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Post your screenshots thread


Rael0505

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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.

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"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.

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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.

ohoho.png

(Lol - Look at that creative pattern on the ground man, I just burst with creativity!)

I suppose I gotta make some slopes now....

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Also, I have another choice. Here are three options for my casino cave level.

casinotiles.png

As of right now, I'm using a combo of 1 and 2. The 3rd is using Casino Nights palette. Any opinions?

casino.gif

VERY early rendition of the level, just to show you what everything looks like atm.

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@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 :ssmile:

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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. ^^

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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,

darkvalley.png

First look at the last zone in the line up (not literal last zone)

Dark Valley!

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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.

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So I herd u liek mokupz

Anyway, 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.

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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.

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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.

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