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The "Sonic: Edge Of Darkness" Thread Please read the top line! I demand it!

#31 User is offline minichapman 

Posted 30 July 2012 - 04:20 PM

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Damn, that game looks pretty. I'd happily play it/test it. I'm not usually a guy for fangames anymore but the style and look of it makes me want to try it out. I look forward to seeing the progress of this!

#32 User is offline Myriad 

Posted 31 July 2012 - 05:25 AM

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Orange light creates blue shadows? You learn something new every day…

But, moving on, this game look terribly interesting.

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This has to be my favourite looking section, the lighting on the ground emphasises the heat of the atmosphere, as does the red gem malarkey. Also, the stretching magma lake in the background adds great scale. It's my ambition to design a successful looking volcano stage (I'm lovin' the name, too), and this seems to make that cut (of successful lava-stage, if I worded that badly).

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Hmm… as for this, I feel it's just a little messy. When you look at the title cards from Sonic 2, it's merely three panels of colour, while the Sonic 3 counterpart is even simpler. I'm all for more complex designs, but this one seems to be vastly (that may be over exaggeration) too complex. Perhaps try it without the background panels… I don't know, I'm blue sky thinking (dare I ever use that term again…)

Many of these mockups look delightful (Antarctic Amethyst is just plain beautiful), in the respect that they combine classic Sonic elements, with new palettes, designs and some extra cherry-on-the-top graphics, and from what I see, you have an eye for level design too, which helps a lot.

However, in a few of them, there's so much going on, that it causes the background and foreground to seem to blend into one another.

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Here, it's rather too cluttered, but I feel that may be an attempt to show off as much as possible on one screen. If so, I can forgive that easily.

All in all, you've got some good stuff here, while your main problems come from over-designing (too many cooks spoil the broth and all that), but that's something that can be fixed quickly. My favourite bits are where minimalism takes hold.

I can't wait to see where this goes though...
This post has been edited by Myriad: 31 July 2012 - 07:58 AM

#33 User is offline Delta Hedgehog 

Posted 31 July 2012 - 03:14 PM

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I'm working hard on fixing the graphics for Corrupted Canyon and making them look better. Here is a preview of Supernova Satellite's graphics.
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I decided to go in a different direction with it.
BTW, I'm am truly sorry there hasn't been really many screenshots, but I've emailed the tilesets to SuperBliz (The awesome programmer) and he's working on it.
Yes it had to be big.

#34 User is offline Kharen 

Posted 31 July 2012 - 03:32 PM

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That looks really nice! Now I want to know, how many background layers are you using? Is it just a single background that scrolls slower than the foreground, or are you going to go in the opposite extreme and have something like 20-30 different background layers all scrolling at different speeds, or what? That image looks very nice, and I want to know how it looks in motion.

#35 User is offline Delta Hedgehog 

Posted 31 July 2012 - 07:20 PM

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When inside the vessel, I'm going to be using part of the Metallic Madness Present Timezone background, combined with pieces of Wacky Workbench Present. When outside of the ship, it's the space background from the Ristar Planet Map (Edited by me of course) with the Quartz Quadrant Present Stands that you see in the background scolling. I only plan on having at least 5 different pieces scrolling when outside. The lightest stands, in front of darkened pieces of the ship, which are also infront of smaller stands, and behind those more pieces of ship, and even smaller stands and darker stands, with the Space background being behind everything.....

I'll probably have to make a mockup to show just what the fuck I'm talking about XD.

#36 User is offline Delta Hedgehog 

Posted 01 August 2012 - 07:35 PM

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The newest mockup, Levitated Leviathan Zone! The flying fortress zone of the game. I wanted to have it be a bright yellow, blue skied level, but unfortunately, the chances of me being able to create a level that's actually structured like a fucking plane :P. Anyway, not everything is final.
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#37 User is offline Dark Sonic 

Posted 01 August 2012 - 07:39 PM

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This is the only thing you've done so far that I must object to. Wayyyyyyy too monotone, I can't tell what's going on there, and all the piping makes the level look repetitive and boring. Unfortunately I don't have much advice for making it look nicer, but try looking at Flying Battery some more since it's obviously the inspiration. Make the background look like a factory or a warship or something, and not pipes, or if you have to have pipes, make much less of them.

#38 User is offline Vinchenz 

Posted 01 August 2012 - 09:45 PM

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The level looks like a clusterfuck.

You really need to change the background and perhaps not have so much purple.

#39 User is offline The Shad 

Posted 02 August 2012 - 12:30 AM

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I like it. Though if it's the whole stage, I object. I love that I can see other paths through the mess but it should be a choice few inside sections of the level for a fortress - Those things CAN be an absolute cluster fuck.

#40 User is offline TheKazeblade 

Posted 02 August 2012 - 01:35 AM

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You just need to darken that background, it's waaaaay too difficult to discern from the foreground.

#41 User is offline dsrb 

Posted 02 August 2012 - 05:12 AM

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See, combining what both the guys above said, I'd quite like that if it were only in certain parts of the level and probably differentiated from the foreground more. And make the rest of the background really cool so that the player is rewarded for getting to the higher sections or wherever ;)

#42 User is offline Jayextee 

Posted 02 August 2012 - 06:07 AM

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Echoing every complaint, plus that sheared floor is ugly as sin. I do apologise, but I don't see anything about that picture that appeals to me personally.

#43 User is offline Delta Hedgehog 

Posted 02 August 2012 - 03:49 PM

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Thanks for the comments and critiques guys, and don't worry, I already made a much cleaner version of the level, however since I'm at work, I don't have the mockup. Wait maybe, 2 hours and I'll have something new.

#44 User is offline Delta Hedgehog 

Posted 03 August 2012 - 05:39 PM

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I know I said two hours about... a day and a half ago, but here it is.
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I plan on having the clouds still look like storm clouds, but more blueish.

#45 User is offline Delta Hedgehog 

Posted 03 August 2012 - 09:50 PM

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Going in a different direction with Corrupted Canyon. Plus here are two mockups I should've posted a while ago.
CREDIT TO GAMERNERD ADVANCE FOR BACKGROUND PIECES. HELLPE FOR THE CACTUSES.
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This post has been edited by Delta Hedgehog: 03 August 2012 - 09:51 PM

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