- Group:
- Member: Members
- Active Posts:
- 49 (0.09 per day)
- Most Active In:
- Fangaming Discussion (42 posts)
- Joined:
- 15-January 14
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Aug 06 2014 04:12 AM- Currently:
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My Information
- Age:
- 16 years old
- Birthday:
- August 28, 1998
- Gender:
-
Male
- Location:
- Brisbane, Australia
- Interests:
- Game Development
Contact Information
- E-mail:
- Private
- Skype:
-
zetaneko
Previous Fields
- Project:
- Sonic: Ascension
- National Flag:
- au
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Posts I've Made
-
In Topic: Sonic Incursion
01 August 2014 - 12:41 AM
Aerosol, on 29 July 2014 - 09:42 AM, said:I know it's probably a bit late but...I feel like Sonic should maybe be....bigger? His size in relation to the screen just seems off to me, for some reason. Maybe make the level of zoom more dynamic overall, like how Generations does it.
His scale does seem fine to me, the camera may be a bit further than what you see in most games, but take in consideration that it would be a good idea to have a wide field of view when the player moves considerably fast and they have time to react to obstacles in front of them. I just learned that in my game I'm working on, having more visual awareness does reduce that frustration of not being able to see things around you very good. -
In Topic: Sonic Incursion
28 July 2014 - 05:50 AM
I like the skybox and water material your using. There are a few improvements though that I think would help aesthetically.
a. The contrast between the trees and sand seems to be a bit jarring. What I would do is either edit the texture and blend the sand texture and the normal bark texture slightly on the bottom in a gradient fashion would cover that, or another option would be to add a bit of foliage, eg. bushes, long grass etc. around the base of the trees (If you need any like that I'd be happy to lend you some great models)
b. The rainbow texture on the sails of the boats look a bit static. A good idea would be to make a quick grainy black & white texture in Photoshop, or even Paint, and then in the material editor, multiply the two textures, but with the grainy texture, multiply by that by about 0.3 or whatever works best, and use that result as the input for the multiplication of the rainbow texture and that. Also using the grainy texture as a specular map would help drastically and you'll see lots of improvements.
c. Just like with the previous screenshot you took, try doubling the texture coordinates of the water to make it look higher-res.
d. The skybox does look a touch low-res, so to hide the jagged blurriness of the skybox, you could enable DOF but change the inner radius to an extreme amount just to slightly blur the far islands and the skybox will adjust accordingly. -
In Topic: Sonic: Ascension Development Thread
21 June 2014 - 07:39 AM
Since this project has gone down, I started a new one and teased everyone in a different section. So if you still want to see some of my stuff take a look at this video https://www.youtube....h?v=viTc_3XfCLw
The anime opening which is about 7-10% finished, is made primarily with Photoshop and Sony Vegas, Photoshop for the paint brush, as well as cleaning up line-art and colouring, and Sony Vegas for the composition.
P.S. The song is Sange by Phrenia, FREE FOR USE UNTIL THIS PROJECT IS FUNDED THROUGH KICKSTARTER.
Now I will keep this as relevant to Sonic: Ascension as possible so that's all I'll say. -
In Topic: Sonic: Ascension Development Thread
13 June 2014 - 12:46 AM
Okay so I did some dick moves, and development isn't progressing in Sonic Ascension. So I apologize to those people waiting for the game and the ones who I lied to. Obviously no one isn't going to accept this apology but just letting everyone know that I know it was wrong. -
In Topic: Sonic: Ascension Development Thread
02 June 2014 - 04:01 PM
Okay give me some time to rethink this decision. Once real life issues settle down I may come back to it. And I'm 15, not a criminal from Psycho.
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Find My Content
Aug 06 2014 04:12 AM
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