Fixed a drawing bug: This was originally just meant to be a tool used only for personal reasons, but as it's progressed, I see no reason why it can't also be used for actual sonic art editing. While SonED and SonLVL are still great programs, a big perk of this is that it'll run on OSX and Linux as well.
Special thanks to Overbound, Motorroach and KKM for various parts here and there. This is Iron Railroad, a rail themed level that twists through hoodoo canyons; It's still a WIP right now, still not sure about various details of the background.
Dude, that looks awesome. I like the light use of dithering, and the different dithering techniques for different textures. It's pretty simple, but it works really well. Something about the cactus seems overshaded and not round in shape, though it might be due to JPEG artifacts. Otherwise, the whole scene has great coloring and atmosphere. The main character's sprite is cute, too. Can't wait to see where this goes.
Aaaaand being on phone, I didn't even notice it had turned into a jpg. Fixed the previous post. :specialed: Thanks for the kind words and feedback though; it means a lot and really helps out! I'll try to fix up the cactus' shape. I hope to share more details about the project and it's gameplay soon.
I'm not a fan of the red personally. I think yellow, blue and white are the only colours you need for Axel.
Hmm well technically, red has always been one of his trademark colors but in a sublte way, since that was always the shoes. It should never be the main color though, on that I agree.
The red on Axel has always kinda bugged me though as the three striking colours I mentioned is all he ever needed. The red with them just makes him look a bit too generic.
Not just the shoes but the gauntlets and gloves as well, unless you're referring to his SoR1 look. I also felt red was one of his trademark colors as well. There was more red on him than blue though if you want to be technical, again referring to his main SoR2/3 look even his special moves bled yellow and red. Either way I tried giving him more blue, it just came out generic looking and too cody like. The guy gets called a cody clone enough as is. The red is still as subtle as before and makes him pop out more. However, there's always the classic look. :v:
Sonic The Hedgehog: Badnik Pack It's a new game engine type thing for the Clickteam Fusion 2.5 and it'll be launching later this week hopefully. It's built off the old LarkSS engine that predates the original Sonic Worlds that I posted here some months ago. This isn't aimed at being the most accurate engine out there; but rather focuses on puzzle solving, exploration, and overall speed.
Spoiler Did some warming up with Lake's HedgePhysics engine today. I implemented cel shading and swapped out Sonic with Blaze. Using the Generations model with custom textures and animations. Currently working on fire effects for her jumping/spindash animations. I have a few ideas for custom abilities but it remains to be seen if I can figure out how to work them in.
http://www.youtube.com/watch?v=IVSALNVUZc8 A tech demo someone sent to me, plans to make the project into something original but it's nice to see someone basing a brawler on SoR's game play.
http://www.youtube.com/watch?v=ec46iomhgMQ So good news is I got in contact with Jamie Bailey and have his permission to release this remake, and progress is going fairly well. Still a fair bit of work to do but that's ok. Any awesome spriters out there willing to take a stab at Tails and Knuckles in the Time Attacked style? Spoiler
While the old sprites are good for nostalgia purposes, is there any chance this remake will give the option for alternate sprites? That Sonic sheet is looking ass tastic.
Thanks! :D Screenshots and patience were the only things. Fortunately, for a fairly busy looking level, there are very few actual tiles. The original sprites are optional, they come with the original gameplay, so they're kind of like a seperate character. I'm using the ModGen Sonic sprites for the "main Sonic" who has all of the 3&K abilities, Drop Dash, Homing Attack and Boost, though the abilities are customizable. ^_^
Are you still using MIDIs for the soundtrack? Many years ago (MANY), I rendered a bunch of Time Attacked MIDIs out to MP3 using FL Studio. https://www.dropbox.com/s/5fq6rucai33dv6g/Sonic_Time_Attacked_-_Crystal_Caverns.mp3?dl=0 https://www.dropbox.com/s/70o60tj9i5jb50w/Sonic_Time_Attacked_-_Time_Base.mp3?dl=0 I didn't do the entire soundtrack, though, just Malcolm Brown's original compositions. I've actually misplaced the MIDIs since then, and I've had the itch for a while to go back and give some of these a once-over now that I'm like, literally a decade wiser on sound production... wink wink
http://www.youtube.com/watch?v=phIfWUA6q38 Those sound pretty good! :D Unfortunately I don't have the MIDIs, I've been using mp3s ripped with Bandicam to get at the original music. That said, Jaime Bailey has said he's looking into locating the source files, I don't know the chances but hopefully I'll know soon and I'll gladly pass them on to you. ^_^