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Zone 02 : "Circus Zone"

#226 User is offline Matwek 

Posted 20 January 2009 - 05:57 AM

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whilst I agree with all you're saying I would just like to point out one thing. The point of making this a community project was so that everyone could post concepts and art then have the more experienced spriters take that and improve upon the bits with potential. Shooting down every contribution just puts people off even attempting to improve on their own work.
You are right in the majority of your points, the dimaonds are flat and texture-less, the blue metal fence is crudely drawn in MSpaint but all of those things were just simple ideas to get a feel for the level in the hopes that someone can make something of worth out of them further down the line.


Edit: Im looking foward to your description of what makes a good forground (not being sarcastic there) but im hoping you provide some actual examples rather then just analyzing screen shots of old games
This post has been edited by Matwek: 20 January 2009 - 06:01 AM

#227 User is offline Vaiyt 

Posted 20 January 2009 - 09:21 AM

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Talk about pretentiousness.

Good point, bad presentation. You could pretty well get your point across without sounding like a patronizing prick. Way to go fretting about preliminary art. Do you really think we're gonna put MSPaint-cobbled wire in the final game? Didn't you notice the variations in the art just a few posts before, which feature indentations (at least some attempt at such), a star pattern on the squares, spiraled half-columns, and images of Eggman's mug?

By the way, using the primary colors was MY idea. Don't chastise the artist for it.
This post has been edited by Vaiyt: 20 January 2009 - 09:22 AM

#228 User is offline RamiroR 

Posted 20 January 2009 - 10:54 AM

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hey who deleted my post?!, I was talking about the colours, ¬¬

#229 User is offline Rokkan 

Posted 20 January 2009 - 11:51 AM

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View PostRitz, on Jan 20 2009, 01:55 AM, said:

And I might as well just come out and say that Rika, Phoebius and Chimpo- neither of which I think are still creating art for this (Unless Chimpo plans on contributing more than cockslaps)- are just about the only competent artists I've seen on this forum

You ass

Although I agree with the tiles, they just feel somewhat wrong. I think we should give them a light feel, since this is almost certain to be one of the first zones of the game. Like the one that Thundertimi posted, a bunch of stars. We just need to put a whole more detail in them and add more different tiles, since many zones in Sonic 3 & Knuckles messes around with a mix of different types of tiles and not only one, a.k.a. Carnival Night Zone is the best example of that.

#230 User is offline The Pulse 

Posted 20 January 2009 - 01:07 PM

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.....So.

I'm thinking either take the "Crimson Carnival" Unleashed name, or something along the lines of "Vermilion Vacation."

#231 User is offline Thundertimi 

Posted 20 January 2009 - 01:53 PM

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Okay, I was bit busy, so I quickly made this.
There are some things, What I would like to see in level.
Posted Image


Posted Image
This post has been edited by Thundertimi: 20 January 2009 - 02:08 PM

#232 User is offline Ollie 

Posted 20 January 2009 - 03:07 PM

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I must admit it is a lot more fitting, but even though the background fits well, it's completely unrelated and too generic, it's need character... The level needs a background with Carnival rides in the background like a Roller coaster with a Cart running on the tracks.

#233 User is offline McGuirk 

Posted 20 January 2009 - 03:41 PM

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I'm attempting the foreground roller coaster tracks. I'm basing this of the concept art on the first page of this thread. So far I have a flat section of track and a 128 tile of supports. Someone please add some decoration to the supports. I like the idea of those shiny gem looking things from the concept on the first page for this, but I think other people would do a better job of drawing them than me. I'm working on a level to 45 curve right now.

Here's the two bits I have so far.

Posted Image
Posted Image

The tracks are Vekoma-esque, but taller.

Please write something about them even if you don't like something. I need to know the bad and the good to improve it.

#234 User is offline Ritz 

Posted 20 January 2009 - 04:12 PM

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Chimpo gets to be mean to people and everyone loves him for it, what am I doing wrong Posted Image

View PostVaiyt, on Jan 20 2009, 06:21 AM, said:

Good point, bad presentation. You could pretty well get your point across without sounding like a patronizing prick. Way to go fretting about preliminary art. Do you really think we're gonna put MSPaint-cobbled wire in the final game? Didn't you notice the variations in the art just a few posts before, which feature indentations (at least some attempt at such), a star pattern on the squares, spiraled half-columns, and images of Eggman's mug?

I haven't really been paying attention to this project up until now, so I only ever bothered to look at the first and last pages. But then, aren't we past the preliminary stage already? What about all that concept art at the very start of this thread? Phoebius drew up a great basis for the zone and even got started working on the actual pixel art, and it just seems to me that everyone is completely ignoring his work and just doing whatever. And then I saw the squares and the colors and I raged.

Do I really think you're gonna put MSPaint-cobbled wire in the final game? For a second, I really did! It seemed to me that everyone thought Guirk's art only needed some minor tweaks and was otherwise fine, so I flew into a panic and made damn sure that everyone raised their standards appropriately. But then, no one answered my question: What game are we modelling the art direction after? In that last post, I kind of got sidetracked and wound up giving a suitably pretentious account of the evolution of the art of Sonic games, as I keep seeing people touting this project as being the next step in the classic Sonic vein, though no one really seems to be doing any research as to how the games got where they did or where they would've gone next. So, are we making a fangame, or are we really making Sonic 4 here?

View PostRave, on Jan 20 2009, 08:51 AM, said:

View PostRitz, on Jan 20 2009, 01:55 AM, said:

And I might as well just come out and say that Rika, Phoebius and Chimpo- neither of which I think are still creating art for this (Unless Chimpo plans on contributing more than cockslaps)- are just about the only competent artists I've seen on this forum

You ass

Oh, I forgot about you. You're not half bad, honestly- technically, you're way better than I am at this shit right now, but you're a ways off from nailing the classic Sonic formula. Which might not be a bad thing- this is why we've got to establish some proper art direction before we start shooting in the dark.

EDIT: Oh, more McGuirk art. See, that's much better. You can do this shit if you just take the time to study the source material. I won't level judgement at this point; just watch those flat shades, and keep adding to it. Don't stop. Tear the frame on that pussy.
This post has been edited by Ritz: 20 January 2009 - 04:20 PM

#235 User is offline Ollie 

Posted 20 January 2009 - 04:30 PM

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I really like that! Too give it the perfect shape you should make those Grey bars go in a Diagonal and keep flipping them over when they progress downwards.

#236 User is offline McGuirk 

Posted 20 January 2009 - 04:41 PM

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View PostOllie, on Jan 20 2009, 03:30 PM, said:

...and keep flipping them over when they progress downwards...


Elaborate a bit, if you would.

#237 User is offline Thundertimi 

Posted 20 January 2009 - 04:46 PM

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Posted Image

Very good job, McGuirk!

Maybe it look too "Real" for sonic game, But adding random shit in level, make it look very fitting.
This post has been edited by Thundertimi: 20 January 2009 - 04:47 PM

#238 User is offline Ollie 

Posted 20 January 2009 - 04:49 PM

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Sorry. I mean like this if you can make it out:

|\|\|\|\|
|/|/|/|/|
|\|\|\|\|
|/|/|/|/|
|\|\|\|\|

So the straight ones are the Red Poles and the ones Diagonally are the Grey ones.

#239 User is offline Ritz 

Posted 20 January 2009 - 04:58 PM

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View PostThundertimi, on Jan 20 2009, 01:46 PM, said:

Very good job, McGuirk!

Let's not get carried away now

Those gems? I really don't like them. They're adding extra color to a level that's already saturated to max capacity. If you really, really want those jewels, I'd advise that you shrink them down, keep them purple exclusively, and learn how to render a crystalline structure with pixels. It'd be a whole lot less work to find some other gimmick to jam in there (Mabye something you'd actually find in a circus?).

#240 User is offline fifthelephant 

Posted 20 January 2009 - 05:22 PM

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QUOTE (Ritz @ Jan 20 2009, 09:12 PM) [post="270510"]Posted Image[/quote]
He has contributed artwork to the project, good artwork I might add, whereas most other people are just contributing bullshit opinions.

I like the red and white tiles but they're quite jagged, needs smoothing out before adding light/shade. Also, if this is going to have rollercoaster rails will there be grinding?

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