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Sonic: Eastern Coast Adventures insertfunnydescription

#16 User is offline MarkeyJester 

Posted 17 April 2009 - 09:29 PM

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QUOTE (Master3k @ Apr 12 2009, 01:47 AM) [post="299794"]Posted Image
Now that's some "not bad" GHZ art!. Also, thanks to Hitaxas for the Sonic 3 Sonic sprites.

EDIT:Syntax error.
EDIT2:Oh, DURR HURR I AM FUCKING RETARDED. Reseting the layouts didn't solved that much... luckily I had a backup of that folder. :psyduck:[/quote]
very nice, now it's just the matter of getting an FG done XD, well it's good to know you can do this on your own and get something very decent up adn running (I always thought you couidn't =P).

#17 User is offline Master3k 

Posted 17 April 2009 - 09:42 PM

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Thanks! But that art has changed a bit. I can't really upload a image right now because I'm not on my computer, but I think I can describe what changed...Well, I've done a new BG 256x256 (it had only one on the BG - yes, I'm THAT lazy).. all the 16x16 from moutains and shit (except for clouds) were moved up (it was because I was having troubles with deformation - kind of fixed now), added a extra "floor" to the land on the BG...and that's all I can remember for now.

EDIT:Forgot the ".".
This post has been edited by Master3k: 17 April 2009 - 09:43 PM

#18 User is offline Master3k 

Posted 04 May 2009 - 05:26 PM

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Double post with extra lil' bump.
This hack will face some delay, especially at the ASM part; my parents no longer allow me to enter on MSN (for no apparent reason), where is where I ask my ASM questions (I only create a topic if nobody could help me).
However, it doesn't mean that progress won't be made.


Posted Image

New SLZ BG.
This post has been edited by Master3k: 04 May 2009 - 05:29 PM

#19 User is offline Blue Emerald 

Posted 04 May 2009 - 05:40 PM

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Background looks very plain. The buildings in the background have absolutely no dimension, and your color choices cause the yellows of the windows to blend into the gray of the buildings.

The red-brick base looks all right, though.

#20 User is offline Master3k 

Posted 04 May 2009 - 05:53 PM

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Builds are bigger now, and I'll see what else I can do about that.

Quote

and your color choices cause the yellows of the windows to blend into the gray of the buildings.


Hmm...what would you suggest? I tried a lot of combinations, but none of them seemed to work too great.

Quote

Background looks very plain.


It's a city, afterall. And this plain-ness is staying, unless somebody is willing to do a better BG to me :U
This post has been edited by Master3k: 04 May 2009 - 06:05 PM

#21 User is offline MarkeyJester 

Posted 05 May 2009 - 02:49 AM

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QUOTE (Master3k @ May 4 2009, 11:53 PM) [post="305994"]Posted Image
This post has been edited by MarkeyJester: 05 May 2009 - 02:50 AM

#22 User is offline Enzo Aquarius 

Posted 05 May 2009 - 10:22 AM

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QUOTE (MarkeyJester @ May 5 2009, 07:49 AM) [post="306111"]Posted Image
[/quote]

Also an example:

Posted Image

I think the main factor is to give the buildings more depth, such as through a 3D aspect and some shading to give the illusion of distance instead of a picture on a background. :colbert:

#23 User is offline GT Koopa 

Posted 05 May 2009 - 10:37 AM

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I'm wondering. Do we know who exactly lives and works in those buildings? I mean Chemical Plant zone has buildings with blinker lights to help low flying planes, so possibly an airport is nearby.

#24 User is offline Blitz 

Posted 05 May 2009 - 11:23 AM

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Here's another suggestion for a city bg:

Posted Image

(Its from Streets of rage/Bare knuckle 1)

#25 User is offline Enzo Aquarius 

Posted 05 May 2009 - 12:12 PM

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View PostGT Koopa, on May 5 2009, 03:37 PM, said:

I'm wondering. Do we know who exactly lives and works in those buildings? I mean Chemical Plant zone has buildings with blinker lights to help low flying planes, so possibly an airport is nearby.


Sorry to go off-topic, but depends on the game/tv series. Could be humans, could be animals, could be anybody. :colbert:

Nonetheless, as posted in the above pictures, try to include some extra colors with the windows, such as a darker texture to show lights that are off (such as the one posted above) and random patterns, as you have already done.

#26 User is offline Master3k 

Posted 05 May 2009 - 06:10 PM

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Quote

Posted Image


I think I'll have a try at that - it's fancy.
Also guys, thanks for all comments :argh:
This post has been edited by Master3k: 05 May 2009 - 06:11 PM

#27 User is offline Rika Chou 

Posted 05 May 2009 - 06:30 PM

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If you use the importer in SonED2, it shouldn't take more than five minutes.

I've always loved that background.

#28 User is offline MarkeyJester 

Posted 05 May 2009 - 06:39 PM

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View PostRika Chou, on May 6 2009, 12:30 AM, said:

If you use the importer in SonED2, it shouldn't take more than five minutes.

I've always loved that background.

Now now, no need to rush (That's when things fuck up XD), take your time M3K, maybe find ways of improving the design abit, or maybe a tad different pallet or something (That's not to say that it doesn't look fab already though =P).

#29 User is offline Master3k 

Posted 06 May 2009 - 07:32 PM

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Posted Image

Nice for 2 hour of work.

#30 User is offline Enzo Aquarius 

Posted 06 May 2009 - 07:47 PM

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QUOTE (Master3k @ May 7 2009, 12:32 AM) [post="306727"]Posted Image

Nice for 2 hour of work.[/quote]

Now THAT'S art. Not a lot of detail, but it looks great for a night scene.

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