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General Project Screenshots/Video Thread

#1396 User is offline Jayextee 

Posted 25 April 2018 - 02:52 PM

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Posted Image

Posted Image

We in the mockup stage right now. But I guess I can make this into a full game, since it ain't my first rodeo.

#1397 User is offline GingerNinja 

Posted 25 April 2018 - 04:03 PM

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The beginnings of my s3&k reimagined project on Sonic World fangame.


This post has been edited by GingerNinja: 25 April 2018 - 04:10 PM

#1398 User is offline Kharen 

Posted 25 April 2018 - 05:23 PM

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View PostGingerNinja, on 25 April 2018 - 04:03 PM, said:

The beginnings of my s3&k reimagined project on Sonic World fangame.


I've never been a big fan of BlitzSonic-based levels, but some things that I've seen fairly recently pointed out some of the reasons why, and they're things that I think should be able to be fixed.

1: Does Sonic World have some sort of limitation on how many textures you're able to use? Most levels that I've seen, including yours, uses a single wall texture and copies it across nearly all of the terrain. That stone wall texture that you have is very monochrome, blends in with itself at a distance into a bland single color, and makes it hard to see platforms that you're expected to use to progress in areas when there isn't a grass top on them. Angel Island has always had more of a wood and tree look to it, so the stone doesn't even match the level theme. This leads into my second point...

2: Correct me if I'm wrong, guys, but levels in stuff like Sonic Generations loads a detailed model for the visual terrain, and a much simpler model for the actual collision. Since Angel Island is a thickly-forested area, if Sonic World has support for this feature, what I would do is use your current model as the collision data, and replace a lot of the sheer flat walls with thickly-growing trees for the visual model. Just make a few basic shapes that you can copy/paste like tiles, and repeat that shape along where the walls should be. If the trees are growing thickly enough to convey a feeling to the player that they shouldn't go this way, covering those trees with an invisible wall to fill in the gaps is a perfectly reasonable thing to do. Look at Green Hill Zone in Sonic Generations. Visually, there's often nothing keeping you on the track except for a small wooden fence, but that's enough to visually tell the players where to go, and the invisible walls aren't an issue.

3: You often leave the player with no obvious indication of where to go. The quick fix would be to place signs pointing the way throughout the level, but I'd like you to watch this...

https://www.youtube....h?v=2wy-qkE8FlU

...There are some interesting points in the video about invisibly leading the player. Some simple N64-era lighting (just darkening textures directly for shadows, or manually drawing very transparent black textures a minute amount above the ground texture for shadows) is more than enough to shade out unimportant areas and lighten the paths and routes just enough to catch the player's eye. Another alternative is something used in top-down games like RPGs. Have a light-color grass texture like what you currently have, and darker thicker-looking grass textures as well. Use the lighter color liberally to mark the most obvious routes, and splatterings of the lighter color to hint at alternate routes. The idea is, the lighter color will indicate shorter "stamped-down" grass where people tend to go, while the darker color indicates grass that has been able to grow thicker since people and animals have no reason to step there. This will have the additional benefit of adding more overall visual appeal to your level.

4: Part of your video indicates that Sonic World features dynamic/automated camera angles, as well as grind rails. A large part of your level has wide-open areas with no point to them besides letting the player run, when there's space and opportunity to give them something to do. For instance, near the end of the level you have your interpretation of the airship bombing segment for the original Angel Island. However, while the original had the visual appeal for something as simple as "hold right", your ship is located so far above the player that they won't even see it unless they already know to look, and it looks like a large flat and boring stretch.

What I would do is angle the dynamic camera so that you can zoom in on the ship and make the illusion that it's flying forward, then cut back to Sonic. I don't know if Sonic World allows quick-step sequences, but if not you can fake it with the usual three-rail setup. Place fires (or even better, fires that appear when the player gets close to simulate explosions from the bombs) on the rail, and have the player jump back and forth between rails to dodge it. It'll take up that space, give the player something to do besides look at the screen and press forward, and since it's already a reimagining of Angel Island, nobody's going to complain if Sonic's grinding tree branches or something during the bombing run instead of running along the ground.

#1399 User is offline Ritz 

Posted 28 April 2018 - 03:42 AM

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Hey Jay, that desert looks familiar- didn't you do a Sonic 1 hack with something like that, I dunno, a decade ago? It's a pretty game.

#1400 User is offline Jayextee 

Posted 28 April 2018 - 04:53 AM

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View PostRitz, on 28 April 2018 - 03:42 AM, said:

Hey Jay, that desert looks familiar- didn't you do a Sonic 1 hack with something like that, I dunno, a decade ago? It's a pretty game.


Tried my best to capture the feeling of where I was heading with my old, pre-S Factor, hack Sonic One with it, without outright copying the art that made it to Aquaslash & Pals' effort, yeah. Great that it shows, but in a side-to-side comparison they're different enough.

And, thanks! :)

#1401 User is offline Jayextee 

Posted 30 April 2018 - 08:46 AM

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Whoops, Tarquin is dominating the race here. (By which I mean, I double-posted. Soz.)



Extremely early days yet. Spiritually, this will be going where my old hack Sonic One was ideally headed, only without the trappings of being a hack of Sonic the Hedgehog and with more original content (insofar as being another fast-moving blue animal can get, heh). I have a few ideas to make this game unique, playing those cards close to my chest for now. So enjoy a few layers of NES-palette parallax here. :)

#1402 User is offline BlazeHedgehog 

Posted 02 May 2018 - 11:44 PM

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It's been a while since I showed this here.



I haven't touched it in around a month. Been busy getting my desktop back up and running and producing regular Youtube videos again. You can probably tell there's some weird stuff that still needs a lot of work

#1403 User is offline Drex 

Posted 03 May 2018 - 10:05 AM

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The lower path feels a little long. I think that there should be some sort of opportunity to get back on the higher path somewhere near the midpoint. By the time you finally got out of that section I felt it would have been better to restart the level (and then there's even more water after it LOL)

#1404 User is offline Hez 

Posted 03 May 2018 - 08:13 PM

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View PostBlazeHedgehog, on 02 May 2018 - 11:44 PM, said:

It's been a while since I showed this here.



I haven't touched it in around a month. Been busy getting my desktop back up and running and producing regular Youtube videos again. You can probably tell there's some weird stuff that still needs a lot of work


That layout looks a lot more fun than what we got with the Sonic 2 remake. Good job!

EDIT: Should mention I'm not bashing the remake, it just didn't feel like a Sonic 2 zone. This did.
This post has been edited by Hez: 03 May 2018 - 08:13 PM

#1405 User is offline Black Squirrel 

Posted 05 May 2018 - 10:31 AM

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Needs more green flashing orbs!


Looks alright so far - it's definitely more Sonic 2-y in some areas than the 2013 remake, though I'm guessing you're still working on the layout. The other thing is the bottom of HPZ's background is never seen - the prototype seems to hint that it doesn't want to have the background waterfalls visible when Sonic is underwater.

#1406 User is offline BlazeHedgehog 

Posted 06 May 2018 - 02:55 PM

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Adding more of the background branch/orb detail will be one of the last things I do. No sense putting all that decoration around if I end up having to upend big parts of the level at some point

The waterfalls being seen under the water bugs me, too, but I think it happens in other games? I mean, it technically happens in Chemical Plant, for instance, where you actually see a lake in the distance even as you're under the pink water.

That's actually why I added the extra semi-transparent layer between the nearest background and the parallax, to try and mask the waterfall a little bit. I could probably do some shader shenanigans to mask out a separate version of the parallax without the running water, but I only just barely understand how shaders work and the masking example shader doesn't make any sense to me

#1407 User is offline Fadaway 

Posted 08 May 2018 - 11:46 PM

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View PostBlazeHedgehog, on 02 May 2018 - 11:44 PM, said:

It's been a while since I showed this here.



I haven't touched it in around a month. Been busy getting my desktop back up and running and producing regular Youtube videos again. You can probably tell there's some weird stuff that still needs a lot of work


Hey, that's really something! I dig this version of Hidden Palace.

#1408 User is offline Lapper 

Posted 12 May 2018 - 07:43 AM

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Quickvid


#1409 User is offline Andrew75 

Posted 12 May 2018 - 08:30 AM

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View PostLapper, on 12 May 2018 - 07:43 AM, said:

Quickvid


I think its just about time you set up your own project thread. This project is stand out and needs one !
This post has been edited by Andrew75: 12 May 2018 - 08:31 AM

#1410 User is offline 360 

Posted 12 May 2018 - 09:32 AM

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View PostAndrew75, on 12 May 2018 - 08:30 AM, said:

I think its just about time you set up your own project thread. This project is stand out and needs one !


Seconded! Create a dedicated thread for this awesome project. I'd happily contribute and I'm sure many here would do the same. Plus it'd be a great destination for updates. Lovely video also. Exceptionally good graphics that improve on the baseline Green Hill Zone in every way imaginable - like your also exceptional work on Marble Garden Zone. You have some mad skills. Start a dedicated thread!
This post has been edited by 360: 12 May 2018 - 09:34 AM

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