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Sonic Time Twisted (New Screenshots! 28-04-2015)

#16 User is offline jasonchrist 

Posted 21 September 2011 - 01:47 PM

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View PostSonica, on 21 September 2011 - 10:01 AM, said:

I'm making sprite sheets too... :3

http://intheshadeofa...5/aesthete.html < Here is his blog post about the engine with more info (hope you don't mind, Mercury)

..and I think it's being released after Time Twisted.

Your sprites are the bollocks mate! Can't wait to see them in motion.

#17 User is offline Overbound 

Posted 21 September 2011 - 10:57 PM

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I uploaded the bug fix version Mercury spoke of.
This post has been edited by Overbound: 21 September 2011 - 10:57 PM

#18 User is offline Mercury 

Posted 22 September 2011 - 12:20 AM

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View Postjasonchrist, on 21 September 2011 - 09:55 AM, said:

Friggin AWESOME Mercury!

Thanks!

Quote

Is it a little presumptuous of me to be making sprite sheets and drawing up level maps after playing this?

Not a chance! That's why I'm doing this, after all; I want to play cool Sonic games. =)

#19 User is offline steveswede 

Posted 22 September 2011 - 07:25 PM

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After playing the physics demo for the 100th time, I can't help but feel that we need the original Sonic 1 being done in this engine with a shit ton of new features that would either be tricky or impossible to do on the Megadrive. It would be great to have a 2 player vs like the one from Sonic 2 or even a 3 player vs, either on the same PC or against someone online. I even love the widescreen play of this demo and would love to see Sonic 1 adapted to fully use this mode. Extra modes like time attack or a better example something along the lines of what Sonic 1 SAGE 2010 did. I know your busy doing time twisted but if you get chance after it's done would you consider doing it in the future?

#20 User is offline Mercury 

Posted 23 September 2011 - 02:18 AM

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View Poststeveswede, on 22 September 2011 - 07:25 PM, said:

I know your busy doing time twisted but if you get chance after it's done would you consider [completing SonicGMX] in the future?

My dream would be to have an enhanced compilation of 1,2,3,K, and CD. I'd love to do it, but I have so much else planned. Perhaps I'll be able to get help with it.

#21 User is offline Lapper 

Posted 23 September 2011 - 09:30 AM

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Aside from my big sprites thing, I'm going to have a go at remaking Sonic 1 with better (I guess Chaotix style) style graphics once this engine is out. Something I've wanted to do through hacking, but simply can't.
This post has been edited by Sonica: 24 September 2011 - 02:32 PM

#22 User is offline Overbound 

Posted 17 January 2013 - 02:36 PM

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Here's some art I've been working on for time twisted. I've been modifying levels with improved original art with the goal being to create nearly 100% oringinal art. These shots however are wip. The eagle badnik is not even for Radical Ruins and I still have to make the robotnik pyramid about 2-3 times larger.

I should also note that Radical Ruins is a product of myself and Der Zocker. Attraction Attack is my creation alone.

I'm on a phone and the image insert isn't working you will have to settle for links:
Posted Image
Posted Image

As for status of the game we've got a lot of art we're just waiting AeStHete.
This post has been edited by Overbound: 17 January 2013 - 11:15 PM

#23 User is offline TheKazeblade 

Posted 17 January 2013 - 03:18 PM

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Back from the dead! It's good to see this project is still going :)

#24 User is offline Overbound 

Posted 17 January 2013 - 03:32 PM

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Not dead just a slow down thanks to myself. You can thank me for the fact AeStHete isn't finished. TT will be finished though I will never leave all my art unused.

#25 User is offline FeliciaVal 

Posted 17 January 2013 - 03:38 PM

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I didn't see this before, sorry about that, but all I have to say is that this is an excellent project and wow at those sprites, Overbound! I have a lot to learn from you if I wanna be as good as you are someday!

#26 User is offline Overbound 

Posted 17 January 2013 - 05:18 PM

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Thanks feel free to look me up on skype if you want to talk same name as here. Here's a gif of a line art test for a small part of a planned into. Its a little old now and one of my first stabs at animating so you can expect the final cutscenes to look much better.

Posted Image
This post has been edited by Overbound: 17 January 2013 - 11:16 PM

#27 User is offline Sparks 

Posted 17 January 2013 - 05:23 PM

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Man that's some gorgeous level art, good to see this project is still being worked on.

Only fault I can find is Tails is smacked with a bit of pillow shading, but that's not the level art. :v:

#28 User is offline FeliciaVal 

Posted 17 January 2013 - 05:25 PM

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View PostOverbound, on 17 January 2013 - 05:18 PM, said:

Thanks feel free to look me up on skype if you want to talk same name as here. Here's a gif of a line art test for a small part of a planned into. Its a little old now and one of my first stabs at animating so you can expect the final cutscenes to look much better.

http://db.tt/T7l4NmZe


sure! will do that! and I think the link is broken...? all I can see is the back of Sonic, but is not moving

#29 User is offline Overbound 

Posted 17 January 2013 - 05:37 PM

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It's because I'm on my phone. I'll post it properly later once home. I actually have a lot of art that people haven't seen: original badniks, official looking promotional art, level graphics, and more animation. I'm planning on posting pieces here from time to time.

#30 User is offline Overbound 

Posted 17 January 2013 - 11:18 PM

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I've updated the image so you can see the animation now.

Here's a little 2 frame running animate for Sonic. Might get used for a cut scene, with revisions... probably more frames.

Posted Image
This post has been edited by Overbound: 17 January 2013 - 11:21 PM

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