GSF Posted December 12, 2013 Report Share Posted December 12, 2013 I really like the coloring in the objects and backgrounds - that hedgehog looks really cute. The set of objects in the background - are these areas just decorative, or is there a way to go back there, Wario Land style? The characters kinda clash with their flatness, though. Are these the final sprites? 1 Link to comment Share on other sites More sharing options...
Bosco Posted December 12, 2013 Report Share Posted December 12, 2013 The set of objects in the background - are these areas just decorative, or is there a way to go back there, Wario Land style? Well not really, it was decorative back then. In the last image, you can see the first level's evolution through these 5 years. The "Pseudo 3D" background was replaced. But I'm actually willing to make a level where you have to walk in the background. Link to comment Share on other sites More sharing options...
Highwire4 Posted December 12, 2013 Report Share Posted December 12, 2013 Damn Bosco. Thats some seriously awesome work there. You ever made a demo for it at some point? Would love to play something with that much time put into it. Link to comment Share on other sites More sharing options...
DerZocker Posted December 13, 2013 Report Share Posted December 13, 2013 just finished the pixelart version of the new SFGHQ logo Overbound made. Redoing the whole shading was quite finicky, especially on the small "fangames" letters, but it turned out not too bad I think 8 Link to comment Share on other sites More sharing options...
Jassbec Posted December 13, 2013 Report Share Posted December 13, 2013 I must ask, can we use it in our projects? 1 Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted December 13, 2013 Report Share Posted December 13, 2013 As jassbec said. May we use this? Looks to be awesome. Link to comment Share on other sites More sharing options...
Bosco Posted December 13, 2013 Report Share Posted December 13, 2013 It looks pretty cool! Loved it. Link to comment Share on other sites More sharing options...
InfinityAlex Posted December 13, 2013 Report Share Posted December 13, 2013 Er, not that I'm taking the decision away from DerZocker, but I did specifically request him to create it for Worlds, so I wouldn't see why not. At the end of the day, though, it's his choice. Link to comment Share on other sites More sharing options...
OverbounD Posted December 13, 2013 Report Share Posted December 13, 2013 Yeah guys this is the new official SFGHQ logo. It's specifically for using in ANY of your projects. I'm sure Zocker would appreciate some credit. Link to comment Share on other sites More sharing options...
DerZocker Posted December 13, 2013 Report Share Posted December 13, 2013 You heard the man! Go for it*g Link to comment Share on other sites More sharing options...
Highwire4 Posted December 17, 2013 Report Share Posted December 17, 2013 (edited) I am in an odd spot here with a section of level design that has left me rather frustrated. Its a weird bit. A 3 way intersection/cross-over bit. Here's a basic screen of it with the paths labeled. Path 1 is obviously the slowest (clocking in at around 40 seconds into the level by the time you reach the end of the made path), Path 2 is currently the fastest though I want to change it a little (clocking in at around 24-25 seconds from the start of the level to the end) and path 3 is kinda in the middle (clocking in at around 26-27 seconds). Paths 1 and 2 are from a split of the single starting path. Path 3 is a split of the starting path that happens before the Y split of path 1 and 2 as shown here along with the speeds of areas. I want path 3 to be the fastest, while the most challenging, so I put in floating platforms. These worked kinda well at first, but once the other paths started to fill themselves out, things quickly got crowded and clunky. This also became apparant with how inconsistantly I was able to actually traverse said platforms. I tried raising the elevation of the platforms a little bit which helped in some areas but made others worse. I'm debating on getting rid of the smaller fast bit in the middle of path 1 (even though it does speed up that path quite a bit and could be a neat shortcut for the less adventurous players) just because of how much space it takes up. The other problem is that sonic can only jump oh so far, even at top speed, so I can't put the floating platforms (that usually have crane grab things on them so they make sense) too close to the jump in path 3 or it cuts off paths 1 and 2. I'm thinking of putting a spring into path 3 before the floating platforms to elevate it and slow sonic down along with a scene transition for the player but I don't want to slow it down too much as it is. This might not be a problem if I slow down path 2 considerably at some point before this intersection but I dunno. So I'm really not sure of what to do with this. Any ideas guys? Edited December 17, 2013 by Highwire4 1 Link to comment Share on other sites More sharing options...
Gear_The_Hedgehog Posted December 17, 2013 Report Share Posted December 17, 2013 That Level design and actually the level itself kick so much ass man!, but with that much color the people will actually see the different paths? maybe is because its an image not an actual gameplay but that's my opinion. Hey here is a mock up of how will look Flame Rift from The Mystical realm from SRB2 in Sonic Recreations, its missing the parallax because im still working on it, but it will have lava in mode 7 to look more 3D-ish, im working more in this tilesets because im planing on release a demo with Flame Rift and Cross Station classic, this is the modern version of Flame Rift 2 Link to comment Share on other sites More sharing options...
Kessler12 Posted December 20, 2013 Report Share Posted December 20, 2013 (edited) Those look pretty beast! Edited December 20, 2013 by Kessler12 1 Link to comment Share on other sites More sharing options...
OverbounD Posted December 20, 2013 Report Share Posted December 20, 2013 Are you using Sonic Zero as a base? Link to comment Share on other sites More sharing options...
P3DR0 Posted December 20, 2013 Report Share Posted December 20, 2013 That Level design and actually the level itself kick so much ass man!, but with that much color the people will actually see the different paths? maybe is because its an image not an actual gameplay but that's my opinion. Hey here is a mock up of how will look Flame Rift from The Mystical realm from SRB2 in Sonic Recreations, its missing the parallax because im still working on it, but it will have lava in mode 7 to look more 3D-ish, im working more in this tilesets because im planing on release a demo with Flame Rift and Cross Station classic, this is the modern version of Flame Rift Welp, it looks cool and all, but the lava doesn't really fit in. It needs some better color scheme and less contrast with the sky. Remember that lava tends to release smoke into the athmosphere and gives off light as well. So it's pratically impossible that a region filled with lava would have such clear skies. For me, especially after Lost World, it looks like orange juice. Link to comment Share on other sites More sharing options...
Highwire4 Posted December 20, 2013 Report Share Posted December 20, 2013 (edited) Thanks Gear! You brought up a good point with the amount of color on screen so I've brought in another color into the level's pallet to act as a neutralizer. I'm still tweeking the greens, but what do you guys think? Think it works? I also solved my little level design problem by just moving path three up. It flows pretty nicely now. @Kessler: So is Amy a playable thing now? Can she do anything special or? @Gear: Yeah the lava background does need some smoke or something. Not sure how you'd do that using parallax stuff tho. Perhaps if you posted up a screenshot of what the original level looked like it could be a little helpful since it IS a recreation. EDIT: Found it: http://www.youtube.com/watch?v=NDZ09s2efPc The original level has blue skies, thus why its in his level. Don't want to deviate too far from that, but some changes can happen I guess Edited December 20, 2013 by Highwire4 1 Link to comment Share on other sites More sharing options...
DerZocker Posted December 20, 2013 Report Share Posted December 20, 2013 Very nice, Highwire. It's looking more and more like an actual Sonic level. The green definately helps the contrast. Maybe you should also let yourself inspire a bit by the various industrial themed zones, like Oil Ocean or Metropolis, to spice it up a bit, objectwise 1 Link to comment Share on other sites More sharing options...
Kessler12 Posted December 21, 2013 Report Share Posted December 21, 2013 (edited) @Overbound: No I was using the current sonic Worlds delta build. As cool as it may sound I don't think they would even let me do that for the collab. @Highwire4: She will play the same as E-122 Psi's Amy in sonic 1 hack but with peel out added. Sonic should also get a new move Edited December 21, 2013 by Kessler12 Link to comment Share on other sites More sharing options...
Gear_The_Hedgehog Posted December 23, 2013 Report Share Posted December 23, 2013 Welp, it looks cool and all, but the lava doesn't really fit in. It needs some better color scheme and less contrast with the sky. Remember that lava tends to release smoke into the athmosphere and gives off light as well. So it's pratically impossible that a region filled with lava would have such clear skies. For me, especially after Lost World, it looks like orange juice. well you are right, but in The Mystic Realm mod had clear skies as crazy as it may sound XDDD and the lava doesn't fit with the tiles because is in Mode 7 and im too lazy to put the lava in the mock up, but i will do some actual screenies with all those "cool" stuff like magma that erupts from the floor and geisers that are actually like the springs but its a geiser and its cool XDDDD Link to comment Share on other sites More sharing options...
AnOrdinarySonicFan Posted December 23, 2013 Report Share Posted December 23, 2013 (edited) I'm still tweeking the greens, but what do you guys think? Think it works? I also solved my little level design problem by just moving path three up. It flows pretty nicely now. EDIT: Found it: http://www.youtube.com/watch?v=NDZ09s2efPc The original level has blue skies, thus why its in his level. Don't want to deviate too far from that, but some changes can happen I guess Wow. This looks very good! It gives off a "Mirror's Edge" sort of feel to it because of the red crates and white bars. The only suggestion that I have is to limit the amount a crates stacked on top of each other, since it looks kinda dark without the lights. Other than that, keep up the amazing work! Edited December 23, 2013 by AnOrdinarySonicFan Link to comment Share on other sites More sharing options...
Techokami Posted December 24, 2013 Report Share Posted December 24, 2013 Link to comment Share on other sites More sharing options...
Mr. Potatobadger Posted December 24, 2013 Report Share Posted December 24, 2013 (edited) Edited December 24, 2013 by Mr. Potatobadger Link to comment Share on other sites More sharing options...
Techokami Posted December 24, 2013 Report Share Posted December 24, 2013 Except mine doesn't look like ass when opened Link to comment Share on other sites More sharing options...
Mr. Potatobadger Posted December 24, 2013 Report Share Posted December 24, 2013 XD yea i know I just thought it was odd that you just posted a picture of the capsule with no explanation whatsoever. If you hadn't told me your plans for the capsule, I wouldn't have known how to feel about that. Plus, I plan on mimicking whatever code you put for the capsule and fixing that one Link to comment Share on other sites More sharing options...
Techokami Posted December 24, 2013 Report Share Posted December 24, 2013 Well, if you looked at the window title, you'd see that it's the first preview of things to come in Worlds Delta 1.4.0 Link to comment Share on other sites More sharing options...
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