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Sonic The Hedgehog: Haven Home World A Sonic Tribute Fan Game

#46 User is offline DarkVDee 

Posted 18 April 2017 - 07:57 PM

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Posted Image

Final design for Fantasy Forest, expect seeing this in the next upcoming demo, 2 acts and maybe a boss act.

#47 User is offline Dolphman 

Posted 18 April 2017 - 08:50 PM

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I must say, that looks amazing. Palette really pops out, and the tile pattern gives it a real magical forest feel, which helps it live up to its name.

#48 User is offline redhotsonic 

Posted 21 April 2017 - 07:24 AM

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Why am I getting "Sugar Rush" vibes from 'Wreck-It-Ralph'? =P

Looks good! I'll have to do a video when the next demo comes out!
This post has been edited by redhotsonic: 21 April 2017 - 07:24 AM

#49 User is offline DarkVDee 

Posted 29 April 2017 - 03:30 AM

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Posted Image

Sabaku Sand zone updated, small tweaks on the palettes and new floor design.

And some announcements, there might be a chance that this game will not be at this year SAGExpo (if there is one). There will be a demo this year around summer or by the end of 2017, we're polishing up the game to make it more enjoyable. R2 Prism Palace will be put on hold for now (and getting overhaul) while we're focusing on Fantasy Forest and Sabaku Sand zone. and if there are some extra time, I will try to get Knuckles playable, maybe or maybe not, who knows.

The development on the game is going slow since life happens btw (personal things happen but hopefully I'll get by).
This post has been edited by DarkVDee: 29 April 2017 - 03:31 AM

#50 User is offline DarkVDee 

Posted 21 June 2017 - 12:09 AM

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It's a start
Good news is that the game is optimized. Everything running at a smooth 60 FPS.
We're still developing the layouts (a very good friendly ghost will help out as soon as her vacation is over).
Another good news is that we now have a musician that will make original soundtrack for the game, he's a great guy. I would love to share his soundcloud page but he want's it to be private so I'll respect his wished (I'm not sure if he want's to be reveal or not).
I'm really grateful from getting help from my friends. I thank you all from the bottom of my heart.

There's a maybe if we'll enter this SAGE.
Maybe....

#51 User is offline Felik 

Posted 21 June 2017 - 02:39 AM

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I noticed that you inly showed Hyper Sonic in his idle pose. Does that mean that his palette cycling is done as a sprite animation? That's not a very good practice, try using shader instead unless you don't use any shaders at all (they tend to not work properly on some machines).

#52 User is offline DarkVDee 

Posted 21 June 2017 - 11:31 PM

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View PostFelik, on 21 June 2017 - 02:39 AM, said:

I noticed that you inly showed Hyper Sonic in his idle pose. Does that mean that his palette cycling is done as a sprite animation? That's not a very good practice, try using shader instead unless you don't use any shaders at all (they tend to not work properly on some machines).


To point this out, this is Sonic 2 sprite model I'm using, not Sonic 3 sprite model, it may use a similar palette changing but it's not.
The hue effect I'm using work properly while Sonic moves around (along with the sparkles with it's own hue changing type),
and another thing, so why recommend me shaders if it tend not to work properly on some machines?
This post has been edited by DarkVDee: 21 June 2017 - 11:48 PM

#53 User is offline Felik 

Posted 22 June 2017 - 01:35 AM

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View PostDarkVDee, on 21 June 2017 - 11:31 PM, said:

so why recommend me shaders if it tend not to work properly on some machines?

That's why I said "unless you don't use any shaders at all". Shaders are super useful and can let you have a lot of cool effects and handy techniques to the game for the payoff of not working properly on some systems (mostly ancient PCs).
So if you are already using any shaders in your fangame, using a shader for hypersonic would be beneficial but if you don't then using a shader only for a single visual effect would be redundant.

#54 User is offline redhotsonic 

Posted 22 June 2017 - 07:56 AM

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View PostDarkVDee, on 21 June 2017 - 12:09 AM, said:

(I'm not sure if he want's to be reveal or not).


He? Well we now know his gender... =P


View PostDarkVDee, on 21 June 2017 - 12:09 AM, said:

There's a maybe if we'll enter this SAGE.
Maybe....


As much as I would like that (and I really look forward to showcasing this), don't rush it for SAGE. We rather you take your time and get it right :)

#55 User is offline winterhell 

Posted Yesterday, 04:40 AM

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On the topic of shaders, if your video card has DirectX 9 support, it can do everything every 2D game has ever done. Basically every Nvidia and ATI/AMD video card since 2003 has been DX9 or higher. Virtually 100% of the computers running Steam games, including integrated graphics.

If anything is wrong with the shaders, that would be a problem with the way ClickTeam Fusion 2.5 or whatever software you are using, and not the hardware/OS/drivers.

#56 User is offline Violet 

Posted Yesterday, 07:00 AM

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Add Shaders, but add a option to disable them.
This way, people that can't use shaders won't have any issues. Problem solved.

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