But they do look ok, just, ya know, change some colors around and you'll be fine.
The "Sonic: Edge Of Darkness" Thread Please read the top line! I demand it!
#91
Posted 28 October 2013 - 03:56 AM
The pipes look nice, a bit too bright (at a place flooded with lava it's understandable the brightness, but not at the surface, especially in a "closed" place).
But they do look ok, just, ya know, change some colors around and you'll be fine.
But they do look ok, just, ya know, change some colors around and you'll be fine.
#93
Posted 28 October 2013 - 12:01 PM
I am going to be sorely disappointed if the final pipe graphics don't look like this:
http://img.phodeos.c...8/Trumpet-2.jpg
http://img.phodeos.c...8/Trumpet-2.jpg
#94
Posted 28 October 2013 - 06:11 PM
P3DR0, on 28 October 2013 - 03:56 AM, said:
The pipes look nice, a bit too bright (at a place flooded with lava it's understandable the brightness, but not at the surface, especially in a "closed" place).
But they do look ok, just, ya know, change some colors around and you'll be fine.
But they do look ok, just, ya know, change some colors around and you'll be fine.
I see where you're getting at, I'll ask Delta about it.
Falk, on 28 October 2013 - 12:01 PM, said:
I am going to be sorely disappointed if the final pipe graphics don't look like this:
http://img.phodeos.c...8/Trumpet-2.jpg
http://img.phodeos.c...8/Trumpet-2.jpg
That just made my day. xD
Don't worry, you won't be disappointed.
#95
Posted 14 February 2014 - 03:09 PM
I have some very exciting news!
After taking a very long break, this project has resumed and we will be releasing a demo at this year's Sonic Amateur Games Expo! Here the newest trailer for said demo!
https://www.youtube....h?v=zM_9FLZw9uA
After taking a very long break, this project has resumed and we will be releasing a demo at this year's Sonic Amateur Games Expo! Here the newest trailer for said demo!
https://www.youtube....h?v=zM_9FLZw9uA
#96
Posted 05 March 2014 - 12:04 AM
Just thought I'd drop by and post what I posted on Sonic United earlier, since I haven't made a post here in a while:
Progress on Shimmering Shores Act 2 has resumed, and to me, I think it has way better level design than the Acts present in the SAGE demo, with more routes and little secrets. It's a shame I couldn't complete it in time for SAGE. Anywho, here are some screens:



Thoughts?
Progress on Shimmering Shores Act 2 has resumed, and to me, I think it has way better level design than the Acts present in the SAGE demo, with more routes and little secrets. It's a shame I couldn't complete it in time for SAGE. Anywho, here are some screens:



Thoughts?
#97
Posted 05 March 2014 - 09:02 AM
SuperBliz, on 05 March 2014 - 12:04 AM, said:
Just thought I'd drop by and post what I posted on Sonic United earlier, since I haven't made a post here in a while:
Progress on Shimmering Shores Act 2 has resumed, and to me, I think it has way better level design than the Acts present in the SAGE demo, with more routes and little secrets. It's a shame I couldn't complete it in time for SAGE. Anywho, here are some screens:
*Awesome screenshots, dude!*
Thoughts?
Progress on Shimmering Shores Act 2 has resumed, and to me, I think it has way better level design than the Acts present in the SAGE demo, with more routes and little secrets. It's a shame I couldn't complete it in time for SAGE. Anywho, here are some screens:
*Awesome screenshots, dude!*
Thoughts?
Absolutely lovely screens. One thing I would mention is that the Spiked Motobug looks a bit... weird. Like the spikes don't really blend in enough and are just basically behind it.
The demo was outstanding, I really enjoyed it and it's probably my favorite thing from this year's SAGE.
#98
Posted 06 March 2014 - 04:37 PM
Truner, on 05 March 2014 - 09:02 AM, said:
SuperBliz, on 05 March 2014 - 12:04 AM, said:
Just thought I'd drop by and post what I posted on Sonic United earlier, since I haven't made a post here in a while:
Progress on Shimmering Shores Act 2 has resumed, and to me, I think it has way better level design than the Acts present in the SAGE demo, with more routes and little secrets. It's a shame I couldn't complete it in time for SAGE. Anywho, here are some screens:
*Awesome screenshots, dude!*
Thoughts?
Progress on Shimmering Shores Act 2 has resumed, and to me, I think it has way better level design than the Acts present in the SAGE demo, with more routes and little secrets. It's a shame I couldn't complete it in time for SAGE. Anywho, here are some screens:
*Awesome screenshots, dude!*
Thoughts?
Absolutely lovely screens. One thing I would mention is that the Spiked Motobug looks a bit... weird. Like the spikes don't really blend in enough and are just basically behind it.
The demo was outstanding, I really enjoyed it and it's probably my favorite thing from this year's SAGE.
Thanks for the playing the demo dude! I was kind of worried that the demo wasn't good or long enough before releasing it.
And on the subject of the spikes on Motobug, the sprites are drawn right behind the Motobug. I'm not sure how to blend the spikes in, it's something in Delta's department.
#99
Posted 06 March 2014 - 04:43 PM
After playing this a bit (still really short on time nowadays :/ ) I think I want to say that the background and foreground are a little too similar. A little more needs to be done to differenciate them. I thought this might have already been the case from just screenshots, but figured maybe it wasn't so bad with parallaxing/etc. in motion helping to sort out which is which. For platformers in general you want it to be very clear what's fore and what's background without having to divert too much conscious thought into it. Some retro games do it with a slightly different palette choice (simulating atmospheric conditions) and others do it with less per-pixel detail (simulating depth of field blurring, and also atmospheric conditioning) but any time the background gets in the way of the foreground's clarity you have potential problems.
Something you might wanna give some thought to!
edit: Don't get me wrong, the tilesets are gorgeous. They just need to function better.
Something you might wanna give some thought to!
edit: Don't get me wrong, the tilesets are gorgeous. They just need to function better.
This post has been edited by Falk: 06 March 2014 - 04:44 PM
#100
Posted 07 March 2014 - 12:47 AM
I liked the SAGE demo, but one thing you might want to look into is Tails. I tried playing both levels as him, and in the first level I don't think I needed to descend from the very top of the level more than one time, outside of refueling. There was simply nothing keeping me from flying over every obstacle and other bit of level design without a care. The second level was better in that regard, but it was never really disincentivized.
(And I've never liked a wall jump mechanic in any Sonic fangame, but that's just me.)
(And I've never liked a wall jump mechanic in any Sonic fangame, but that's just me.)
#101
Posted 02 August 2014 - 11:21 AM
Hello everyone, it's a been a while since I've made a post, but here's the trailer for Edge of Darkness at SAGE 2014, Act 2!
https://www.youtube....h?v=67LARSj7UwE
https://www.youtube....h?v=67LARSj7UwE
#102
Posted 02 August 2014 - 10:17 PM
The more I see of this, the more I get a vibe of it being the spiritual successor to Sonic XG, and that's a good thing in my eyes.
#104
Posted 03 August 2014 - 10:29 AM
#105
Posted 03 August 2014 - 12:54 PM
Finished playing the SAGE demo.
This is definitely one of my favorite fangames to come out as of recent. The gameplay has a really nice feel, especially the wall jumping and that 'boost' you get when you reach a certain speed when rolling down hills. Also, the amount of ways you can use the jump dash make it a very useful tool, yet it's not overpowered to the point of ruining the game. Level design's really fun and often fair, and the art is pretty neat.
Only thing I gotta say otherwise is that it doesn't seem that "Secret Level" thing works. Are you supposed to complete all the stages first to get to it? I did only get to act 2 of the third stage, so I'll probably try again soon.
Really awesome job on this! Can't wait to play more of the levels.
This is definitely one of my favorite fangames to come out as of recent. The gameplay has a really nice feel, especially the wall jumping and that 'boost' you get when you reach a certain speed when rolling down hills. Also, the amount of ways you can use the jump dash make it a very useful tool, yet it's not overpowered to the point of ruining the game. Level design's really fun and often fair, and the art is pretty neat.
Only thing I gotta say otherwise is that it doesn't seem that "Secret Level" thing works. Are you supposed to complete all the stages first to get to it? I did only get to act 2 of the third stage, so I'll probably try again soon.
Really awesome job on this! Can't wait to play more of the levels.

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