General Project Screenshot/Video Thread
#3062
Posted 26 October 2011 - 02:04 PM
#3063
Posted 30 October 2011 - 05:51 AM


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.
#3064
Posted 30 October 2011 - 06:28 AM
But both look great.
#3065
Posted 30 October 2011 - 07:23 AM
#3066
Posted 30 October 2011 - 07:34 AM
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
Posted 30 October 2011 - 08:41 AM
#3068
Posted 30 October 2011 - 10:36 AM
Jimmy Hedgehog, on 30 October 2011 - 08:41 AM, said:
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
Posted 30 October 2011 - 11:21 AM
MarkeyJester, on 30 October 2011 - 07:34 AM, said:
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
Posted 06 November 2011 - 09:35 PM
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?
#3071
Posted 07 November 2011 - 12:34 PM
#3072
Posted 19 November 2011 - 11:21 AM
E-122-Psi, on 06 November 2011 - 09:35 PM, said:
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.
#3073
Posted 19 November 2011 - 01:27 PM
sms skull leader, on 19 November 2011 - 11:21 AM, said:
E-122-Psi, on 06 November 2011 - 09:35 PM, said:
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).
#3074
Posted 20 November 2011 - 08:05 AM
Hope you enjoy it. As usual, comments and criticism are greatly received.
#3075
Posted 20 November 2011 - 08:58 AM
Can't think of any major complaints for the layout itself, it seemed to run quite smoothly as you were playing it.

