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General Project Screenshot/Video Thread

#3061 User is offline ICEknight 

Posted 26 October 2011 - 01:59 PM

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View PostRitz, on 21 September 2011 - 03:06 PM, said:

Posted Image

...That looks fucking awesome.
This post has been edited by ICEknight: 26 October 2011 - 02:00 PM

#3062 User is offline Trujin 

Posted 26 October 2011 - 02:04 PM

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I agree with Mosqui. This level art is certainly interesting and the clouds look wonderful. It would be cool to see this art used for something in the future.

#3063 User is offline E-122-Psi 

Posted 30 October 2011 - 05:51 AM

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Which do you think is better?

Posted ImagePosted Image

Note the latter is a mockup right now (I'll have to check if it's possible to skip Tails' animation). Just wondered if it would be better for consistancy with S2K.

I've also updated the hack (may as well note it here, since it's thread is locked). Slight refinements in graphics plus I've edited it to have some refinements according to S2K (ring count kept when travelling out of act, lower special stage quotas). Most of the sprites now work in two player mode as well. Demos are still buggy though and some parts still read SONIC instead of AMY. See the wiki page for download.

ICEKnight's level is nicely detailed, my only possible complaint is that it's all a bit random and doesn't quite have a consistant design. Maybe using the floor on the second platform for the rest of the level would fix it, looks rather nice.
This post has been edited by E-122-Psi: 30 October 2011 - 05:53 AM

#3064 User is offline Sonica 

Posted 30 October 2011 - 06:28 AM

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Second one. Tails.. just looks wrong there, all the emphasis should be on Amy, as it is with Knuckles in "Knuckles in Sonic 2".

But both look great.

#3065 User is offline Mr. Mash 

Posted 30 October 2011 - 07:23 AM

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I think the second one looks better, though her hand looks a bit weird, and maybe you could change it to read "Amy the Hedgehog 2"?

#3066 User is offline MarkeyJester 

Posted 30 October 2011 - 07:34 AM

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I was gonna ask if this was an option instead:

Posted Image

But the title card seems to get in the way of their heads.

Perhaps go with 2, something about it seems a LOT more natural, I can't pinpoint what it is though, nice work by the way!

#3067 User is online Jimmy Hedgehog 

Posted 30 October 2011 - 08:41 AM

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The right looks better to me. What made it easier to fit things well with Knuckles is the lack of the selections, as there was no 2 player. So everything was lower down and gave the title card more space. But yeah either way I like the way the right one looks, as it emphasises Amy.

#3068 User is offline E-122-Psi 

Posted 30 October 2011 - 10:36 AM

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View PostJimmy Hedgehog, on 30 October 2011 - 08:41 AM, said:

The right looks better to me. What made it easier to fit things well with Knuckles is the lack of the selections, as there was no 2 player. So everything was lower down and gave the title card more space. But yeah either way I like the way the right one looks, as it emphasises Amy.


I want to keep the extra selections however (I can't turn down having two player mode, for reasons stated on another General thread) and placing everything further down would obscure the '2'.

Has anyone an advisory way to edit the title characters' placement, since they don't seem to be ASM editable like in Sonic 1. PlaneED seems the most likely solution, but I wanna check if there's anything more simple.

#3069 User is offline Selbi 

Posted 30 October 2011 - 11:21 AM

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View PostMarkeyJester, on 30 October 2011 - 07:34 AM, said:

I was gonna ask if this was an option instead:

Posted Image

I have to disagree with that one, because I think that makes the title screen too messy (to say it unfiltered, "oh mah gawd theres soo much shit on dah screen!"). A fix for this I could imagine, would be, just like in S2K, to remove the bottom options, move the entire emblem down a bit, to give everything more space.

In case you won't do it, I'll always go with 2.

#3070 User is offline E-122-Psi 

Posted 06 November 2011 - 09:35 PM

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2 seems to be the winner, if I can get around the tedius mapping files anyway.

Oh another quick question, about this Cream edit talked about before. I was thinking of using a modern Amy sprite sheet for that project (which will be separate from the 'as is' version) which will make pallette issues a bit easier to get around. Probably use the sheet I made for Hayate's S3C project (which he seems okay with me leaving open for other projects), that okay or is classic Amy preferred?
This post has been edited by E-122-Psi: 06 November 2011 - 09:38 PM

#3071 User is offline Mr. Mash 

Posted 07 November 2011 - 12:34 PM

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I think it's the green colour inside the ring that's making it look weird.

#3072 User is offline sms skull leader 

Posted 19 November 2011 - 11:21 AM

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View PostE-122-Psi, on 06 November 2011 - 09:35 PM, said:

2 seems to be the winner, if I can get around the tedius mapping files anyway.

Oh another quick question, about this Cream edit talked about before. I was thinking of using a modern Amy sprite sheet for that project (which will be separate from the 'as is' version) which will make pallette issues a bit easier to get around. Probably use the sheet I made for Hayate's S3C project (which he seems okay with me leaving open for other projects), that okay or is classic Amy preferred?


I personally wouldn't mind to see the modern design used, plus IMO that's the one that fits and complements better Cream's design as well as like you said, make the pallette issues easier.

Edit: Does that sprite sheet has the correct animations for the mid-air hammer attack? since that was one of the things I found a bit odd on Hayate's hack.
This post has been edited by sms skull leader: 19 November 2011 - 12:56 PM

#3073 User is offline E-122-Psi 

Posted 19 November 2011 - 01:27 PM

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View Postsms skull leader, on 19 November 2011 - 11:21 AM, said:

View PostE-122-Psi, on 06 November 2011 - 09:35 PM, said:

2 seems to be the winner, if I can get around the tedius mapping files anyway.

Oh another quick question, about this Cream edit talked about before. I was thinking of using a modern Amy sprite sheet for that project (which will be separate from the 'as is' version) which will make pallette issues a bit easier to get around. Probably use the sheet I made for Hayate's S3C project (which he seems okay with me leaving open for other projects), that okay or is classic Amy preferred?


I personally wouldn't mind to see the modern design used, plus IMO that's the one that fits and complements better Cream's design as well as like you said, make the pallette issues easier.

Edit: Does that sprite sheet has the correct animations for the mid-air hammer attack? since that was one of the things I found a bit odd on Hayate's hack.


I made a new jump hammer animation for the new sprite similar to the classic/Advance animation, as well as ones for most of her other unique attacks (they were made after Hayate's latest revision so it uses the old sheet animation). I'll upload the sheet when it's finished (only a couple of animations left now).
This post has been edited by E-122-Psi: 19 November 2011 - 01:27 PM

#3074 User is offline D.A. Garden 

Posted 20 November 2011 - 08:05 AM

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Here is the current layout edit of Icecap Zone Act 2 for my "Untitled Sonic 3 and Knuckles hack".



Hope you enjoy it. As usual, comments and criticism are greatly received.

#3075 User is offline Destructiox 

Posted 20 November 2011 - 08:58 AM

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I must admit, I do like that snow on the egg capsule.

Can't think of any major complaints for the layout itself, it seemed to run quite smoothly as you were playing it.

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