Briraka Posted June 27, 2014 Report Share Posted June 27, 2014 (edited) Silver: "I was in a bad game for the PS3! And the Wii! And the PSP as well!" Edited June 27, 2014 by Briraka Link to comment Share on other sites More sharing options...
Clouder Posted June 27, 2014 Report Share Posted June 27, 2014 Please welcome the newest addition to the team Peter Valencia, who also worked on A Hat In Time! and this gate. 4 Link to comment Share on other sites More sharing options...
Betaman Posted June 28, 2014 Report Share Posted June 28, 2014 (edited) Progress on the title screen ring! This is all rendered via the engine rather than having a 1 frame background image. The giant ring, banner, and propellers are all separate pieces, while the Sonic sprite is shown after a specific even happens. (And the top half is drawn twice to prevent layering issues.) On top of that, the banner animates, the propellers spin, and those balls are generated via a code similar to how the chain for the swining platform is done. The banner itself kind of bobs up and down in the air, and it's neat to look at. As of now, I still have not added shading to the ring, as you can still see the clipping errors and gaps where the raw model refused to connect. This will probably be the next thing changed, as it bothers me to even look at it. Oh, and going to probably make the title theme a remix of that Right Said Fred song, Wonderman. Edited June 28, 2014 by Betaman 5 Link to comment Share on other sites More sharing options...
Clouder Posted June 28, 2014 Report Share Posted June 28, 2014 The wall got a fresh new coat of paint today! Coming up next: A fountain! Link to comment Share on other sites More sharing options...
Kessler12 Posted June 28, 2014 Report Share Posted June 28, 2014 (edited) I can't believe your really using unity sir clouder. It seems legit! Edited June 28, 2014 by Kessler12 Link to comment Share on other sites More sharing options...
Proto Dan Posted June 28, 2014 Report Share Posted June 28, 2014 Your game's art style reminds me of Mario & Luigi: Dream Team, although I don't really like what you did to the wall. Link to comment Share on other sites More sharing options...
Clouder Posted June 28, 2014 Report Share Posted June 28, 2014 Aaaaaaaaaand here's the fountain I promised! 2 Link to comment Share on other sites More sharing options...
Betaman Posted June 29, 2014 Report Share Posted June 29, 2014 New enemy concept in development: a bee that carries a platform. Two versions too, with a stationary bee that lets the platform swing, and a moving one that lets the platform trail behind. If you pop it, the platform has nothing to support it anymore and drops out of the sky, making you take the lower path. Since I'm doing difficulty options, I'll probably make it so that you can't kill the enemy on lower difficulties.(Can you tell that I'm having fun with the sprite chain code yet?) 5 Link to comment Share on other sites More sharing options...
Felik Posted June 29, 2014 Report Share Posted June 29, 2014 Neat concept! But it's bugging me that in order to proceed you have to NOT kill badniks. When I play a Sonic game I like to destroy every badnik on my way especially if they contain innocent animals inside waiting to be rescued. Maybe it'd be a better idea to change badnik into some badnik-ish robot (like Starlight zone bombs except these would be destroyable) that would not give you score and release an animal upon destruction? Link to comment Share on other sites More sharing options...
Betaman Posted June 29, 2014 Report Share Posted June 29, 2014 Neat concept! But it's bugging me that in order to proceed you have to NOT kill badniks. When I play a Sonic game I like to destroy every badnik on my way especially if they contain innocent animals inside waiting to be rescued. Maybe it'd be a better idea to change badnik into some badnik-ish robot (like Starlight zone bombs except these would be destroyable) that would not give you score and release an animal upon destruction? I would absolutely change the badnik design. The above picture is from the drawing engine, where I test any weird concepts to see if they animate well. That bee is really only there because I didn't want to use a simple circle and, to be honest, it had a little loop for the chain on it anyhow. If I had to change it, I would probably replace it with an Orbinaut looking guy. Link to comment Share on other sites More sharing options...
Guest Mr Lange Posted June 29, 2014 Report Share Posted June 29, 2014 I love this idea, and I think you should keep it functioning like a real badnik, animal, score and all. It would give players something to think about, trying to strategize which path will have the best score. Even better if it were part of a combo of badniks nearby, making the choice that much more difficult. It also gives Eggman more credibility as a mad genius to try and force Sonic to not mess with his badniks in order to progress. 7 Link to comment Share on other sites More sharing options...
P3DR0 Posted June 29, 2014 Report Share Posted June 29, 2014 I'm with Lange on that. That's a very cool idea indeed. Not sure how it would translate to a fast action gameplay like Sonic's, but I'm sure that a good level design would do the trick. 1 Link to comment Share on other sites More sharing options...
Betaman Posted June 29, 2014 Report Share Posted June 29, 2014 Well I mean it's not that big a deal. I can do both options since I'm doing difficulty settings. I can make it so that you go through the enemy on easy, the enemy just sorta chills and doesn't do much on normal, and on hard, it's a full on badnik. However, I'll test how it all works later on. (I get the feeling that the programming will need to be slightly more complicated than a normal badnik. 1 Link to comment Share on other sites More sharing options...
InfinityAlex Posted June 30, 2014 Report Share Posted June 30, 2014 Loving the idea, Betaman! Just a suggestion, when the moving one gets to the end of its trail, why not have the platform flip around and launch Sonic, á la the Windy Hill big wheels? I think it'd be a pretty fun way to get to high paths! :3 Link to comment Share on other sites More sharing options...
Betaman Posted June 30, 2014 Report Share Posted June 30, 2014 (edited) Alrighty, now I need to work on some tiles. (I trashed the originals due to being very rough and unpleasant to look at.) I have four sets of sand tiles for the start of the zone that takes place on the beach. 1.) This is the original palette that the tiles used in the very first version of Epsilon. 2.) This is a pinkish palette from Angel Island's intro. 3.) A slightly yellower tint (I think this is from the S3 Desert Palace tileset.) 4.) A slightly browner tint. (I'm pretty sure this also came from Desert Palace, but from the background instead of the tileset.) Which one do you think looks better? Keep in mind that this beach section is relatively short, and you won't be seeing the tiles most of the time. EDIT: Got the bee working in the engine, but the platform can't be used when it's killed. I'll work on making a platform that falls and can be stood on later. Edited June 30, 2014 by Betaman 2 Link to comment Share on other sites More sharing options...
PixelClassics Posted July 1, 2014 Report Share Posted July 1, 2014 so when you play as sonic you actualy play as tails? or is it when you play as tails you play as sonic the icon for tails is there which is what i was referring to. its a bug with the engine he is using Link to comment Share on other sites More sharing options...
Neo_Fire_Sonic Posted July 2, 2014 Report Share Posted July 2, 2014 oh goody, i love new stages. Link to comment Share on other sites More sharing options...
Based LiBi (JoeyD) Posted July 3, 2014 Report Share Posted July 3, 2014 @Betaman I personally prefer a whiter sand colour, maybe that's because since I live near the beach I'm used to seeing white sands. That being said, I do like the pinkish sand more then the other choices. Link to comment Share on other sites More sharing options...
OverbounD Posted July 4, 2014 Report Share Posted July 4, 2014 I love those buildings in the back betaman. Link to comment Share on other sites More sharing options...
Betaman Posted July 4, 2014 Report Share Posted July 4, 2014 I love those buildings in the back betaman. Ah yes, you're seeing the WIP tiles for one of the three zones I have planned for the demo. I like them too, but I want to expand them to give a little more variety to what you see. Currently those are pretty much what all the buildings look like. Link to comment Share on other sites More sharing options...
OverbounD Posted July 5, 2014 Report Share Posted July 5, 2014 You could give them bits of brick pattern. I did a quick mock up: 2 Link to comment Share on other sites More sharing options...
NeoFusionBox Posted July 7, 2014 Report Share Posted July 7, 2014 (edited) Hello everyone, presenting a video of my S3&K hack. I am progressing with this hack is already a few months.C&C welcome.Edit: Have a problem if instead of showing a fangame I shows a ROM hack? Edited July 7, 2014 by NeoFusionBox 2 Link to comment Share on other sites More sharing options...
Felik Posted July 7, 2014 Report Share Posted July 7, 2014 Hello everyone, presenting a video of my S3&K hack. I am progressing with this hack is already a few months. C&C welcome. Edit: Have a problem if instead of showing a fangame I shows a ROM hack? Really like your layouts (I checked your YT account). Also I'm glad that you altered but didn't fuck up palettes of the levels. S3 hacks tend to do that a lot. If you will ever need a beta tester please call me! Link to comment Share on other sites More sharing options...
Serephim Posted July 7, 2014 Report Share Posted July 7, 2014 Hello everyone, presenting a video of my S3&K hack. I am progressing with this hack is already a few months. C&C welcome. Edit: Have a problem if instead of showing a fangame I shows a ROM hack? That was excellent. Link to comment Share on other sites More sharing options...
Neo_Fire_Sonic Posted July 8, 2014 Report Share Posted July 8, 2014 hooray fer new stuff. and more new stuff 1 Link to comment Share on other sites More sharing options...
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