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General Project Screenshots/Video Thread

#766 User is offline snow toilet 

Posted 23 December 2011 - 10:29 PM

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View PostCandescence, on 18 December 2011 - 08:33 AM, said:

Posted Image


Why are the screens so dark?
Also, do I see the use of the Castlevania SOTN trees?
I guess that's cool.

#767 User is offline Sonica 

Posted 24 December 2011 - 08:32 AM

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le mockup
Posted Image

So yeah, it's pretty much Sonic 1 with more definition where possible, for now.

#768 User is offline Cstyler 

Posted 27 December 2011 - 04:50 PM

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I just want to leave this here

Posted Image

#769 User is offline Namo 

Posted 27 December 2011 - 05:50 PM

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Dude. Whoa. That is some masterful pixel art right there. Can we get some details on this bad boy?

#770 User is offline Cstyler 

Posted 27 December 2011 - 06:10 PM

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Well, first of all, that pixel art is just edited and graphics from various games. I do it everytime, here are some old examples: 1, 2, 3, 4.

Talking about SA2:Aftermath, I'm not sure at the moment if it is going to be a fangame, but I think at least I'll be able to make some kind of short movie.
This post has been edited by Cstyler: 27 December 2011 - 06:15 PM

#771 User is offline KingofHarts 

Posted 27 December 2011 - 08:04 PM

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Posted Image
I'm gonna keep this post short and sweet. I'm putting together a fangame project using GML entitled Sonic Trilogy Enhanced. It's not ready to have a demo released yet...

Posted Image
Sonic in the "Test Zone" with debug lines showing, and a first draft of the new HUD, based on Sonic 4's HUD. The Colors will change based on characters, and the ring is animated. (BTW the stopwatch icon HAS been updated and looks better). This shot was taken before the conversion to a 16:9 screen format.

Posted Image
Here is a mockup of a map for the Free Play Mode. Shown is a SELECT tab, with zone/act selections, player choices, a range of difficulty settings and saved records. Challenges tab will have red star rings (adopted from Sonic Generations, but done in a slightly different way) and the third tab will allow for gameplay modding and debugging.

I've got only got a couple screenshots to put at the moment,
but I got a Facebook page up with many frequent updates, as well as a couple screenshots and mockups. It's coming along a bit slow. Show some support for fangaming and "Like" this page.
There is plenty more that is/has been implemented in the game. Check out the Facebook page for more!

#772 User is offline steveswede 

Posted 27 December 2011 - 08:05 PM

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View PostCstyler, on 27 December 2011 - 04:50 PM, said:

I just want to leave this here

Posted Image


That's some clever use of the Flashback art.

#773 User is offline Jayextee 

Posted 28 December 2011 - 09:09 AM

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View Poststeveswede, on 27 December 2011 - 08:05 PM, said:

View PostCstyler, on 27 December 2011 - 04:50 PM, said:

I just want to leave this here

Posted Image


That's some clever use of the Flashback art.


I was going to say that; and also point out that the very 'square' nature of it (no slopes or curves to speak of) doesn't lend itself very well to Sonic Shadow running around, but hey.

#774 User is offline Dark Sonic 

Posted 28 December 2011 - 06:23 PM

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View PostKingofHarts, on 27 December 2011 - 08:04 PM, said:

Posted Image
I'm gonna keep this post short and sweet. I'm putting together a fangame project using GML entitled Sonic Trilogy Enhanced. It's not ready to have a demo released yet...

Posted Image
Sonic in the "Test Zone" with debug lines showing, and a first draft of the new HUD, based on Sonic 4's HUD. The Colors will change based on characters, and the ring is animated. (BTW the stopwatch icon HAS been updated and looks better). This shot was taken before the conversion to a 16:9 screen format.

Posted Image
Here is a mockup of a map for the Free Play Mode. Shown is a SELECT tab, with zone/act selections, player choices, a range of difficulty settings and saved records. Challenges tab will have red star rings (adopted from Sonic Generations, but done in a slightly different way) and the third tab will allow for gameplay modding and debugging.

I've got only got a couple screenshots to put at the moment,
but I got a Facebook page up with many frequent updates, as well as a couple screenshots and mockups. It's coming along a bit slow. Show some support for fangaming and "Like" this page.
There is plenty more that is/has been implemented in the game. Check out the Facebook page for more!

You treading some dangerous waters boy. In order to do this right, it will have to play like the originals. Succeed and be a hero. If not, prepare to suffer the consequences of this game falling flat on its face

I always like projects like this though. A sort of all inclusive game. Give it a shot, I'm curious to see the final product.

EDIT: Oh wait I just saw on your FB page that you're making new layouts for each level. Ok, less necessary for perfect physics, but good level layouts are a must.
This post has been edited by Dark Sonic: 28 December 2011 - 06:42 PM

#775 User is offline dsrb 

Posted 28 December 2011 - 06:32 PM

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That HUD is not bad, except for the fact that it also contains the lives counter, which is bad. It doesn't fit.

Also, obligatory "JPEG??"

#776 User is offline KingofHarts 

Posted 30 December 2011 - 09:37 PM

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View PostDark Sonic, on 28 December 2011 - 06:23 PM, said:

You treading some dangerous waters boy. In order to do this right, it will have to play like the originals. Succeed and be a hero. If not, prepare to suffer the consequences of this game falling flat on its face

I always like projects like this though. A sort of all inclusive game. Give it a shot, I'm curious to see the final product.

EDIT: Oh wait I just saw on your FB page that you're making new layouts for each level. Ok, less necessary for perfect physics, but good level layouts are a must.


Yea, I'm looking to make it feel just like the originals, and I know what's at stake if I fail. There will be some slight alterations as to how each character plays, such as abilities not seen in the originals (optional or unlockable) Plus I'm trying out different ideas to make all 3 games tie into each other.

Levels will have new layouts, while retaining what the originals had. I'm also researching what kinds of things the betas of the games had, so as to put them in as well. There are also new levels ported from the handheld originals to tie them in too... and a little bit of original stuff.

View Postdsrb, on 28 December 2011 - 06:32 PM, said:

That HUD is not bad, except for the fact that it also contains the lives counter, which is bad. It doesn't fit.


Yea, I'm trying out different things to make it all look nicer. There will be a change. The one you see was the first one I drew up....

#777 User is offline Shade Vortex 

Posted 31 December 2011 - 05:04 PM

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View PostCstyler, on 27 December 2011 - 04:50 PM, said:

I just want to leave this here

Posted Image

The only problem with this is, according to Shadow the Hedgehog, one of Eggman's robots saved Shadow from the fall. Guess you're going off the "he survived the crash into the ground" way of things instead of following canon, which was how it was thought to have happened before ShtH clarified it.

Though, I find it funny, people thought Shadow couldn't have survived the fall...but he never lost his Super form from what we saw (which this project of yours seems to take note of). And Super forms are pretty much invincible. But that's aside the point.

Still, it looks really interesting, hopefully something actually comes out of it.

#778 User is offline Crasher 

Posted 10 January 2012 - 04:38 AM

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(Hope I'm not bumping)

Currently making a fangame. Something I haven't done in a long time :V

Also, I have no name for it.

Spoiler


Currently using the Dash Engine and the sprites (I think) are made by Overbound, the guy behind Sonic Time Twisted. If I'm wrong, please correct me.

I think I spent 2 hours switching engines and than decided on using Sonic Dash, than finally replacing most of the sprites.

#779 User is offline Derf 

Posted 10 January 2012 - 10:45 AM

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Nothing there is yours at all, the Sonic sprites are Gardow's and I should know as I use them myself. The rest is just the regular dash/dash+ engine.

In news for my game I don't really have much that I can show off unfortunately but I can assure everyone that I'm working with a partner and making an engine from scratch and it's coming along great so decent progress will be soon. I might show some new level art soon until then enjoy two updated backgrounds and an idle pose for Nack.

Posted Image
Posted ImagePosted Image

Have some old screenshots of the engine.
Posted Image

Also when I get an engine demo test out and another levels screenshots which will be 4/5 zones screenshots will I have enough for a seperate thread?
This post has been edited by Derf: 10 January 2012 - 10:46 AM

#780 User is offline Candescence 

Posted 10 January 2012 - 11:00 AM

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Damn, some of that stuff looks pretty nice, especially CStyler's.

View PostThe KKM, on 23 December 2011 - 07:45 AM, said:

If I know my sprite sheets well...





That looks like JUS' Dio Brando?

You're right on the money. It is Dio. His Jump Super Stars sprites, to be exact.

View Postsnow toilet, on 23 December 2011 - 10:29 PM, said:

Why are the screens so dark?
Also, do I see the use of the Castlevania SOTN trees?
I guess that's cool.

The darkness, trees and the clouds are mostly for atmosphere - it's meant to be dark, rainy and somewhat foreboding.

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