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General Project Screenshots/Video Thread

#841 User is offline Flare 

Posted 15 April 2012 - 07:40 AM

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Yeah, I do think the resolution is a bit small, do you think this is too big, or about right? (480x240)

Posted Image

#842 User is offline Blue Blood 

Posted 15 April 2012 - 08:15 AM

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View PostFlare, on 15 April 2012 - 07:40 AM, said:

Yeah, I do think the resolution is a bit small, do you think this is too big, or about right? (480x240)

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Considering the size of the Advance sprites, yeah I think that looks way too wide. Why not 320x240?
Posted Image

#843 User is offline Flare 

Posted 15 April 2012 - 08:55 AM

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Yes, you are right. It does seem to be the best size. Cheers.

#844 User is offline W.A.C. 

Posted 15 April 2012 - 10:15 PM

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Widescreen is awesome in fangames. You should totally include a widescreen option.

#845 User is offline Mercury 

Posted 16 April 2012 - 02:48 AM

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400x224 is damn near 16:9 ratio, and the vertical res of the MD games.

#846 User is offline W.A.C. 

Posted 16 April 2012 - 10:37 AM

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Another thing worth mentioning is that 480 pixels is too wide. Fangames like Blaze's Sonic Forever is 427×240 and I think Sonic Classic 2 is 428×240.
This post has been edited by W.A.C.: 16 April 2012 - 10:37 AM

#847 User is offline Candescence 

Posted 16 April 2012 - 10:59 AM

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I personally avoid going with non-standard resolutions, and resolutions that aren't rounded up to the nearest ten are a bit silly in my opinion.

#848 User is offline dsrb 

Posted 16 April 2012 - 03:29 PM

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View PostW.A.C., on 16 April 2012 - 10:37 AM, said:

Another thing worth mentioning is that 480 pixels is too wide. Fangames like Blaze's Sonic Forever is 427×240 and I think Sonic Classic 2 is 428×240.

Yeah, because that screenshot is running a 2:1 aspect ratio, whereas standard widescreen is 16:9 a.k.a. 1.78:1 (actually 1.77777777recurringforever, but y'know). Those two games are doing widescreen by approximating what you get when you take 240, divide by 9, and multiply by 16: 426.6recurring.

Everyone can quibble about standard resolutions, rounding, decimal places, and whatever—but 2:1 is way overkill however you slice it!

#849 User is offline Falk 

Posted 18 April 2012 - 03:39 AM

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Let's face it, widescreen support is generally so that your aspect ratio is functionally correct when people play full-screen on modern computer monitors/HDTVs FIRST and showing more horizontal gameplay area SECOND (as opposed to vice versa, and don't get me wrong, being able to see more -is- a worthy consideration by itself)

With that in mind unless it's exactly 16:9 or as close as possible as discrete pixels allows, it's fundamentally wrong.

16:10 is like some retarded red headed stepchild and you shouldn't even bother considering it.

#850 User is offline Sparks 

Posted 19 April 2012 - 12:22 AM

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Sonic Zero got a hold of some levels. Some we're keeping, some we're scrapping and salvaging their parts for other zones. This is not one of the zones we'll be keeping in its current form, but it gives you a preview of stuff to come. We thank Strife for the donation!

The HUD is scooted aside so that I could get a better view of the lights.

#851 User is offline Aerosol 

Posted 10 May 2012 - 02:20 PM

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I did this thing using the palette from EHZ. I'm trying to make it so that it can be split up into 8x8 tiles reasonably easily for as many mixing and matching possibilities as possible. I'm working on creating a palette for white, blue, and maybe greyish blocks, but palettes are not my strong point. Once that's all done I'll get to work on the grass!

Edit: and I just realized that the diamonds are 7x7, not 8x8. Well then.

And then I fixed it.

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For the most part. There's something still off, but I'll figure it out later. I'm going cross-eyed Please excuse the tinypic compression.
This post has been edited by AerosolSP: 10 May 2012 - 03:18 PM

#852 User is offline Sparks 

Posted 17 May 2012 - 03:46 PM

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And then your image is a JPG. :v:



New gimmicks by Zeros programmer, LarkSS. Graphics by Gamernerd, parts updated and expanded by me.

Object placement isn't final.

#853 User is offline Aerosol 

Posted 22 May 2012 - 04:42 AM

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Wtf tinypic turns things into JPGs? I didn't know that. Wait I found that out already duh. Well, here it is again

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And something else I've been fiddling with. I'm trying to get a stylized stratified rock thing going on

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And here's some music stuff. First one is the Refreshinator music from Colors. I'm playing with it, trying to get a feel for Fruity Loops and teaching myself how to make music. I did this (and the next one) over the course of the last couple of hours, so they're still rough. This one specifically is using the Ultimate Genesis Soundfont...not forever though. I'm just roughing things out before I take it over to VGM Music Maker. All the music I'm making is eventually going to be redone with that once they're roughed out with Fruity Loops.

Refreshinator

This one is a...how do I describe it...A "bossy" remix of Eggman's theme of late? This one is really just an experiment, to see where I can take it...

Eggman Theme

And this one...is original. Again, I'm just fiddling around with it so don't expect a masterpiece (if ever you could expect one from me!)

Dunno LOL
This post has been edited by AerosolSP: 22 May 2012 - 04:43 AM

#854 User is offline Mike Arcade 

Posted 22 May 2012 - 02:00 PM

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Nice projects guys, also about Widescreen, I think recent fangames should have the option for it, it looks really interesting and no matter if your using Genesis or Advance sprites it kinda gives the feel of the 2D segments in Unleashed, Colors, and Generations, just saying.

#855 User is offline Aerosol 

Posted 24 May 2012 - 03:22 PM

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Posted Image

Another experiment! Trying to see if there's a way to convincingly portray Shadow in Sonic 1/2 in sprite form. I don't intend for him to be playable in my fangame so if this spriting experiment goes anywhere, I won't have to do that many frames.

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