P3DR0 Posted March 24, 2012 Report Share Posted March 24, 2012 I've seen those badniks already... Seriously Delta, AGAIN? You had problems in the past by using shit from other people, you hadn't learned anything from that? Love this. Wind Waker ocean and lighting engine for the win.It was weird as hell with the shader in the beginning, but I guess after I threw the whole composition in it, it just looks stouning and artistic in my opinion, so I had to record the video, haha. I started to really dig it in the end, like an Aussie digs pies, like Born-Agains dig Jesus and like Jesus dug guys.I dunno, it just feels right somehow, even if it's a style that I guess had never been in a Sonic game, fan game or not (Maybe Sonic Shuffle, but that game sucks anyway), so it kinda felt refreshing, new... Minimal, but artistic. Link to comment Share on other sites More sharing options...
Sparks Posted March 24, 2012 Report Share Posted March 24, 2012 ..Those badniks are from Chaotix. :V Link to comment Share on other sites More sharing options...
P3DR0 Posted March 24, 2012 Report Share Posted March 24, 2012 Oh... My bad then. Never really liked Chaotix and Blaze used to have some custom badnicks in TFH. Ignore my post then. (Man, I feel retarded right now). Link to comment Share on other sites More sharing options...
luksamuk Posted March 24, 2012 Report Share Posted March 24, 2012 (Man, I feel retarded right now). Nevermind, a true retard never thinks he's a retard. Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted March 24, 2012 Report Share Posted March 24, 2012 Thanks everyone. More stuff to come! \ , I realized that theres a white spot under the window of the first mockup, and the second doesn't have a life counter. I completely missed that. Link to comment Share on other sites More sharing options...
Candescence Posted March 25, 2012 Report Share Posted March 25, 2012 "UDK looks so brown, it's so desaturated. Omg, it's ridiculous what's wrong with Epic, everyone in there are dogs, they can't see colors?" Feel the magic of custom assets, textures and shit. All the UDK assets are brown and desaturated yes, that's why most of the stuff we're seeing in GDK looks so lifeless for a Sonic game. Put some custom and saturated textures, and done. Looks like something completly new, almost refreshing To be fair, Not ALL of UDK's assets are shit. The stuff from UT3 certainly looks like shit, but some of the demos have some really colourful assets. The Epic Citadel especially has some fantastic, realistically-coloured stuff, though only some of the assets can really work outside of that specific level, unfortunately. Anyway, looks fantastic. I really wish there were more quality open-source 3D assets out there, it would certainly help for people trying to make 3D levels. Link to comment Share on other sites More sharing options...
Mr.S Posted March 25, 2012 Report Share Posted March 25, 2012 @Delta your screenshots are great but don't you think the title edge of darkness is a bit unfitting. seeing that you game is very colorful. Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted March 25, 2012 Report Share Posted March 25, 2012 @Mr. S, The title has to do with the story, about the black holes and stuff, not the visuals. I do plan on doing something special with the graphics to reflect on the title later though. Link to comment Share on other sites More sharing options...
Serephim Posted March 27, 2012 Report Share Posted March 27, 2012 Oh... My bad then. Never really liked Chaotix and Blaze used to have some custom badnicks in TFH. Ignore my post then.(Man, I feel retarded right now). Perhaps you guys should just stop trying so damn hard. Link to comment Share on other sites More sharing options...
FanGameRevolver Posted March 27, 2012 Report Share Posted March 27, 2012 I like how we claim that people stole from other people. It would be one thing if the person stole from you, but otherwise your going out of your way to make it a problem. I really lack time and motivation to get shit done. But I've been working on getting some more custom artwork done. just a tad bit more. (Lol - Look at that creative pattern on the ground man, I just burst with creativity!) I suppose I gotta make some slopes now.... Link to comment Share on other sites More sharing options...
Hez Posted March 28, 2012 Report Share Posted March 28, 2012 Also, I have another choice. Here are three options for my casino cave level. As of right now, I'm using a combo of 1 and 2. The 3rd is using Casino Nights palette. Any opinions? VERY early rendition of the level, just to show you what everything looks like atm. Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted March 28, 2012 Report Share Posted March 28, 2012 Stick with what you have. The gold just doesn't work. Link to comment Share on other sites More sharing options...
FanGameRevolver Posted March 28, 2012 Report Share Posted March 28, 2012 I like the gold actually. I think its really nice. Link to comment Share on other sites More sharing options...
Falk Posted March 28, 2012 Report Share Posted March 28, 2012 Don't think I've tried? (I've used Snagit, Camstudio, Hypercam 2 (Choppy instead of laggy)) Just send it to me and I'll record for you. Yeayeayeayea :V Link to comment Share on other sites More sharing options...
Sparks Posted March 29, 2012 Report Share Posted March 29, 2012 Personally I like 2 best. 3 reminds me too much of urine. repost: New pipes. Credit to GNA for ground tiles. I should probably work on a new background too. Link to comment Share on other sites More sharing options...
JetHawk95 Posted March 29, 2012 Report Share Posted March 29, 2012 @P3DRO, That UDK Video looks awesome :3 Is anyone working on a game using that engine yet? I know there's been a lot of people showing off what it could potentially do but is there anyone who's started development on an actual game? It'd be pretty damn sweet if someone did Link to comment Share on other sites More sharing options...
sonicyoda Posted March 30, 2012 Report Share Posted March 30, 2012 Also, I have another choice. Here are three options for my casino cave level. The second is definitely the least strenuous on the eyes. Link to comment Share on other sites More sharing options...
Strife Posted March 30, 2012 Report Share Posted March 30, 2012 I agree with Sonicyoda. Furthermore, while I think the idea of a casino cave is pretty novel, you should be careful not to make the cave elements feel "tacked on". When I first looked at that animated screenshot, I thought the cave background was a placeholder for a natural sky. What I would recommend, in that case, is to mold the cave elements more seamlessly with the casino elements. Put stalagmites and stalactites in different layers, but stick UFO-like rings on them. Add rock formations with lights and signs that look like they were chiseled in. Try and think of how The Flintstones would handle casino scenery and you might have a good idea of what I'm getting at. ^^ Link to comment Share on other sites More sharing options...
Hez Posted March 30, 2012 Report Share Posted March 30, 2012 I agree with Sonicyoda. Furthermore, while I think the idea of a casino cave is pretty novel, you should be careful not to make the cave elements feel "tacked on". When I first looked at that animated screenshot, I thought the cave background was a placeholder for a natural sky.What I would recommend, in that case, is to mold the cave elements more seamlessly with the casino elements. Put stalagmites and stalactites in different layers, but stick UFO-like rings on them. Add rock formations with lights and signs that look like they were chiseled in. Try and think of how The Flintstones would handle casino scenery and you might have a good idea of what I'm getting at. ^^ I'm working on the forground, I literally have those two tiles done (Besides 80 percent of the BG). I planned on integrating rock features into casino features. Also, First look at the last zone in the line up (not literal last zone) Dark Valley! Link to comment Share on other sites More sharing options...
P3DR0 Posted March 30, 2012 Report Share Posted March 30, 2012 Hez, about the cassino, the second one it's the one who fits better with the background, in my opinion. Everything has a blu-ish tone on it, so tiles with more blue would feel a little bit more "natural". Casino Cave... A city in a cave... Cappadocia Casino. Best. Name. Ever. Also the Dark Valey seems nice... The trees should be a little bit more darken though. Anyways, looking nice. Link to comment Share on other sites More sharing options...
Shockey Rai Posted April 1, 2012 Report Share Posted April 1, 2012 So I herd u liek mokupzAnyway, I've been hard at work while engine rebuild is going on. Derelict Desert and Stardust Stadium are won't see the light of day for now because of me running out of ideas, redesigning and not being happy with some things. Anyway, I do have mockups for Shimmering Shores and Cryostone Cliffs. Plus I gave Tails goggles. Cryostone Cliffs' background is currently unfinished. [qimg]http://i836.photobucket.com/albums/zz281/darkspikes598/spritessonictailsknuckes-2.png[/qimg] [qimg]http://i836.photobucket.com/albums/zz281/darkspikes598/widescreen1.png[/qimg] [qimg]http://i836.photobucket.com/albums/zz281/darkspikes598/widescreen2.png[/qimg] Personally, Knuckles looks too tall to me. Link to comment Share on other sites More sharing options...
Strife Posted April 1, 2012 Report Share Posted April 1, 2012 Trying to address the issue of Lilac blending in too much with bright backgrounds. Does darkening the blue parts of her outfit work? Link to comment Share on other sites More sharing options...
Instrutilus Posted April 1, 2012 Report Share Posted April 1, 2012 Try giving her an outline, not black but a discernably dark version of the colour it's connected to (I'd show you what I mean, but the example is underwraps). Link to comment Share on other sites More sharing options...
Strife Posted April 1, 2012 Report Share Posted April 1, 2012 I've thought about that, but then I'd have to do the same thing to every other character and enemy in the game, which would take quite a bit of time. ^^; So, I'm wondering if a simple palette swap can help alleviate some of the color depth issues. Link to comment Share on other sites More sharing options...
Instrutilus Posted April 1, 2012 Report Share Posted April 1, 2012 Eh, you have to consider other levels as well: if you were to include a darker level, she'd likely blend into that if the colours matched, where as she'd stand out if left with that pallette. Kinda like a tightrope if you ask me, no hard work and you're gonna fall. I'd recommend making her fur darker as well, though, if you're gonna go with that. Link to comment Share on other sites More sharing options...
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