Brought over from the "Graphics" section: [color="#092#FF0000#092"]Sprites[/color] [color="#092#FF0000#092"]Objects[/color] [color="#092#FF0000#092"]Badnicks[/color]
<!--quoteo(post=248079:date=Nov 20 2008, 01:51 PM:name=Thundertimi)--><div class='quotetop'>QUOTE (Thundertimi @ Nov 20 2008, 01:51 PM)
<!--quoteo(post=248082:date=Nov 20 2008, 02:23 PM:name=Ollie)--><div class='quotetop'>QUOTE (Ollie @ Nov 20 2008, 02:23 PM) [/quote] That plant badnik (based on my crappy pixle concept) could do with a bit of a description. Rather then just fireing out things that hurt you it instead releases a gas when you get near/touch it and sets of any of the others nearby, the gas puts sonic straight into his 5 sec gasping for air countdown and you have to ethier destroy them all to stop the gas or escape to a safe distance.
<!--quoteo(post=248119:date=Nov 20 2008, 09:40 AM:name=Matwek)--><div class='quotetop'>QUOTE (Matwek @ Nov 20 2008, 09:40 AM) [/quote] That plant badnik (based on my crappy pixle concept) could do with a bit of a description. Rather then just fireing out things that hurt you it instead releases a gas when you get near/touch it and sets of any of the others nearby, the gas puts sonic straight into his 5 sec gasping for air countdown and you have to ethier destroy them all to stop the gas or escape to a safe distance. [/quote] Wow! That's an ingenious twist on the drowning mechanic! I'm surprised that I've never thought of that before. Let's definitely keep that concept, and we can either put the plant Badnik in the rainforest zone (although I think we've got the Badnik roster covered there) or the underground zone. We can also put the electric Badnik in the city zone, but he would also work in the circus zone. The chameleon can go in either the rainforest or tropical zone, and the shark can go in the underground zone, though for the sake of that zone's surroundings, we may have to give the shark a less vivid color. I'm not sure where the gator might go, but his color scheme looks suited to the city zone.
The snake I did is pretty much finished: Also, I hate to repeat myself, but I'll just because you probably didn't read what I said. Those are the old, not fixed Sonic and Eggman signposts. I'd post the fixed signposts here but unfortunately I lost them.
Add a tiny amount of green to those reds. If you hadn't figured by now, anything which looks like it comes straight from a default palette is exactly the sort of colour I wouldn't like to see. Look at the actual Sonic games, too -- you only see those sort of colours really in special effects (Fire, explosions. And not many at that) or the HUD.
I tried giving some green to the red shades, but it went out.. Orange-brown-ish, and wasn't what I was wanting to get as a result.
It was what I was hinting at, but couldn't you get a slightly subtler version, like inbetween the two? You know, barely noticable, but taking away that $FF0000 red?
<!--quoteo(post=248624:date=Nov 21 2008, 11:04 PM:name=GameNerd Advance)--><div class='quotetop'>QUOTE (GameNerd Advance @ Nov 21 2008, 11:04 PM) The signpost animates and flies away up on the screen, then the camera moves a few chunks after and catch ups with Sonic, and this area becomes the battlezone. Probably you are wondering how this boss its supposed to attack, but I'm sure that deep inside you already know the answer: The signpost falls down from the sky (he can't be damaged in this moment and hitting him will result in a ring loss), and hits the ground 2 times. Each time he hits the ground a fake Monitor appear and move in the direction of Sonic (the monitors can be destroyed without problems). The first 2 times the signpost tries to aim at Sonic, while the third time it falls it tries to avoid him. If you look closely you'll notice that the signpost rotate a little slower after hitting the ground 2 times. That's the signal to attack him. If Sonic hits him in mid air the signpost will bounce away from Sonic (at every consecutive hit it will become harder to hit it again), while if the signpost hits the ground it will stand still for some seconds (where he can still be damaged, but it will not bounce in the air). The signpost will then propel himself in the air, and the whole sequence will repeat. Basically the fake signpost moves like a true signpost! After 8 hits the fake signpost falls to the ground and breaks as if it was an old TV monitor: And finally the true Signpost falls from the sky.SONIC HASPASSED ACT 1Full sprite sheet: And here you go ;D. Comments? Suggestions?[/quote]I suppose that this may belong to this forums after all XD Now I'm almost death after a whole university day, but tomorrow I'll post some updates for this one.
Oh god, how could I have missed that? That's just amazing!... I really like that concept, it follows the fake eggprison idea very well. But maybe it could have some work on the eyes.
<!--quoteo(post=248082:date=Nov 20 2008, 02:23 PM:name=Ollie)--><div class='quotetop'>QUOTE (Ollie @ Nov 20 2008, 02:23 PM) [/quote] As much as I like these designs, I can't help but think the colouring and shading used makes them look more like they belong in a Metroid game than Sonic. Really, when compared to the majority of other designs as posted in this thread, they've the potential to look so out of place used alongside them in a completed level.
<!--quoteo(post=248656:date=Nov 22 2008, 01:00 AM:name=Phoebius)--><div class='quotetop'>QUOTE (Phoebius @ Nov 22 2008, 01:00 AM) After this the signpost activates and flies off the screen like in my original post <!--quoteo(post=246339:date=Nov 16 2008, 05:37 PM:name=Jayextee)--><div class='quotetop'>QUOTE (Jayextee @ Nov 16 2008, 05:37 PM) <!--quoteo(post=246343:date=Nov 16 2008, 05:43 PM:name=Jayextee)--><div class='quotetop'>QUOTE (Jayextee @ Nov 16 2008, 05:43 PM) If Sonic hits them they explode and damage him, but they also explode when the timer reaches 0, of course damaging Sonic if he is nearby.
Yeah, I think the exploding walking bomb is a better idea, just because it's a bit more challenging, especially if there are a dozen in one go, it'll keep Sonic on his feet Also, there is kinda' a walking Bomb Cliche in the Sonic games.
<!--quoteo(post=248839:date=Nov 22 2008, 12:25 PM:name=STHX)--><div class='quotetop'>QUOTE (STHX @ Nov 22 2008, 12:25 PM) After this the signpost activates and flies off the screen like in my original post <!--quoteo(post=246339:date=Nov 16 2008, 05:37 PM:name=Jayextee)--><div class='quotetop'>QUOTE (Jayextee @ Nov 16 2008, 05:37 PM) <!--quoteo(post=246343:date=Nov 16 2008, 05:43 PM:name=Jayextee)--><div class='quotetop'>QUOTE (Jayextee @ Nov 16 2008, 05:43 PM) If Sonic hits them they explode and damage him, but they also explode when the timer reaches 0, of course damaging Sonic if he is nearby. [/quote] The walking time-bomb idea is even better. However, could you edit those numbers in the fake monitors to give them the digital alarm clock style (To clarify, all the numbers are represented in line segments, like what you have with the 3 in the animation)? I personally think that would look cooler, and it would fit in more with our mechanical enemy cliché.