Stritix Posted March 20, 2014 Report Share Posted March 20, 2014 More progress. Looking good! Link to comment Share on other sites More sharing options...
StealthyMC Posted March 20, 2014 Report Share Posted March 20, 2014 Started construction on a new zone, called Riverbank Retreat! More will be added soon, and when I have enough info about the zone, I'll be posting in the Edge of Darkness thread with more screenies. For now, however, here's the first visual of the fourth zone! (Parallax isn't programmed in yet, if one of you was about to mention that.) 5 Link to comment Share on other sites More sharing options...
P3DR0 Posted March 20, 2014 Report Share Posted March 20, 2014 Started construction on a new zone, called Riverbank Retreat! More will be added soon, and when I have enough info about the zone, I'll be posting in the Edge of Darkness thread with more screenies. For now, however, here's the first visual of the fourth zone! (Parallax isn't programmed in yet, if one of you was about to mention that.) That's very... gray and, for the lack of a better word, dull looking. Throw some colors in and you should be golden. 1 Link to comment Share on other sites More sharing options...
Mr. Potatobadger Posted March 21, 2014 Report Share Posted March 21, 2014 COMING SOON TO ALL You know what it is (before you all start saying stuff, it's 100% functional. I just have to fix a few bugs and it's all yours!) 2 Link to comment Share on other sites More sharing options...
Proto Dan Posted March 21, 2014 Report Share Posted March 21, 2014 (edited) Yeah Alex, it's whatever... Edited March 21, 2014 by Proto Dan Link to comment Share on other sites More sharing options...
InfinityAlex Posted March 21, 2014 Report Share Posted March 21, 2014 ...Dan, that's---whatever... Link to comment Share on other sites More sharing options...
Mr. Potatobadger Posted March 21, 2014 Report Share Posted March 21, 2014 Oh yea i forgot to mention espio is placeholder. Link to comment Share on other sites More sharing options...
Renhoek Posted March 21, 2014 Report Share Posted March 21, 2014 I'm going to guess you're working on follower AI for Sonic worlds? (I don't know I haven't touched that engine enough to be able to tell what's going on) Also I'm still doing things, 2 Link to comment Share on other sites More sharing options...
InfinityAlex Posted March 23, 2014 Report Share Posted March 23, 2014 Got a batch of screenshots for you guys. I'll be announcing the project soon. Woah, it's so hot around here! Just feel those heat waves! Wow, a sandstorm! It's blowing me back! Heh, this new move makes homing in and busting badniks much faster! (I can also still use the Elemental Shields too using the C button!) 7 Link to comment Share on other sites More sharing options...
Proto Dan Posted March 23, 2014 Report Share Posted March 23, 2014 Yeah, I think I overdid the dithering a bit. Good enough... maybe. 1 Link to comment Share on other sites More sharing options...
Jassbec Posted March 24, 2014 Report Share Posted March 24, 2014 Already posted this in the game's thread, but most people only check this thread, so might as well post it here. There's more stuff in the background, but you can't see it due to Sonic's position. But yeah, this is Sunrise Gate Zone Act 1 for my project Sonic Overture for those who don't know. 5 Link to comment Share on other sites More sharing options...
Mr. Potatobadger Posted March 24, 2014 Report Share Posted March 24, 2014 (edited) Such Hidden. Many Palace. Much Emerald. Wow. EDIT: I forgot! Check out these new sprites I made. (Picture is a bit big) OTHER EDIT: Sonic and Knuckles how you always wanted it: Edited March 25, 2014 by Mr. Potatobadger 5 Link to comment Share on other sites More sharing options...
Rawr Posted March 24, 2014 Report Share Posted March 24, 2014 Started construction on a new zone, called Riverbank Retreat! More will be added soon, and when I have enough info about the zone, I'll be posting in the Edge of Darkness thread with more screenies. For now, however, here's the first visual of the fourth zone! (Parallax isn't programmed in yet, if one of you was about to mention that.) Gotta agree with Pedro, gray by itself is a very boring shade to use. However if you want to still get away with having a gray look, you can always slightly tint it towards a certain colour. It will still give the impression that something is either gray or black or white etc, but it will be a lot more visually pleasing. It's why I never really use straight up gray anymore in my work unless the piece particularly calls for it. For example here is a palette from Team Fortress 2 (which I've never played I just know they adhere to this): The bottom on the blue side there we would look at and go "oh that is gray" but it isn't, it is very slightly a yellowish tint. Here is a tutorial I like as well regarding colours - http://androidarts.com/art_tut.htm . 2 Link to comment Share on other sites More sharing options...
Jassbec Posted March 24, 2014 Report Share Posted March 24, 2014 (edited) @Poe I wanna hug that Sonic :3 I really like the sprites! I've been noticing that your title card changes depending on the location, as in showing where the zone is located in, that's a really nice touch. Edited March 24, 2014 by Jassbec 1 Link to comment Share on other sites More sharing options...
Highwire4 Posted March 25, 2014 Report Share Posted March 25, 2014 @Jassbec: I'm really digging the visual style you have going on for the game. While the green hill zone asthetic is kinda forgettable, I think your unique visual style will make it stand it from the millions of others. I'm also diggin that color pallet as well. @Potato: Oh man those new sprites look amazing. Great job on em! Link to comment Share on other sites More sharing options...
Briraka Posted March 25, 2014 Report Share Posted March 25, 2014 Already posted this in the game's thread, but most people only check this thread, so might as well post it here. There's more stuff in the background, but you can't see it due to Sonic's position. But yeah, this is Sunrise Gate Zone Act 1 for my project Sonic Overture for those who don't know. Those are some pretty good graphics... so good that the Sonic 1 sprite sticks out like a sore thumb. Link to comment Share on other sites More sharing options...
Jassbec Posted March 25, 2014 Report Share Posted March 25, 2014 (edited) @Jassbec: I'm really digging the visual style you have going on for the game. While the green hill zone asthetic is kinda forgettable, I think your unique visual style will make it stand it from the millions of others. I'm also diggin that color pallet as well. Haha, just you wait until we finish Act 1 and show acts 2 and 3, you're gonna be surprised. :3 (and thanks!) Those are some pretty good graphics... so good that the Sonic 1 sprite sticks out like a sore thumb. Uh oh, that's not good, lol This is a Sonic 1 prequel so Sonic 1 sprites seem like a logical choice, we might change the pallette later on. (though there were discussions early in development about using pre-rendered sprites from the game's CGI cutscene's Sonic model). Edited March 25, 2014 by Jassbec Link to comment Share on other sites More sharing options...
Mr. Potatobadger Posted March 25, 2014 Report Share Posted March 25, 2014 Thanks you guys! I appreciate it. Link to comment Share on other sites More sharing options...
Mr. Potatobadger Posted March 27, 2014 Report Share Posted March 27, 2014 A pic of how the delay works for my partner system: I have to copy that by hand for every key ;-; MMF2 won't let me copy/paste that chunk... Link to comment Share on other sites More sharing options...
Ricardo Raiohardt Posted March 27, 2014 Report Share Posted March 27, 2014 Here some images of one level of my game for UDK, just need to start placing the objects now. The entire game is planned and some levels already have some objects and textures. Since there is just this level halfway done and no foliage and textures yet, I am planning to move to Unreal Engine 4, and program a sonic pawn for start over in the blueprint system if possible. Also I am looking for people to join in if interested, of course it takes more skill than just use UDK in a basic level. Just PM me. **Sorry for the big pictures. Dont know how to use this editor too much. 4 Link to comment Share on other sites More sharing options...
InfinityAlex Posted March 27, 2014 Report Share Posted March 27, 2014 This looks really good. Has much want right now. Link to comment Share on other sites More sharing options...
Highwire4 Posted March 27, 2014 Report Share Posted March 27, 2014 GDK doesn't work in UE4 so you'd have to completely recode the GDK engine from scratch if you moved it over to UE4. as for the level thats a pretty good looking prototype you have there, hopefully you'll be able to cover up the terrain tool stuff with assets. Link to comment Share on other sites More sharing options...
Ricardo Raiohardt Posted March 28, 2014 Report Share Posted March 28, 2014 (edited) GDK doesn't work in UE4 so you'd have to completely recode the GDK engine from scratch if you moved it over to UE4. as for the level thats a pretty good looking prototype you have there, hopefully you'll be able to cover up the terrain tool stuff with assets. Yes, due to the change to C++, but hopefully will be possible to create a sonic pawn and physics inside the new blueprint system, tha is very powerful. There is a friend that can possibly do some of this, and also I'll be learning this new system to try to do it myself, maybe based in the sgdk code. I think the time needed in making just these 2 parts will be much compensated by the ue4 speed and ease to use. Thanks. The lavel landscape will be covered with rocks and palms that is done already, I already tested out and gone fine, but I was changing the resolution of the plants, as it only work well with culling and not much geometry. I am assembling this level in UE4 for comparison. Highwire,so you the guy that done Sonic Lost Adventure, isn't? I got very interested when I saw because is one of the very few sgdk games with use of custom objects instead of using the engine and terrain and landscape tool. It was very cool to see more people interested in doing great 3d sonic games. Edited March 28, 2014 by Ricardo Raiohardt Link to comment Share on other sites More sharing options...
Highwire4 Posted April 1, 2014 Report Share Posted April 1, 2014 Yes, due to the change to C++, but hopefully will be possible to create a sonic pawn and physics inside the new blueprint system, tha is very powerful. There is a friend that can possibly do some of this, and also I'll be learning this new system to try to do it myself, maybe based in the sgdk code. I think the time needed in making just these 2 parts will be much compensated by the ue4 speed and ease to use. If you can actually get that code to work, you should talk to Xaklse about it since he hasn't been planning on porting it to UE4. At the least, you should make it public for others to use if Xaklse still won't port it over even if you manage to get it to work. Highwire,so you the guy that done Sonic Lost Adventure, isn't? I got very interested when I saw because is one of the very few sgdk games with use of custom objects instead of using the engine and terrain and landscape tool. It was very cool to see more people interested in doing great 3d sonic games. Yup thats me. Using default assets for an original project didn't make any sense and I refuse to let any of my work fall in and dissapear with the rest of the rabble. I just hope Lost Adventure sets a standard of visual quality for GDK games and gets more people into using the engine. Link to comment Share on other sites More sharing options...
Clouder Posted April 1, 2014 Report Share Posted April 1, 2014 (edited) Coming Soon... A WIP screenshot of my =ahem= PROJECT. Edited April 1, 2014 by SpringHog 1 Link to comment Share on other sites More sharing options...
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