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Sonic Time Twisted Update Project Update 7/19/2011 Last Page

#61 User is offline Hinchy 

Posted 13 June 2011 - 12:08 AM

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QUOTE (Vendettagainst @ Jun 12 2011, 11:08 PM)
There was one point where I time traveled into the past near the end of an act (I cannot remember which one) and time traveled myself right into a wall. When I held down right if would scroll right and only a few objects appeared, and then I beat the level... over the background.
yeah, the old engine had quite a bit of clunk to it. that's why Mercury's programming now. wink.png

#62 User is offline Overbound 

Posted 13 June 2011 - 01:33 AM

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What ever I did to the save post they didn't work right. The variable never reset its self I could never figure out why it wasn't reseting thus I couldn't fix the problem. That's why you start near the end of Act 2, which is scrapped. Actually though the whole zone is scrapped I'm not sure there is going to be a perplex puzzle anymore. I've created 3 water levels for time twisted I'm kind of done designing water levels. That's not to say zones won't contain water though.

The game is the most complete its ever been. Four levels are in very advanced design stages. Most of the character art and other random art is completed. Mercury's engine is fairly complete with everything but monitors, badniks, cutscenes and various under the hood things need to be programed. Hinchy's also got a good chunk of the music complete. We're trying to have a big demo for Sage. Of course no sort of promise of release.
This post has been edited by Overbound: 13 June 2011 - 11:20 AM

#63 User is online Felik 

Posted 13 June 2011 - 02:18 PM

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Any hopes for Tails' pallet getting fixed?

#64 User is offline Drex 

Posted 13 June 2011 - 02:33 PM

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What's wrong with his palette? It looks fine to me in the latest screenshot.

#65 User is offline vexer 

Posted 13 June 2011 - 02:59 PM

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These are some really great screenshots. I can't wait to play a demo of the new engine.

#66 User is offline Overbound 

Posted 18 June 2011 - 11:59 AM

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I tweaked some of the colors on the background.

#67 User is offline Namo 

Posted 18 June 2011 - 04:13 PM

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I'm getting such a Sonic OVA Robotnikland vibe from that screenshot. Looks good. My only gripe is those bricks down toward the water. They look a little bland compared to everything else.

#68 User is offline synchronizer 

Posted 18 June 2011 - 04:32 PM

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Not only that- The bricks looks out of place even. I would make them look more modern and metallic if I were you. Perhaps with a couple of lights as well?

#69 User is online Azukara 

Posted 18 June 2011 - 04:34 PM

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I think the point was to make them look like a bridge and the city is farther in the background.

Looks really ace, Overbound. Can't wait to try it out when I can. =)

#70 User is offline Hinchy 

Posted 19 July 2011 - 01:41 PM

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new level asset time! don't ask why Overbound isn't the one posting this.

Posted Image

This level was my idea! Drifting Dynamo Zone focuses around an airship power plant, sorta like if Flying Battery and Scrap Brain had an illegitimate lovechild. The level itself weaves in and out of the ship itself and the desert it's flying through. Both images are from the future; in the past the ship will presumably be half-completed and maybe immobile up on stilts, but we're not sure yet.

Also, here's the music to go with it!
This post has been edited by Hinchy: 19 July 2011 - 01:50 PM

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