Sonic and Sega Retro Message Board: Badniks & Bosses - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 39 Pages +
  • ◄ First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last ►
    Locked
    Locked Forum

Badniks & Bosses Discussion & submission of enemy art

#46 User is offline nineko 

Posted 26 March 2010 - 12:35 PM

  • I am the Holy Cat
  • Posts: 5684
  • Joined: 17-August 06
  • Gender:Male
  • Location:italy
  • Project:I... don't even know anymore :U
  • Wiki edits:5,251
Don't forget that, unless you plan to split them, those flames are used also when the boss sets the ground on fire:



#47 User is offline test-object 

Posted 26 March 2010 - 12:38 PM

  • By Torm, no! This is terrible! I... I had no idea I had this effect on you.
  • Posts: 1345
  • Joined: 29-July 08
  • Gender:Male
  • Location:Antwerp
  • Wiki edits:1
QUOTE (nineko @ Mar 26 2010, 06:35 PM)
Don't forget that, unless you plan to split them, those flames are used also when the boss sets the ground on fire:

lol, I'm pretty sure this won't apply. Prime example of improvement availabilities.

#48 User is offline amphobius 

Posted 26 March 2010 - 01:40 PM

  • where are the japanese shaman girls, lintahlo?
  • Posts: 2120
  • Joined: 19-February 08
  • Gender:Male
  • Location:Northern Ireland, Belfast
  • Project:life
  • Wiki edits:165

I think I prefer this one the most.

#49 User is offline Canned Karma 

Posted 26 March 2010 - 02:17 PM

  • S2HD Project Manager
  • Posts: 806
  • Joined: 16-July 08
  • Gender:Male
  • Project:Sonic 2 HD, various 3D work
  • Wiki edits:1
QUOTE (The Growler @ Mar 26 2010, 01:22 PM)
The early designs first:

I'd appreciate it if people looking to work on the fireball would ignore these entirely.

QUOTE (The Growler @ Mar 26 2010, 01:22 PM)
The 'standard' set image:

Better on the shape, but nowhere near close to where the colors should be. Again, what I said about 3D applies in full here.

QUOTE (The Growler @ Mar 26 2010, 01:22 PM)
Still unsure about what shape to have:

No. Just... no.

QUOTE (The Growler @ Mar 26 2010, 01:22 PM)
Then the various versions on this particular design



These are better.
QUOTE (The Growler @ Mar 26 2010, 01:22 PM)
And now this particular version just done:

Again, too realistic.



#50 User is offline Vendettagainst 

Posted 26 March 2010 - 02:33 PM

  • Apparently shooting kills things
  • Posts: 1149
  • Joined: 22-August 08
  • Gender:Male
  • Location:El Paso, TX
  • Wiki edits:5
QUOTE (Canned Karma @ Mar 26 2010, 02:17 PM)
QUOTE (The Growler @ Mar 26 2010, 01:22 PM)
The early designs first:

I'd appreciate it if people looking to work on the fireball would ignore these entirely.

I think you should use the colors of these, which fits in with the cartoony look, but refine the shape more into spheres as opposed to retarded fire.

#51 User is offline Hamneggs 

Posted 26 March 2010 - 06:12 PM

  • Official Breakfast of S2HD
  • Posts: 303
  • Joined: 23-January 10
  • Gender:Male
  • Location:TEXAS
  • Project:Networked lighting
QUOTE (Vendettagainst @ Mar 26 2010, 02:33 PM)
I think you should use the colors of these, which fits in with the cartoony look, but refine the shape more into spheres as opposed to retarded fire.


No! They are very far from the sprite and stand out way too far from the red of Ghora. It looks like a flash game like this; not the craftsmanship s2hd is aiming for. And yes, it is retarded fire. Just in color as well. These colors could work a bit better for the boss though, I'll give you that.

-Rant reason? Lots of flash game comments about this particular guy from just about every one of my friends that I have introduced to this project. And If you like the colors, look at one of the "Too Realistic" ones.


#52 User is offline Sonuw 

Posted 26 March 2010 - 06:40 PM

  • Please, call me "Lucky"
  • Posts: 159
  • Joined: 27-May 09
  • Gender:Male
  • Location:Nope, IN
  • Project:Drawing shit
QUOTE (test-object @ Mar 25 2010, 03:26 PM)
A mockup on how to both diminish the bugger's crampness and yet making him thinner.


And here is an attempt at doing just that.



#53 User is offline RedStripedShoes 

Posted 26 March 2010 - 09:11 PM

  • And I'm gone again.
  • Posts: 1350
  • Joined: 24-January 09
  • Gender:Male
  • Location:Chicago Zone Act 1
  • Wiki edits:1
You know, I just realized that when the Nebula closes up, its hitbox is about the same as the original sprite. So what about this for a compromise?

When recreating the positioning and movement of the Nebula, at all times, the bottom-left corner of the Nebula's hitbox in the remastered game will be matched up to the bottom-left corner of the Nebula's hitbox in the original game. This means that the difference in height only affects the top edge of the hitbox; the bottom edge will remain unchanged.

It follows that if Sonic attacks the Nebula from the bottom, the Nebula's new dimensions will not affect the outcome in any way whatsoever.

If the top edge of Sonic's hitbox ever rises above where the top edge of the original Nebula sprite's hitbox would be, then the Nebula will close up, changing its hitbox dimensions to match the hitbox of its original sprite.

Thus, exclusively in all cases where the Nebula's increased size would change gameplay, it readjusts its size to avert the change.


Basically speaking, the Nebula is closed when Sonic is above, and open when Sonic is below, but the particulars are more complex. The sprite is bigger than the original, but the hitbox - as far as unhacked gameplay is concerned - the same size as the original.

...Did that make any sense at all?

#54 User is offline steveswede 

Posted 26 March 2010 - 09:52 PM

  • Posts: 4993
  • Joined: 13-April 09
  • Gender:Male
  • Location:Ask my hand
  • Project:Fighting against the Unitary State of Europe
  • Wiki edits:6
QUOTE (test-object @ Mar 26 2010, 05:38 PM)
QUOTE (nineko @ Mar 26 2010, 06:35 PM)
Don't forget that, unless you plan to split them, those flames are used also when the boss sets the ground on fire:

lol, I'm pretty sure this won't apply. Prime example of improvement availabilities.


I think it should be considered. If the fire for the HTZ boss is done first and animated. Then it can be tested on the badnik to see if it suits it. In all honesty, the concept flames haven't sent us in any solid direction yet. Also with doing the boss fire as well. I think there will be less clashing of art styles. You just have to look at the concepts now to see how two different style flames clash.

In fact we could do with the boss flame flames ripping from the game.


@RSS

Great idea with the Nebula.
This post has been edited by steveswede: 26 March 2010 - 09:54 PM

#55 User is offline test-object 

Posted 27 March 2010 - 05:16 AM

  • By Torm, no! This is terrible! I... I had no idea I had this effect on you.
  • Posts: 1345
  • Joined: 29-July 08
  • Gender:Male
  • Location:Antwerp
  • Wiki edits:1
QUOTE (Sonuw @ Mar 27 2010, 12:40 AM)
Bingo, that's the shape.

QUOTE (RedStripedShoes @ Mar 27 2010, 03:11 AM)
...Did that make any sense at all?
Just an idea, but... how about making him quickly close his 'shield' when Sonic gets near him? (He still gets hit though)

#56 User is offline Lapper 

Posted 27 March 2010 - 03:00 PM

  • Posts: 1524
  • Joined: 15-June 08
  • Gender:Male
  • Location:England
  • Project:Sonic 2 HD, Sonic Studio, Kyle & Lucy: WW
  • Wiki edits:111
My go at keeping the suggested badnick shading style:


#57 User is offline Blue Streak 

Posted 27 March 2010 - 04:30 PM

  • Posts: 691
  • Joined: 08-October 05
  • Gender:Male
  • Location:Tempe, Arizona, USA
  • Wiki edits:6
QUOTE (Sonica @ Mar 27 2010, 01:00 PM)
My go at keeping the suggested badnick shading style:


The perspective on the mouth looks slightly off to me, but otherwise I like it. It might be useful to make the colors on the fireball frames more continuous so that the animation is smoother (and maybe create extra frames as well). Also, I'm wondering how a slight reddish glow on the underside would look as an enhancement.



#58 User is offline RedStripedShoes 

Posted 27 March 2010 - 09:09 PM

  • And I'm gone again.
  • Posts: 1350
  • Joined: 24-January 09
  • Gender:Male
  • Location:Chicago Zone Act 1
  • Wiki edits:1
QUOTE (test-object @ Mar 27 2010, 05:16 AM)
QUOTE (Sonuw @ Mar 27 2010, 12:40 AM)
Bingo, that's the shape.

QUOTE (RedStripedShoes @ Mar 27 2010, 03:11 AM)
...Did that make any sense at all?
Just an idea, but... how about making him quickly close his 'shield' when Sonic gets near him? (He still gets hit though)


Well sure, but we have to make sure that it closes up in time. You can always spin dash from across the screen.

Also, I would rather that the Nebula does NOT close up while Sonic is underneath. It only drops bombs while Sonic is below, IIRC. Plus it adds an interesting concept that the Nebula cannot drop bombs while its shield is closed. Just one of those little details that adds a little more life to the game.

If you want to go further, then if we put in a Hard Mode, we can make the Nebula immune to attack from above (I.e. when its shield is closed).

#59 User is offline Gambit 

Posted 27 March 2010 - 09:24 PM

  • Sonic 2 HD Staff - Level Artist
  • Posts: 711
  • Joined: 11-March 09
  • Gender:Male
  • Project:Sonic 2 HD
  • Wiki edits:6
Yeah, my original thought was that they would fly towards you closed and then pop open when you or they are close enough to start attacking. Or they could simply show up on-screen closed and then pop open after a second or so and stay open.

#60 User is offline RedStripedShoes 

Posted 27 March 2010 - 09:37 PM

  • And I'm gone again.
  • Posts: 1350
  • Joined: 24-January 09
  • Gender:Male
  • Location:Chicago Zone Act 1
  • Wiki edits:1
QUOTE (Gambit @ Mar 27 2010, 09:24 PM)
Yeah, my original thought was that they would fly towards you closed and then pop open when you or they are close enough to start attacking. Or they could simply show up on-screen closed and then pop open after a second or so and stay open.


The whole point of my idea was to make it so that the Nebula retracts to its original sprite's dimensions when it and Sonic are about to collide.

  • 39 Pages +
  • ◄ First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users