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Sonic 4 (As you imagined it) Now at 1x res ;)

#106 User is offline Cerulean Nights 

Posted 23 March 2012 - 05:38 PM

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View PostTheKazeblade, on 23 March 2012 - 05:00 PM, said:

Shading is different, though similar, highlights are different. Remember you're all taking stuff from the exact same sources, of course they're going to be similar. But don't go around crying foul when someone put in the effort and did it themselves.


Our palmtrees are very loosely based on the Sonic 2 sources, so no, that's not really an excuse for them being so similar. You guys can keep complaining about an issue that has already been resolved and doesn't even involve you, or get back to talking about Sonica's project, which I feel shows real potential.

#107 User is offline Sonica 

Posted 24 March 2012 - 04:29 AM

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Fake video

Oh look. Some guy uploaded my video and provides a nice link to a survey or 'free offer' site.
Oh well.

- - - -

Here is an authentic update anyway:



----

EDIT:
I've started on some animation. This is a bit scribbly, but it's for me to interpret, but I thought some people might like to see it. :v:

Posted Image
APNG (use Opera or Firefox)
This post has been edited by Sonica: 24 March 2012 - 01:11 PM

#108 User is offline StreakThunderstorm 

Posted 24 March 2012 - 06:06 PM

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Good luck, bro. I like your drive.

#109 User is offline Tiberious 

Posted 25 March 2012 - 04:15 AM

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I'm not sure if this was mentioned before, but I really liked the elemental shields concept, and had thought they could have added another into the mix.

This shield would allow walking on spikes, but not reflect enemy shots. Its appearance (and logic behind letting you walk on the spikes) would be miniature spikes, pointed outwards, meaning that when Sonic does 'land' on the hazard, they fill in the gaps, making them harmless.

I realize that this is potentially a game-breaking ability, but considering the other shields DO reflect projectiles, this one wouldn't (nor would it disappear when you enter the water, providing some balance in counts there).


Consider this my stupid little idea I've been holding on to for the past 15 years or so, heh.

#110 User is offline Sonica 

Posted 25 March 2012 - 04:22 AM

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View PostTiberious, on 25 March 2012 - 04:15 AM, said:

I'm not sure if this was mentioned before, but I really liked the elemental shields concept, and had thought they could have added another into the mix.

This shield would allow walking on spikes, but not reflect enemy shots. Its appearance (and logic behind letting you walk on the spikes) would be miniature spikes, pointed outwards, meaning that when Sonic does 'land' on the hazard, they fill in the gaps, making them harmless.

I realize that this is potentially a game-breaking ability, but considering the other shields DO reflect projectiles, this one wouldn't (nor would it disappear when you enter the water, providing some balance in counts there).


Consider this my stupid little idea I've been holding on to for the past 15 years or so, heh.


I like shield ideas, but all the shields are some sort of 'energy bubble' or an actual bubble, but having a load of tiny spikes might be a tad weird, but that is just the graphical part. Also, the elemental shields have secondary powers, like double jumping, bouncing, air boost...

But, I'm considering everything people put here, so more ideas are welcome. :)

#111 User is offline Lambda 

Posted 25 March 2012 - 07:02 AM

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View PostSonica, on 25 March 2012 - 04:22 AM, said:

View PostTiberious, on 25 March 2012 - 04:15 AM, said:

I'm not sure if this was mentioned before, but I really liked the elemental shields concept, and had thought they could have added another into the mix.

This shield would allow walking on spikes, but not reflect enemy shots. Its appearance (and logic behind letting you walk on the spikes) would be miniature spikes, pointed outwards, meaning that when Sonic does 'land' on the hazard, they fill in the gaps, making them harmless.

I realize that this is potentially a game-breaking ability, but considering the other shields DO reflect projectiles, this one wouldn't (nor would it disappear when you enter the water, providing some balance in counts there).


Consider this my stupid little idea I've been holding on to for the past 15 years or so, heh.


I like shield ideas, but all the shields are some sort of 'energy bubble' or an actual bubble, but having a load of tiny spikes might be a tad weird, but that is just the graphical part. Also, the elemental shields have secondary powers, like double jumping, bouncing, air boost...

But, I'm considering everything people put here, so more ideas are welcome. :)


If the ball is covered in spikes, than maybe it should work kinda like the Spike Wisp from Sonic Colors? And since it's a powerful shield, maybe it shouldn't have a double-jump ability, or at-least have a really lame one.

#112 User is offline Sonica 

Posted 25 March 2012 - 11:40 AM

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Nah, I don't think I'll go that far with the shields themselves, I think the shields have certain limitations that keep them as shields.

Engine video:

Sonic can now run right round convex curves (which a circle contains, does it not?), thanks to some help from Mercury.
This post has been edited by Sonica: 25 March 2012 - 11:48 AM

#113 User is offline Lambda 

Posted 25 March 2012 - 01:50 PM

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View PostSonica, on 25 March 2012 - 11:40 AM, said:

Nah, I don't think I'll go that far with the shields themselves, I think the shields have certain limitations that keep them as shields.

Engine video:

Sonic can now run right round convex curves (which a circle contains, does it not?), thanks to some help from Mercury.

Now you just have to make him fall off if he's not moving fast enough, and your engine is almost complete!

#114 User is offline Sonica 

Posted 01 April 2012 - 06:23 AM

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Quote

Ok, so maybe this video is a bit overdue, but here we are!

I literally only just flattened a bug that caused no end of problems with collision, so I'm pretty chuffed with that. Still have to sort out rolling, but after that, stuff will almost be 100% on the core of things.

By the way, I'm redrawing Sonic. Wait.


DRM is also in progress. Once this is added, I can release a demo. Heh, yea. Anyway.
This post has been edited by Sonica: 01 April 2012 - 06:27 AM

#115 User is offline Caniad Bach 

Posted 01 April 2012 - 06:47 AM

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I'm slightly worried about how Sonic sticks to slopes, but otherwise this project is looking good!

#116 User is offline Sonica 

Posted 01 April 2012 - 06:49 AM

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Could you explain when? Part way through the video I deliberately remove the code that unsticks him from slopes to demonstrate them easier, so maybe that's it.

#117 User is offline Caniad Bach 

Posted 01 April 2012 - 07:04 AM

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I was about to check the video for specifics, but the YouTube thumbnail from the video you posted shows Sonic standing quite contently on a pretty much vertical angle. I'll have a more detailed look in a minute after I've made breakfast.

EDIT: I'm no technical guru so I'm just going off what I can see, but here are a few examples I can pick out.

At around 0:47, Sonic starts walking down a hill at a far slower pace than such a slope would push him. He appears to pick up speed as he would from walking on flat ground instead of being accelerated by the gravity imposed on him from the steepness (like a bicycle would downhill).

0:55. Sonic stands straight on a vertical surface. (Sonic 4 as SEGA imagined it =P)

1:05. Sonic rolls [without moving] on a vertical surface. (Although you said you knew rolling needed touching up).

1:27. (See 0:55)

That's as far as I've got in the video so far, I'd look more but I need to take my girlfriend home.
This post has been edited by Caniad Bach: 01 April 2012 - 08:30 AM

#118 User is offline Sonica 

Posted 01 April 2012 - 08:38 AM

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Yea I thought so.

The reason I removed the slope physics (from about 0:42) is because I cannot get sonic to walk around those slopes and back by himself, because the are are no springs or spindash to build up enough speed, so to explore the slopes properly I turned it off ;P

The next video will probably be layers (meaning loops), so I wont do that again seeing as it creates some confusion.

#119 User is offline Caniad Bach 

Posted 01 April 2012 - 08:57 AM

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Ah gotcha! Well I think the projects going great so far and can't wait to see more of it!

#120 User is offline Sonica 

Posted 02 April 2012 - 12:35 PM

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So I'm considering (digital) painting the level and background graphics instead of doing it in vector. I think vector is fine for the sprites and I will continue as I was with them, but I doubt I will reach a level of 'beauty' and detail as high as I could with painting.

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