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Special Stage Development Discussion, concepts and coding foundations

#61 User is offline Master Emerald 

Posted 23 March 2010 - 07:22 PM

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Nah, 85% of it is covered by the tube!



EDIT for T.Q on the Previous Page: And even if we used, I tested, it doesn't get annoying =P.
This post has been edited by Master Emerald: 23 March 2010 - 07:40 PM

#62 User is offline Hamneggs 

Posted 23 March 2010 - 08:00 PM

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QUOTE (Synergy @ Mar 23 2010, 05:27 PM)
Surely by just wrapping the diamonds as a texture horizontally as we need to do anyway the aspect ratio problem is avoided? You won't see the diamonds on the side because they'll be oscured by the tube.

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.

#63 User is offline Master Emerald 

Posted 23 March 2010 - 08:11 PM

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This is the 3D special stage from s2mobile, it uses the BG as a Sphere as well as 3D models for the characters!



Also:



Now with transparencies!
This post has been edited by Master Emerald: 23 March 2010 - 08:26 PM

#64 User is offline Afti 

Posted 23 March 2010 - 08:21 PM

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Since ME's picture is down:



#65 User is offline Synergy 

Posted 23 March 2010 - 08:32 PM

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Forgot to mention actually that my method does the reverse to what you'd expect: holds the camera and players fixed at the origin in world space and instead rotates and translates the tube model and rings/mines around the origin, which produces the same effect as if you were moving the camera and players along the tube. Thus, if we wanted to be 100% accurate it's simply a question of putting a static plane in the distance along the z-axis that faces the camera, and has a scrolling texture on, like the original. So yes, options a-plenty. smile.png

(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.)
This post has been edited by Synergy: 23 March 2010 - 08:43 PM

#66 User is offline RedStripedShoes 

Posted 23 March 2010 - 09:25 PM

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I think I've got the mystery of the background cracked. They're supposed to be mirrors, reflecting the bottom half on the top and the top half on the bottom. Furthermore, they are conveniently arranged such that any given mirror reflects the background which comes in through a gap perfectly aligned directly across from it. And if we assume the backside of the mirrors are non-reflective, it makes sense that they would cast shadows... granted, they're casting shadows in the sky, but mirrors casting shadows is still more plausible than windows casting shadows.

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.



#67 User is offline Hamneggs 

Posted 23 March 2010 - 11:05 PM

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Changes:

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.


This post has been edited by Hamneggs: 23 March 2010 - 11:08 PM

#68 User is offline ICEknight 

Posted 24 March 2010 - 03:57 AM

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Now that's looking more like it, good work.

#69 User is offline Eduardo Knuckles 

Posted 24 March 2010 - 06:05 AM

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QUOTE (Hamneggs @ Mar 23 2010, 05:39 PM)
Mockup(is it just me or does it look like there is too much blue? I might texture the glass...):

Awesome job!
Transparency even wins. I like these light effects.
This post has been edited by Eduardo Knuckles: 24 March 2010 - 06:07 AM

#70 User is offline Master Emerald 

Posted 24 March 2010 - 08:38 AM

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Mockup time!



#71 User is offline Eduardo Knuckles 

Posted 24 March 2010 - 08:57 AM

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OH—MY—GOD. What excellent graphical work!
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.

#72 User is offline Master Emerald 

Posted 24 March 2010 - 09:17 AM

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QUOTE
If this be the final result


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)!

QUOTE


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
This post has been edited by Master Emerald: 24 March 2010 - 09:19 AM

#73 User is offline test-object 

Posted 24 March 2010 - 09:42 AM

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GAH! The transparency is getting me a horrible Sonic Heroes special stage flashback sad.png

#74 User is offline Canned Karma 

Posted 24 March 2010 - 09:55 AM

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The layout that Hamneggs did looks the best so far. Combined with the style Chimpo is working on, I think we could have a winner.

#75 User is offline Master Emerald 

Posted 24 March 2010 - 11:08 AM

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Ok, I personally dislike it, but I made a version using the original layout:



For comparison, the custom layout:



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