF2's Mode7 object. I'm actually quite proud of the results so far, considering that this is, well, MMF2. xD; The Mode7 object has so many neat features that go above and beyond what Super Mario Kart was capable of (such as height mapping).

hmmm that looks more of a Voxel engine than a Mode 7 one, thou i know about the mode 7 in MMF2 and their amazing features like this one, but this sort of looks more like Voxels than mode 7, maybe you can call this Fake voxel or something like that, anyway if Mario Kart had this instead of only mode 7 alone it could being pretty neat, since the 3D chipset of the SNES were slighty powerful than the Genesis one, i know because i played games like Dirt Trax and well the well knowed Starfox, kinda eager to see what you are going to come up with this, maybe instead a racing game a pseudo 3D adventure game or a platform game?

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My Ones

[qimg]http://img15.imageshack.us/img15/1786/ss1yl.png[/qimg][qimg]http://img412.imageshack.us/img412/9438/ss2nq.png[/qimg]

[qimg]http://img716.imageshack.us/img716/64/ss3e.png[/qimg][qimg]http://img683.imageshack.us/img683/5159/ss4e.png[/qimg]

Did you see something worng with the screen shots that sonic is in? D=

My project dont even have a name yet, im just starting.

While I like the remix of Palmtree Panic I do not care for that shape you've chosen at all. Quite honestly I think I lot of people will take issue with it. I suggest you change it. Making new shapes isn't hard though pick a shape that's 16x16 then create four or so shades and there you go. If you need a template on how to place the shapes look at one of the big 256x256 QQZ tiles.

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My Ones

[qimg]http://img15.imageshack.us/img15/1786/ss1yl.png[/qimg][qimg]http://img412.imageshack.us/img412/9438/ss2nq.png[/qimg]

[qimg]http://img716.imageshack.us/img716/64/ss3e.png[/qimg][qimg]http://img683.imageshack.us/img683/5159/ss4e.png[/qimg]

Did you see something worng with the screen shots that sonic is in? D=

My project dont even have a name yet, im just starting.

1) The trees are going blue for some reason

2) He's running on clouds?

Also, first 2 screenshots; I'm with overbound. The spikey, triangle-type pattern is very harsh on the eyes. Try something else.

The 1st Sonic screenshot looks too much like a straight rip of Hill Top Zone. Might want to make that stage look a little more "original".

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While I like the remix of Palmtree Panic I do not care for that shape you've chosen at all. Quite honestly I think I lot of people will take issue with it. I suggest you change it. Making new shapes isn't hard though pick a shape that's 16x16 then create four or so shades and there you go. If you need a template on how to place the shapes look at one of the big 256x256 QQZ tiles.

Yes, i think you are right.

I haven't finished the level yet and it's not to late to do that( it's not even in the middle yet)

1) The trees are going blue for some reason

2) He's running on clouds?

Also, first 2 screenshots; I'm with overbound. The spikey, triangle-type pattern is very harsh on the eyes. Try something else.

The 1st Sonic screenshot looks too much like a straight rip of Hill Top Zone. Might want to make that stage look a little more "original".

In this level i as actually testing sonic worlds, and it was my first one.

In it's history sonic actually starts in hill top zone but i gess i should be a more original

1: Yes, and the grass will be too and i must remove the green trees

2:If sonic is going down hill top zone whe will pass inside the clouds and the level will change a bit (Blue Grass, Trees and plants)

Now i know the reason that some sonic games have many beta versions.

I was thinking, shound i change the life counter to a ''1UP'' or something like that? not sonic's face, or tails one.

(sory for my bad english)

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screen3.jpg

scne4.jpg

Toying around with an idea for a game. The game takes place in a fantasy representation of the inside of a computer. Playing as an OS, a media player, an electrical current, and an antivirus, you'll need to stop a virus from taking over the computer by collecting fragmented data, and using it to your advantage.

I need to design some enemies and whatnot yet. :/

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@Larkss: well yeah i know is heightmapping just looks like voxels XDDD, i dont think MMF2 can do voxels anyway

I know some guys arent gonna to recognize this but FGR that reminds me somehow to TRON, maybe i dunno making a TRON based game using that kind of idea, doesnt have to have a deep storyline it can be like the TRON Arcade that was made by Bally, anyway it looks neat that idea of recolecting fragmented data but how about maybe some lost data packages that some virus or hacking program steal it from your server and you need to stop this hacking program or locate this program to recover the package, or maybe giving the "programs" kind of missions to accomplish that can be, recovering fragmented data, obtaining X program, clean X partition of the disk from virus, defending the system from a massive Virus attack kinda like that and in the meantime you can explain some basic story behind all of those

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kinda eager to see what you are going to come up with this, maybe instead a racing game a pseudo 3D adventure game or a platform game?

I'm actually surprised that nobody has attempted to use Mode7 for, say, background clouds (akin to the ones in the Sonic CD title screen), or for 3D water effects such as in Hydrocity or Launch Base Zone. Then again, I suppose it's not really that surprising since it can lag quite a bit. xD;

It looks like height mapping to me Gear.

@Strife: Do you know about the OpenGL objects for MMF2? You could make a much cleaner 3D experience using one of them. ;> (Though the Mode7 result is still kinda neat.)

Ooh, do you have any more information on OpenGL objects I can look at? ^_^ I think I heard something about a Raycasting extension, but from what I've seen of it, it'd only really be good for 3D walls and such rather than bumpy roads and height mapping.

In any case, I'd definitely be keen on finding a way to display parts of the track above the horizon line, which Mode7 can't do by itself it seems.

EDIT: I found the OpenGL extensions, but it seems that only a handful of them want to work in HWA. T_T

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2a5f5h3.jpg

2ecfe36.jpg

some editing in sprites, i have to do yet the skidding, hurting, dead, and drown, but the bubble one is two frames, in sonic 4 is more smoother because its a model and can have more frames than the genesis "limitations" thou i know that the bubble anim is just one frame, but i think is more cooler to have more animations in some of the old ones, still i have to see how sonic skidd in sonic 4, how gets hurt, and how dies, i think it dies the same as the dead animation from Sonic Advance 1

The falling animation only occurs when sonic is off the springs, not yet for falling off a platform, i have to figure out how to add that animation to when sonic falls off some platform

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Both work in HWA for me Strife, though run faster using Software rendering as they are hardware accelerated through OpenGL anyway.

http://looki.lo.funpic.de/OpenGL.zip

No longer supported. Allows you to define primitives via the event editor as well as compile pixel/vertex shaders, however it cannot animate rigged models. A few things don't seem to work either.

http://minaspel.com/downloads/opengl_collection_beta.zip

Supposedly still under development and supported by the Clickteam community. Makes using in-application data very easy and has built-in support for animated models and "3D sprites", but primitives can only be defined via XLua, no pixel/vertex shader support, and its use isn't as flexible if you're only trying to use the MMF2 IDE. (though it does offer some nice relative positioning/rotation actions)

Either one can work together with XLua if you are more comfortable programming with Lua, and/or want to unlock some of the more advanced features of the extensions.

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