Project AXSX (2013 and Beyond) New Poll, come vote ! !
#61
Posted 25 July 2013 - 09:16 AM
#62
Posted 25 July 2013 - 09:27 AM
LordOfSquad, on 25 July 2013 - 09:16 AM, said:
Its pretty visible when playing, But yeah it does need some tweaks. I really wanted to do something a little more creative with the shields, so right now its just an idea that I wanted to try out.
#63
Posted 25 July 2013 - 09:50 AM

I'll make some videos when Im happy with it.
#65
Posted 25 July 2013 - 10:35 AM
#66
Posted 25 July 2013 - 10:46 AM
The lightning shield however, I do like. Looks great!
#67
Posted 25 July 2013 - 10:48 AM
W.A.C., on 25 July 2013 - 10:35 AM, said:
I've disabled the double jump in AXSX since most of the levels that were leaked would be broken. ( being able to skip whole areas all together because of Poor layout planning.
The Magnet shield will continue to have the same abilities as before, and its placement will be well thought out) personally I feel that disabling the double jump makes the game feel a little more refined and adds more challenge.
All the shield abilities found in Sonic 3 will make a come back in AXSX along with the spinslash. ( there will not be a ring toss move sadly, as we do not have the sprites and making them will take way to much time)
Ell678, on 25 July 2013 - 10:46 AM, said:
The lightning shield however, I do like. Looks great!
Yeah I'm going to change it up for sure! Right now these are experimental.
Hmm but im also not sure if I should even use the refraction effect. I feel it does add to the project, and there is evidence that the original team may have wanted to pull something like this off because of the addition of what looks like to me like a green blue refraction map found in the def files.
However I must be imagining things since,I doubt Saturn or PC could render this sort of map effect back when.. ( sonic R used cube maps and had some kind of water distortion effect for the background water, so perhaps refractions were possible?!...any thoughts my refraction hypothesis?
screencap of each of the def pack shield textures.
#68
Posted 25 July 2013 - 11:43 AM
Andrew75, on 25 July 2013 - 10:48 AM, said:
Hmm but im also not sure if I should even use the refraction effect. I feel it does add to the project, and there is evidence that the original team may have wanted to pull something like this off because of the addition of what looks like to me like a green blue refraction map found in the def files.
However I must be imagining things since,I doubt Saturn or PC could render this sort of map effect back when.. ( sonic R used cube maps and had some kind of water distortion effect for the background water, so perhaps refractions were possible?!...any thoughts my refraction hypothesis?
Mapped reflections I can see being possible (it's just a different kind of texture space anyway), but in Sonic R's case, it was just using an existing texture. If real time render to texture was possible, then using shaders for distortion is only a step away, but that's not the same thing as refraction. Refraction is a whole other can of worms. The distortion shaders themselves do seem like a stretch for the Saturn, but I couldn't say. Honestly I think it could be done, it just seems more unlikely that render to texture was possible.
#69
Posted 25 July 2013 - 01:16 PM
#70
Posted 25 July 2013 - 07:28 PM
#71
Posted 27 July 2013 - 06:59 AM
Andrew75, on 25 July 2013 - 07:28 PM, said:
I think you're getting refractions confused with distortions.
The texture appears to be a displacement map, so you're right about using it for the distortion effect, but warping the pixels on the screen is not really the same thing as refraction, which is just something that can happen to look similar.
#72
Posted 27 July 2013 - 08:07 AM
Mr Lange, on 27 July 2013 - 06:59 AM, said:
Andrew75, on 25 July 2013 - 07:28 PM, said:
I think you're getting refractions confused with distortions.
The texture appears to be a displacement map, so you're right about using it for the distortion effect, but warping the pixels on the screen is not really the same thing as refraction, which is just something that can happen to look similar.
Yes yes I know that,, haha, I meant it as a visually simulated refraction threw distortion map of course ! I'm lazy when it comes to posting sometimes.
#73
Posted 03 August 2013 - 02:04 AM
Oh yeah,,, rules you ask ? umm....
1: Make something kick ass! (You can even use the original official logo and mix it up a bit if you like.)
2:Try to keep it mid 90s. ( modern style is ok too! )
The winner's concept art (may-be re-created in 3D with animation by myself.
OR....
If the art is done well enough it could also be used as is.
( Story boards showing title screen animation is a huge pluss.)
Good luck !- deadline is 8 - 22 - 2013
P.S.
We will hold a vote on who's title screen fits the project best. ( or perhaps combine some components from multiple submissions)
P.P.S. !!! >__<
Hope we can get more than 1 submission here !
p.p.p.S! ! !
Prize = names in credits and title screen concept art shown in bonus features area.
p.p.p.p.p.S
Will need Press start, options menu, level select and bonus materials themed areas as well.
Im not 100% sure what will be in options, most likely a sound test, screen res select, and graphics quality settings.
(you'll probably only need to mock up backgrounds for these menus and perhaps font styles)
Anyways its up to you guys !
#74
Posted 03 August 2013 - 03:27 PM

I dunno, it's not very good, haha.
#75
Posted 03 August 2013 - 04:07 PM
shawnsmitherson, on 03 August 2013 - 03:27 PM, said:

I dunno, it's not very good, haha.
Not just looking for a logo, but a whole title screen pitch. although components like logos are welcome !
Also that's not half bad! I actually really like what you've done there.
BTW, here are some of the official logos from around 1996 just in case anyone cares to use them or mix em up for the contest.
This is my favorite logo, ripped direct from the leaked beta. (however it just does not seem to cut it as a title screen alone)

2 more potential logos from back in the day.


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