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Special Stage Development Discussion, concepts and coding foundations

#1 User is offline Canned Karma 

Posted 21 March 2010 - 09:33 PM

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-- Special Stage Development --

This thread is for discussion of the Special Stage, ideas for its appearance, playability, and ways to get it functional only.

Here's a link to the main color palettes of each stage and their 2 Player versions. Thanks to nineko and Norym

Art Concepts
Synergy | WIP
Chimpo | WIP
Hamneggs | WIP
Compsense | WIP

Proof of concept - playable builds
Synergy | Current Special Stage Build

QUOTE (Synergy)
Important: Could anyone still having problems please run the DirectX End-User Runtime setup from Microsoft's website to ensure they have the latest DirectX files. Two users who have had the same issue have resolved the problems by doing this and are now able to run the standard build without problems.



PM Canned Karma if you have any questions about this.
This post has been edited by Canned Karma: 22 June 2010 - 12:17 PM

#2 User is offline nineko 

Posted 21 March 2010 - 09:38 PM

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Old post of mine which contains the 7 palettes smile.png

#3 User is offline Varion Icaria 

Posted 21 March 2010 - 09:39 PM

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Nice start Nineko, Hope to see some good progress with this soon as I am interested to see how it would go.

#4 User is offline Canned Karma 

Posted 21 March 2010 - 09:39 PM

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Thanks Nineko, I'll get that added to the OP.

#5 User is offline Hamneggs 

Posted 21 March 2010 - 09:54 PM

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QUOTE (Chimpo @ Mar 21 2010, 06:03 PM)
Now the shapes don't stand out.


I'll fix it.

Just some opacity changes between the many layers of my project.

EDIT: Shapes more defined:




And hey, if you really want the constellations, email me an image with those that you want.

And one more thing...


MarioCart Transformation 80% complete!


Just resuggesting my questionable ideas for the SS.



#6 User is offline steveswede 

Posted 21 March 2010 - 10:04 PM

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QUOTE (Hamneggs @ Mar 22 2010, 02:54 AM)


This is looking loads better. Is there any chance to add some animation with shooting stars.

Also. I was just thinking as a concept idea. What if the stars were twisting around in a circle for some trippy flare.

QUOTE (Hamneggs @ Mar 22 2010, 02:54 AM)
And hey, if you really want the constellations, email me an image with those that you want.


Will do. I'll get something sorted that will look the best but also show off iconic constellations.
This post has been edited by steveswede: 21 March 2010 - 10:04 PM

#7 User is offline True Dude 

Posted 21 March 2010 - 10:04 PM

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Are the tubes going to be in full 3D now instead of a 2D background? I remember one of the mobile versions of Sonic 2 had it in 3D, and Saturn 3D Blast would be a good example to follow.

#8 User is offline Hamneggs 

Posted 21 March 2010 - 10:09 PM

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QUOTE (True Dude @ Mar 21 2010, 10:04 PM)
Are the tubes going to be in full 3D now instead of a 2D background? I remember one of the mobile versions of Sonic 2 had it in 3D, and Saturn 3D Blast would be a good example to follow.


A member by the name of Synergy supposedly has a basic working 3D engine for the SS—the tube and the bomb/ring placeholders can be seen below:



just without the transparency and bloom.

#9 User is offline Synergy 

Posted 21 March 2010 - 10:10 PM

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QUOTE (Hamneggs @ Mar 22 2010, 02:54 AM)


Just throwing this out here: the way I saw it, going off the original background (might want to add this to the first post), is like a very early sunrise: you should be able to see the stars at the top and bottom, where the darker, blue sky is, but you can't see the stars where the "sunlight" is (in the center); thus they'd fade out as you move to the center. Just my opinion though. smile.png

#10 User is offline Hamneggs 

Posted 21 March 2010 - 10:51 PM

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QUOTE (Synergy @ Mar 21 2010, 10:10 PM)
Just throwing this out here: the way I saw it, going off the original background (might want to add this to the first post), is like a very early sunrise: you should be able to see the stars at the top and bottom, where the darker, blue sky is, but you can't see the stars where the "sunlight" is (in the center); thus they'd fade out as you move to the center. Just my opinion though. smile.png


Noted. I'm working on animating it now, so it may be a while before I get to that.


#11 User is offline Norym 

Posted 22 March 2010 - 12:30 AM

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There are three more palettes in 2-player mode for a total of ten. I didn't see these referenced anywhere else so I thought I'd post them here.



#12 User is offline subsubstantive 

Posted 22 March 2010 - 03:06 AM

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QUOTE (Norym @ Mar 22 2010, 01:30 AM)
There are three more palettes in 2-player mode for a total of ten. I didn't see these referenced anywhere else so I thought I'd post them here.



I can't be the only one here who never knew that before!?

#13 User is offline Chimpo 

Posted 22 March 2010 - 06:34 AM

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I was working on something but it looks like you guys seem to have settled on a background.

Might as well post it so I don't feel like I wasted my time.



#14 User is offline Cerulean Nights 

Posted 22 March 2010 - 09:06 AM

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Here's just something I threw together for you to guys play around with, just to give you some ideas, since I'm not keen on the idea of just finding a jpeg of stars and throwing it in there.



#15 User is offline Canned Karma 

Posted 22 March 2010 - 10:34 AM

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Keep working on that Chimpo, I like the style you have going on for the diamonds. Can you put up those with a transparency behind them so we can play around with fitting them to additional backgrounds?

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