EDIT for T.Q on the Previous Page: And even if we used, I tested, it doesn't get annoying =P.
Special Stage Development Discussion, concepts and coding foundations
Posted 23 March 2010 - 08:00 PM
This brings me to another point I'd pondered: when moving left/right or up/down in the original, the diamond background merely scrolls twice. If we wanted to use a sky sphere then we have the option of how we want to tile the diamonds and stars on said sphere; we can either do it as the original, by tiling appropriately or maybe moving the sphere as well as the camera to maintain the double-scroll, or we can try and make it a little more "realistic" (in the loosest sense of the term) considering 3D provides flexibility. For instance, what about tiling the diamonds horizontally but keeping the sky and stars solely at the top of the sphere so that the "sky" always appears at the top?
This is why we aren't worrying about "headroom." Eventually the background will likely be turned into a sky box/sphere, and thus would not have to worry about scrolling nearly as much. Just image formatting. Plus, scrolling under this method will be more, well, natural. I would tend to think of such a change as in line with adding animation frames to Sonic's walking animation; bringing it up to a level acceptable for today.
Now if anyone would like to prove how this would be less natural and modern, I would be genuinely interested and likely gossip about such game-centric debate during my free-time. And not in a bad way.
Of course, it's synergy who would be doing this, so the final decision is up to him.
Posted 23 March 2010 - 08:32 PM
(Edit: Thinking about this, I suppose it means if you decided you wanted to go with billboards for the rings, mines or even the players, there would be no need to calculate any orientations for them: all billboards would just be flat planes on the xy axis, which could speed things up a bit.)
Posted 23 March 2010 - 09:25 PM
In order to get the proper colors in each of the squares using Photoshop:
1.) Take a rainbow gradient background without squares, and place in a layer.
2.) Duplicate the layer and flip the duplicate vertically. Place it in the layer behind the original.
3.) Cut out the square pattern from the front layer.
4.) Move the back layer up slightly.
Below is a very, VERY rough draft of the process. There are no shadows and the hol-- I mean, "mirrors" are not lined up properly, but I think it's sufficient to illustrate the concept.
Posted 23 March 2010 - 11:05 PM
Simply a template of corrected diamonds. No stars, no windows at the bottom, no bloom effects, no advanced transparency, nothing. Just the diamonds as I have interpreted them, with the help of Blue Streak and Red Striped Shoes.
Edit: Yes, I know the colors are off. I have other things to do than this—I will have guaranteed time only after this week.
Posted 24 March 2010 - 06:05 AM
Posted 24 March 2010 - 08:57 AM
No more words about. Is just excellent the combination of Hamneggs's translucent foreground with your background, ME. If this be the final result, this would be very welcome. (Just saying)
This is simply FANTASTIC.
Posted 24 March 2010 - 09:17 AM
We are going to see if Synergy can wipe up a special stage engine in full 3D so the foreground can be a lot more creative too (see: Sonic Rush special stages =P)!
In fact, I've reached and understood the original shapes too, but you know what? It's too complicated and it's not as pretty as if the diamonds were just side by side as they are. When you think something is ugly, you can change it and show to people, Sonic 2 HD is now undertood not as an HD translation of Sonic 2, but an HD Enhanced version of Sonic 2, the original artists were not perfect too, so if you can enhance it in any way, you must show to the community what is your idea! =D