Serephim Posted July 22, 2014 Report Share Posted July 22, 2014 Fair enough Link to comment Share on other sites More sharing options...
Jassbec Posted July 23, 2014 Report Share Posted July 23, 2014 yeah but i don't think thats a big deal, It's a fighting game, it is a big deal keeping track of your characters. If the graphics don't allow you to follow the characters well, there's a problem. 2 Link to comment Share on other sites More sharing options...
Neo_Fire_Sonic Posted July 23, 2014 Report Share Posted July 23, 2014 It's a fighting game, it is a big deal keeping track of your characters. If the graphics don't allow you to follow the characters well, there's a problem. theres some things i'm going to do, and some things i don't see the need changed. Link to comment Share on other sites More sharing options...
ZigZaX Posted July 23, 2014 Report Share Posted July 23, 2014 (edited) Well it is a Huge thing. It looks friggin painfull. Edited July 23, 2014 by ZigZaX 1 Link to comment Share on other sites More sharing options...
Neo_Fire_Sonic Posted July 23, 2014 Report Share Posted July 23, 2014 Well it is a Huge thing. It looks friggin painfull. a huge thing only to certain people. Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted July 23, 2014 Report Share Posted July 23, 2014 (edited) It kinda is really bright man : / Buuut, on to more blender things! Sonic Game Engine (Adventure) (too make it sound fancy!) : It sort of carries over the 8 direction movement AND rotation. I may lower the rotation time so jumping feels more fluid but things are coming along good. I may add either a roll or a spindash, enemies, and maybe dashpads and springs but I gotta work on Reboot (which I'm doing such a great job of doing v.v) But I feel if I can get it to feel right enough many people could use it to make pretty decent through good 3D fangames with it, all depends on how well it comes out and the person using it I guess. If I can figure out this whole export as game thing I could provide a test of it but- what do ya' think? C: EDIT: I forgot! It also provides a Walk - Jog - Run Cycle animation change through the logic bricks! It might be a little jittery due to having the YouTube video up in the background but you may be able to tell. Edited July 23, 2014 by Light The Hedgehog 1 Link to comment Share on other sites More sharing options...
Neo_Fire_Sonic Posted July 23, 2014 Report Share Posted July 23, 2014 It kinda is really bright man : / plz complain to aquaslash, not me now i don't like comin to this topic empty handed so moar screenshots! yeah he has literally the best winquotes ever 2 Link to comment Share on other sites More sharing options...
ZigZaX Posted July 23, 2014 Report Share Posted July 23, 2014 whatever it looks like ingame, is how its going to look. Then work on having so much of the sky taking so much of the screen, its too bright and takes up too much, in the original screenshot it doesn't look like that. 1 Link to comment Share on other sites More sharing options...
Sir Spacebar Posted July 23, 2014 Report Share Posted July 23, 2014 (edited) theres some things i'm going to do, and some things i don't see the need changed. The least you can do is make sure the background isn't covering 80% of the screen. Just because you find it okay, doesn't mean we all will. Posting screenshots and not taking criticism is bad. It's going to give the players a great distaste if you keep it like the screenshots. Especially with characters that rely on speed. Edited July 23, 2014 by Sir Spacebar 3 Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted July 23, 2014 Report Share Posted July 23, 2014 Ain't nobody got time to make another video (sorry I had the sudden urge to get that out) So here's a screenshot. Spindash is officially added! Just some fine tuning and it'll be good! Unfortunately due to how I setup the logic you can't turn while charging but you CAN while actually in the roll. I might set a seperate button to roll. But currently there isn't any actual reaction to terrain so it'd be mighty useless besides running into enemies I guess :C Maybe after I finish this and Reboot, I'll get into Python scripting and make an all new engine. So yeah, here ya go! 2 Link to comment Share on other sites More sharing options...
Neo_Fire_Sonic Posted July 23, 2014 Report Share Posted July 23, 2014 Then work on having so much of the sky taking so much of the screen, its too bright and takes up too much, in the original screenshot it doesn't look like that. you didn't word this correctly so that i would understand what you mean Link to comment Share on other sites More sharing options...
Highwire4 Posted July 23, 2014 Report Share Posted July 23, 2014 Yo, Neo, buddy, pal. I understand where you're comin' from with wanting to stay true to the original source material, but that background color pallet just isn't working. The colors are way too intense for a fighting game background and distract the visual focus away from the characters. Tone down the pallet and make it less saturated to make the characters pop forward more and stand out. I've noticed you've been ignoring criticism about this, but please listen, I have a degree in visual arts, I'm not talkin' out of my ass here with this. Its a problem. 1 Link to comment Share on other sites More sharing options...
Sir Spacebar Posted July 23, 2014 Report Share Posted July 23, 2014 Straight from MMF2, We have the new loop designs for my first stage. I know that the circle feels sorta weird but I have no idea how to differentiate it. 4 Link to comment Share on other sites More sharing options...
Based LiBi (JoeyD) Posted July 23, 2014 Report Share Posted July 23, 2014 @Light The HedgehogI'm really digging that engine man! c: I'm just gonna take a stab at it and say that the cause of the low FPS in the video is just because of hardware limitations, which is completely understandable. It looks like the engine has a lot of stuff it needs to do, and 3D engines are pretty resource intensive. The other thing that jumps out at me is how harsh the lighting is. This is probably an easy fix but it seems like there's too much contrast between the shadows and the lighted areas-I'm specifically talking about Sonic, not the ground plane.@Neo_Fire_SonicIt would be best to listen to what people have to say, I've been around a few years and I know that shooting down constructive criticism is not good for personal growth. I learned the hard way, don't make similar mistakes. It would be who of you to listen to what people have to say, think about what their point is, understand where they are coming from, and take all that closer to heart. i won't even comment on how you just out-right ignored my post directed at you@Sir SpacebarI'm really liking of that new loop design! The only thing that bugs me is how the grass is handled at the top of it. It seems like a little unnatural and like it was just pasted on. My suggestion would be to try and get the grass to blend in with the sides some. Maybe make the grass on the edges taper downwards some? Link to comment Share on other sites More sharing options...
InfinityAlex Posted July 23, 2014 Report Share Posted July 23, 2014 It kinda is really bright man : / Buuut, on to more blender things! Sonic Game Engine (Adventure) (too make it sound fancy!) : It sort of carries over the 8 direction movement AND rotation. I may lower the rotation time so jumping feels more fluid but things are coming along good. I may add either a roll or a spindash, enemies, and maybe dashpads and springs but I gotta work on Reboot (which I'm doing such a great job of doing v.v) But I feel if I can get it to feel right enough many people could use it to make pretty decent through good 3D fangames with it, all depends on how well it comes out and the person using it I guess. If I can figure out this whole export as game thing I could provide a test of it but- what do ya' think? C: EDIT: I forgot! It also provides a Walk - Jog - Run Cycle animation change through the logic bricks! It might be a little jittery due to having the YouTube video up in the background but you may be able to tell. This looks great! I may consider getting blender to do a test level when you release this, but I do hope the piss poor framerate is just YouTube. Otherwise, looking good! Straight from MMF2, We have the new loop designs for my first stage. I know that the circle feels sorta weird but I have no idea how to differentiate it. I'd suggest adding non-solid actives of the rest of the honey combs in front of the loop actives so it looks like less of a honey comb shaped piece of card with a circle cut in the middle. Link to comment Share on other sites More sharing options...
Sir Spacebar Posted July 23, 2014 Report Share Posted July 23, 2014 I'm really liking of that new loop design! The only thing that bugs me is how the grass is handled at the top of it. It seems like a little unnatural and like it was just pasted on. My suggestion would be to try and get the grass to blend in with the sides some. Maybe make the grass on the edges taper downwards some? I don't know what you mean or how it would work as I am not skilled at art. Would you possibly try an example? Link to comment Share on other sites More sharing options...
Based LiBi (JoeyD) Posted July 23, 2014 Report Share Posted July 23, 2014 Unfortunately, since I am away from my desktop for the next , I cannot make you an example. But what I meant was that you could smooth the edges of the grass off so that way they don't drop off suddenly at the end- turn the flat edges of the grass into slightly smoother slopes- round out the edges- shorten the grass on the sides.tl;dr The sudden vertical drop off in the grass at the ends look strange, make the edges more rounded. Sorry for confusing you, and I hope this helps a little more. Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted July 24, 2014 Report Share Posted July 24, 2014 (edited) So, here's this blend file. The most you could probably do is add enemies, rings, and level desgin.. because the logic, while poweful isn't enough to hold variables and call from such, so after Reboot on to learning this python stuff: https://www.mediafire.com/?v0n7gz7pf8hw837 -> One with level design http://www.mediafire.com/download/985sye0vc5f7u7r/SAGEngine.blend -> Just the plain engine So I'm sorry this couldn't be amazing or polished or even truly finished but I just don't have the knowledge to do much with it yet. Gladly it wasn't a hyped a project It's a fun little play though. Video: (I don't know what's going on with the recoreder)... Edited July 24, 2014 by Light The Hedgehog 2 Link to comment Share on other sites More sharing options...
InfinityAlex Posted July 24, 2014 Report Share Posted July 24, 2014 (edited) How do I play it from Blender? :/ EDIT: nvm Hm, I guess it's alright, though I doubt anyone would use it for a fully fledged fan game until it's a little more evolved. Edited July 24, 2014 by InfinityAlex Link to comment Share on other sites More sharing options...
Betaman Posted July 26, 2014 Report Share Posted July 26, 2014 (edited) Okay so I did this basic loop a while back, but I feel like it's missing something. Maybe add some boards or supports to the poles? EDIT: Woo big 300. Edited July 26, 2014 by Betaman 1 Link to comment Share on other sites More sharing options...
Candescence Posted July 26, 2014 Report Share Posted July 26, 2014 I'm just gonna leave this here. 2 Link to comment Share on other sites More sharing options...
Neo_Fire_Sonic Posted July 26, 2014 Report Share Posted July 26, 2014 I'm just gonna leave this here. i suggest better font or something (for the word bubbles) Link to comment Share on other sites More sharing options...
Highwire4 Posted July 26, 2014 Report Share Posted July 26, 2014 I'm just gonna leave this here. holy crup this looks awesome. I'm loving how polished it looks and the boss looks right scary. Link to comment Share on other sites More sharing options...
Highwire4 Posted July 28, 2014 Report Share Posted July 28, 2014 So I've been hard at work on a much needed tutorial level for Havok Harbor for SAGE ACT2. This is what I have so far. Its basically finished at this point. I just need to test it out and SLA:HH will be ready to go for SAGE ACT 2. Thoughts? 7 Link to comment Share on other sites More sharing options...
Based LiBi (JoeyD) Posted July 28, 2014 Report Share Posted July 28, 2014 I'm liking it! ;D It's a lot better then the traditional controller map in the loading screen way. My only crit could possibly be is the fact that an external controller works too, and the control scheme is different on that. But since I'm sure that so many will use the keyboard & mouse set up, it won't be an issue. Besides, the USB controller setup is pretty much exactly the same as the Sonic Generations scheme. Also, DAT BLOOM~ Link to comment Share on other sites More sharing options...
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