Sparks Posted June 26, 2012 Report Share Posted June 26, 2012 Lookin neat so far Delta, reminds me a bit too much of a Tidal Tempest clone though; give it some spice. Also, seems odd to have a hill go right into a spike! Dwapook, any reason why Tails has his AoStH colors..? Chronic, not sure what the character is, but the level and atmosphere gives me a Mega Man vibe! Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted June 26, 2012 Report Share Posted June 26, 2012 I just added the spike as 'cause I needed another background object. I don't know why, I just did. The reason why it looks like a TTGF clone is because of the glass top and scenery. I used a mixture of those tiles, Starlight, Labyrinth, which WWP as the background. Link to comment Share on other sites More sharing options...
Dwapook Posted June 26, 2012 Report Share Posted June 26, 2012 chaos fusion, Betaman, Jettezu, Delta - Thanks for the feedback and advice.. Seeing your edit was especially helpful Jettezu.. Sparks - I'm going for Archie SatAm-era style characters.. Was experimenting with recoloring the new Mod Gen Project Tails design, gonna go back to the old Mod Gen version though -> Link to comment Share on other sites More sharing options...
Strife Posted June 26, 2012 Report Share Posted June 26, 2012 chaos fusion, Betaman, Jettezu, Delta - Thanks for the feedback and advice.. Seeing your edit was especially helpful Jettezu.. Sparks - I'm going for Archie SatAm-era style characters.. Was experimenting with recoloring the new Mod Gen Project Tails design, gonna go back to the old Mod Gen version though -> [qimg]http://i278.photobucket.com/albums/kk115/Dwapook/tails_anim.gif[/qimg] Eeee, I'm having a cuteness overload here! Where is the full spritesheet for Mod Gen Project? Link to comment Share on other sites More sharing options...
Apricity Posted June 26, 2012 Report Share Posted June 26, 2012 Sparks, I was going for something along those lines to have a comment like that without prompting is nice Think Metroid/Megaman styled retro platformer. Should have some new screenies soon. Link to comment Share on other sites More sharing options...
Dwapook Posted June 27, 2012 Report Share Posted June 27, 2012 Eeee, I'm having a cuteness overload here! [qimg] [/qimg] Where is the full spritesheet for Mod Gen Project? http://deebs.shatteredmoonlight.com/ModGen/ This is the website.. still is largely incomplete.. found it lurking the MFZ forums.. I might try contributing to it if my spriting skills ever improve.. x.X! Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted June 27, 2012 Report Share Posted June 27, 2012 I decided to keep the TTGF scenery (The glass and stuff) and just added a bunch of stuff. BTW, I've been thinking of many different zone names - Shimmering Shores (I'm sticking with this one) - Construction/ Chemical Canyon OR Sandstorm Shelter/ Station OR Warped Wasteland - Sequoia Snowfield OR Diamond Drifts OR Sparkling Summit OR Palisade Peaks - Roulette Roadway OR Casino Capital OR Neon Nightlife OR Sparkling Stadium - Flooded Foundation OR Drowned Depot/ Deposit OR Undertow Utopia - Molten Massacre OR Eruption Elevation OR Violent Volcano OR Blackened Bluffs - Atmospheric Assault OR Fleeting Fortress OR Wayward Wing OR Lightning Liftoff - Dimension Destroyer OR Tesseract Terminal (Based off the band) OR Spectral Satellite I'm leaning towards - Construction Canyon - Antarctic Amethyst - Roulette Roadways - Flooded Foundation - Vehement Volcano - Atmospheric Assault - Dimension Destroyer (Thank you Thesarus) Link to comment Share on other sites More sharing options...
Strife Posted June 27, 2012 Report Share Posted June 27, 2012 http://deebs.shatteredmoonlight.com/ModGen/ This is the website.. still is largely incomplete.. found it lurking the MFZ forums.. I might try contributing to it if my spriting skills ever improve.. x.X! Wow, there's some amazing pixel work on there! Too bad most of the spritesheets are being updated and can't be accessed. xD But, dang. The stuff that's up there is good. Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted June 29, 2012 Report Share Posted June 29, 2012 My edit to the Eggmobile from Sonic 1. Credit to Ninja for the SA Eggman. I didn't intend for it to look like the one from Sonic 4 but hey, looks good nonetheless. Edit: These are the current concepts for Sonic, Tails, and Knuckles' sprites. I really never did like the look of Knuckles' sprite (Mainly his hands and his head) so I edited it to my liking. Link to comment Share on other sites More sharing options...
Chaos-Fusion Posted July 1, 2012 Report Share Posted July 1, 2012 Haven't seen that many Chao Garden fangames besides Chao Life which was pretty good. Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted July 1, 2012 Report Share Posted July 1, 2012 Improve the graphics a little bit and it'll be golden. I'm guessing the brown area is a ditch? Link to comment Share on other sites More sharing options...
TailsSena Posted July 1, 2012 Report Share Posted July 1, 2012 [qimg]http://i.imgur.com/xK2Dj.png[/qimg]Haven't seen that many Chao Garden fangames besides Chao Life which was pretty good. Reason 1) Lack of resources Reason 2) Why? Anyway, I like it, as Chao are awesome. But good luck making an A-Life System. Link to comment Share on other sites More sharing options...
Chaos-Fusion Posted July 1, 2012 Report Share Posted July 1, 2012 @Delta: The brown is just a dirt patch which will get improved. I am basing the graphical style off the Tiny Chao Garden so graphics shouldn't be too much of a problem to improve. @TailsSena: Hmm, resources are a bit of a problem since the tiny chao garden doesn't have that many forms for the chao(from what I've seen) Still, creating the base stats for a chao garden shouldn't be too hard Link to comment Share on other sites More sharing options...
Serephim Posted July 1, 2012 Report Share Posted July 1, 2012 The chao on SA2 seemed to use some kind of procedural morphing for the different forms. First thing you should work on on a 2D chao garden is some sort of overlay system that lets you morph chao based on their stats. Pieces are the way to go -- there was WAY too much crap in SA2 for them to have modeled everything in full. In fact, if you split it up, it almost becomes simple in a way. Link to comment Share on other sites More sharing options...
Chaos-Fusion Posted July 1, 2012 Report Share Posted July 1, 2012 My original idea was to have the chao turn into another sprite altogether when they grow up but the concept you mentioned would allow me to give the chao the animal arms and legs when they gain stats. I'll try it out when I've got the basic chao garden interactions completed Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted July 1, 2012 Report Share Posted July 1, 2012 Herro Der. What is this for you ask? I'd like to present, TOWERING TREETOPS ZONE! Which now bumps up the zone number to 12 zones! (Or the background at least ) Link to comment Share on other sites More sharing options...
spicy gyro games Posted July 1, 2012 Report Share Posted July 1, 2012 Link to comment Share on other sites More sharing options...
Betaman Posted July 1, 2012 Report Share Posted July 1, 2012 @Delta: That looks like it would have some wicked parallax. I would love to see that in action someday. @Spicy Gyro: It's difficult to tell exactly, but when your character rolls up into a ball, does it control Metroid Style or does he curl up automatically when jumping Sonic style? Either way, it's very colorful and reminds me of some of the pastel styles of arcade games back in the day like New Zealand Story and Bubble Bobble. Link to comment Share on other sites More sharing options...
spicy gyro games Posted July 2, 2012 Report Share Posted July 2, 2012 He curls when you jump, Rolls, and has a 'Rocket Rev' It's not so much of a high speed physics based type game though. More in line with Mario in pacing. Different power-ups grant different abilities. The feather thing he's got allows him to float, and the "spike shield" lets him walk across spikes. There's also a magnet, and a bomb that lets you drop bombs to blow up bomb bricks and enemies. Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted July 2, 2012 Report Share Posted July 2, 2012 Behold, the power of desaturation, The Towering Treetops mockup! I don't mean to toot my own horn, but I'm getting progressively better with my graphics. Now that I have added this level to the roster, this bumps the zone count up to 12 (8 four act zones, 2 one act zones, and 2 secret zones, with a total of 10 bosses) and the act count to 36. We have a lot of level designing to do: Shimmering Shores (Green Hill) Chemical Canyon (Oil Ocean/ Sandopolis) Antarctic Amethyst (Ice Cap) Towering Treetops (Wood) Midnight Metropolis (Casino Night) Flooded Foundation (Tidal Tempest/ Labyrinth) Vehement Volcano (Lava Reef) Atmospheric Attack (Sky Chase) Wayward Warship (Wing Fortress) Spectrum Satellite (Death Egg) Armageddon Angel Darkness (Bolded means finished) Link to comment Share on other sites More sharing options...
Cleberson Posted July 2, 2012 Report Share Posted July 2, 2012 Behold, the power of desaturation, The Towering Treetops mockup![qimg]http://i836.photobucket.com/albums/zz281/darkspikes598/widescreen6.png[/qimg] I don't mean to toot my own horn, but I'm getting progressively better with my graphics. Now that I have added this level to the roster, this bumps the zone count up to 12 (8 four act zones, 2 one act zones, and 2 secret zones) and the act count to 36. We have a lot of level designing to do! I love that!. Knuckles playable in your game? Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted July 2, 2012 Report Share Posted July 2, 2012 Sonic, Tails, and Knuckles are the main playable characters in the game. Gotta keep it classic! Link to comment Share on other sites More sharing options...
Betaman Posted July 2, 2012 Report Share Posted July 2, 2012 He curls when you jump, Rolls, and has a 'Rocket Rev' It's not so much of a high speed physics based type game though. More in line with Mario in pacing. Different power-ups grant different abilities. The feather thing he's got allows him to float, and the "spike shield" lets him walk across spikes. There's also a magnet, and a bomb that lets you drop bombs to blow up bomb bricks and enemies. I quite like those power-ups. Surely there will be levels that encourage careful management of low resources, like in Resident Evil? Or perhaps secrets that you can only access when you learn to fully exploit the power-up's abilities? Link to comment Share on other sites More sharing options...
spicy gyro games Posted July 2, 2012 Report Share Posted July 2, 2012 I quite like those power-ups. Surely there will be levels that encourage careful management of low resources, like in Resident Evil? Or perhaps secrets that you can only access when you learn to fully exploit the power-up's abilities? I have toyed with the idea of the power ups respawning in certain situations where you would have to use them, but so far they are only necessary for finding hidden gold gems in each stage, otherwise they just make things easier/more fun. I obviously don't want the player to get stuck because they lost their powerup and need it to proceed (that is more in line with puzzle games like Lode runner) since this is more of an action platformer. Finding a certain number of gems is required to unlock alternate paths (new levels). Link to comment Share on other sites More sharing options...
Betaman Posted July 2, 2012 Report Share Posted July 2, 2012 I have toyed with the idea of the power ups respawning in certain situations where you would have to use them, but so far they are only necessary for finding hidden gold gems in each stage, otherwise they just make things easier/more fun. I obviously don't want the player to get stuck because they lost their powerup and need it to proceed (that is more in line with puzzle games like Lode runner) since this is more of an action platformer. Finding a certain number of gems is required to unlock alternate paths (new levels). That is true, I just like to see things used to their full extent. It's a quirk of mine, I can't stand to see something like a fire shield, but having TONS of them in the fire level. I'd rather see one or two here and there, and plenty of spots for you to know that you'd better watch your step or you're going to get killed. Link to comment Share on other sites More sharing options...
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