The "Sonic: Edge Of Darkness" Thread Please read the top line! I demand it!
#46
Posted 04 August 2012 - 01:21 AM
I really don't like the forest graphics you're using. There's no real depth to them, and there's no general direction that the light is coming from. I mean, both of your other two pictures show the light source coming from above. Now look at the forest and tell me exactly where the sun is supposed to be located in order to cast those particular shadows.
#47
Posted 04 August 2012 - 01:34 AM
Yeah, it's like the level is meant to be dark, but it has too much contrast to be believable; in other words, the brightest bits don't seem physically possible. The way it looks now, there'd have to be a firefly infestation or something. :P
Moreover, the actual surface and your patchworked wall graphics are too similar. As well as looking a bit too much like a blatant copy/paste/tile, it doesn't provide a clear indication of where the real platforms are. Don't get me wrong: I think I see what you're going for, and it's not inherently a bad idea, but I think it needs a to be implemented in a different way.
As for the others, though: The FBZ-esque level has definitely improved, and a more detailed background would definitely help, too – IMHO, blue clouds are a good idea as they would add some visual interest between the pipes and all that, but I'd have to see a picture to know whether I'm guessing correctly! And the lava level is looking good (crystals shiny shiny), although I've never been a big fan of that particular style of lava.
Again, I'm not an artist, so please don't outright scrap anything based on something I say without corroboration
Moreover, the actual surface and your patchworked wall graphics are too similar. As well as looking a bit too much like a blatant copy/paste/tile, it doesn't provide a clear indication of where the real platforms are. Don't get me wrong: I think I see what you're going for, and it's not inherently a bad idea, but I think it needs a to be implemented in a different way.
As for the others, though: The FBZ-esque level has definitely improved, and a more detailed background would definitely help, too – IMHO, blue clouds are a good idea as they would add some visual interest between the pipes and all that, but I'd have to see a picture to know whether I'm guessing correctly! And the lava level is looking good (crystals shiny shiny), although I've never been a big fan of that particular style of lava.
Again, I'm not an artist, so please don't outright scrap anything based on something I say without corroboration
This post has been edited by dsrb: 04 August 2012 - 01:37 AM
#48
Posted 04 August 2012 - 07:51 AM
I'm lovin' the first and third pics there, they're bloody brilliant, but the second one isn't too good to be honest. As Kharen said, it's got no depth, and they look terribly cut-off. I love the rest of the graphics there, but the ground sticks out like a sore thumb.
#49
Posted 12 August 2012 - 11:51 PM
It's been a little bit since I've posted. I'm going back to my original TTZ plan, rather than the logs. Plus now most acts will have two backgrounds. Zones that wont include:
Here's just one example of a zone that will have multiple backgrounds for each zone. Now, acts One and Two share the "Ocean's Edge" background, then acts Three And Four will share Emerald Island.
- Towering Treetops
- Supernova Satellite
- Levitated Leviathan
Here's just one example of a zone that will have multiple backgrounds for each zone. Now, acts One and Two share the "Ocean's Edge" background, then acts Three And Four will share Emerald Island.
This post has been edited by Delta Hedgehog: 12 August 2012 - 11:53 PM
#51
Posted 24 August 2012 - 05:29 PM
I meant to post before saying I'm liking this:
Have you updated your sprite set? That second one looks better than other running ones from before, anyhow.
Delta Hedgehog, on 12 August 2012 - 11:51 PM, said:
Here's just one example of a zone that will have multiple backgrounds for each zone. Now, acts One and Two share the "Ocean's Edge" background, then acts Three And Four will share Emerald Island.


Have you updated your sprite set? That second one looks better than other running ones from before, anyhow.
#52
Posted 25 August 2012 - 01:14 PM
Thanks for the comment, and most of the graphics have been updated.
Enemy Progress for the demo - 50%
The Buzzgunner

The Chopper Mk. II

The Motospike
NO PICTURE AVAILABLE
The Caterkiller V0.5
NO PICTURE AVAILABLE
Enemy Progress for the demo - 50%
The Buzzgunner

The Chopper Mk. II

The Motospike
NO PICTURE AVAILABLE
The Caterkiller V0.5
NO PICTURE AVAILABLE
This post has been edited by Delta Hedgehog: 26 August 2012 - 01:33 PM
#53
Posted 26 August 2012 - 09:38 AM
Badass.
But what are you doing? If you tell us about their upgraded AI, we might be able to avoid it! You're supposed to keep it a secret and watch everyone get their asses handed to them.
But what are you doing? If you tell us about their upgraded AI, we might be able to avoid it! You're supposed to keep it a secret and watch everyone get their asses handed to them.
#55
Posted 27 August 2012 - 05:35 AM
The game is looking BEAUTIFUL, keep at it man. Also I love the transition between Ocean's Edge and Emerald Island, reminds me of Chaotix's transition in every act, any insperation from that?
#56
Posted 03 September 2012 - 08:11 PM
Thanks for all of your comment. We really appreciate it. We took a short break over Labor Day weekend and game work will resume soon. Not quite sure when, but sometime this week.
EDIT: I accidentally didn't acknowledge Mike Arcade's comment. I actually got the idea from the old canned Sonic Retro community game.
EDIT: I accidentally didn't acknowledge Mike Arcade's comment. I actually got the idea from the old canned Sonic Retro community game.
This post has been edited by Delta Hedgehog: 03 September 2012 - 08:47 PM
#57
Posted 04 September 2012 - 03:38 AM
Delta Hedgehog, on 03 September 2012 - 08:11 PM, said:
Thanks for all of your comment. We really appreciate it. We took a short break over Labor Day weekend and game work will resume soon. Not quite sure when, but sometime this week.
EDIT: I accidentally didn't acknowledge Mike Arcade's comment. I actually got the idea from the old canned Sonic Retro community game.
EDIT: I accidentally didn't acknowledge Mike Arcade's comment. I actually got the idea from the old canned Sonic Retro community game.
It's alright man.
Ahh, that project...that one looked good, but hey that's the way of the fangame. *shrugs*
Glad to hear about a demo coming out, I'm looking forward to it.
#58
Posted 05 September 2012 - 03:01 PM
Thanks. Andrew AKA SuperBliz is currently constructing the trailer for the game demo, and should be released for public viewing soon enough. I'm sorry about not having any sort of date, but when it comes to fangaming, everything is just "soon."
#59
Posted 20 October 2012 - 09:18 AM
Hey guys. Just wanted to blow the cobwebs off the thread and tell you guys that the construction of the game has come to a halt due to school issues with me and SuperBliz alike. Once we get everything straightened out and such, building of the game will resume later this year. I do apologize for the inconvenience and we will continue to work on the demo soon.
This post has been edited by Delta Hedgehog: 20 October 2012 - 09:19 AM
#60
Posted 20 October 2012 - 10:45 AM
I know I'm going to enjoy this game but I may have to murder you if you leave the default graphics from the Game Maker engine. If I want to collect onion rings I'll play Sonic XL.

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