it is a mystery EDIT: changed the image and the image host (in case you're having trouble with Dropbox)
Really? Cause even in your quote I can see the image...but yes I am curious as to what this mystery will be leading to, I'm interested.
[youtube]http://www.youtube.com/watch?v=YIvnRyWVcUs[/youtube] [youtube]http://www.youtube.com/watch?v=nCuyHJXEo-g&feature=related[/youtube] It is a mystery as to why I'm only posting soundtrack stuff.. oh well. Enjoy.
Nice songs, they really sound like the sort of rocky songs in more modern sonic games, wunderbar!:D Not much to show guys, been on a slight hiatus due to outside world shit. New background though!
Woah! Now thats absolutly gorgeous! And that water color really gives it a "sunset" type of feeling. Great job.
Nice background indeed. Not nice enough for you both to pointlessly quote the entire gigantic post, though, I don't think.
COMPLETELY WORK IN PROGRESS. *ahem* I have no ground tiles for undernetah the grass yet so that why it's so low and the walkways are not final at all.
Now that's pretty snazzy, I highly approve. Will it be the first zone? Also that Sonic sprites head doesn't look rounded enough, too much black, and the arm/hand look deformed. Looks a bit too detailed for the objects surrounding it.
Nope it's the 5th zone, thanks I have a few different Sonic sprites lying around I might change, these I believe are Gardows.
Something you might want to do for Knuckles's life icon is to sprite the quills that would normally be hidden behind his body. It looks a little empty and malformed without them. Also, the wood platforms seem a little too thin to be a main path. This is the one thing I always see in fangames that always irks me. Thin platforms in a 2D title are hardly ever a good idea, even less so if they're solid and you run into them. If they were about 1.5 times as wide (and had an interesting pattern), then they might work. In addition, try darkening the wooden supports a shade or two; they look a bit too much like they're tangible objects in the foreground. (They could get away with being that bright if they had a parallax effect [ala Star Light Zone], but seeing as they're worked directly into the level chunks, you should see how darkening them works.) No complaints otherwise, though. Although the grass is a bit noisier than what you'd usually get in one of the Mega Drive titles, the addition of visual noise is the direction that Sonic 3 went and it's nice to see a variation that actually works. The level and character art all fits together very nicely.
just uploaded this a while ago http://www.youtube.com/watch?v=R77edmocWe8 just trying to make a level at GDK, it need more polish though
I've decided to work a bit on remaking Aria of Destiny using Construct 2, bit by bit while C2 improves. Including some changes to general design and how I do things, based on experience. Firstly, an earlier screenshot: Try and guess who this dude is. I dare you. The image below is something I've been working on a bit recently, it's an attempt at creating indoor concrete tiles for the player's 'home base', which appeared at the end of the demo for the Construct Classic version of the game, but I wanted to expand it considerably to allow for rooms for each character, and to prevent things getting cluttered. Unfortunately, the assets I originally used, from Mega Man ZX Advent, weren't exactly suitable for this purpose, so I took what I could use (the floor tiles) and made additional tiles using their colours. I'm not an artist, however, so the results are simplistic and, well, attempts at making 'decay' were as subtle as a brick to the face. Better than nothing, I guess. I also had decided to make the general screen size for the game itself much wider, to 640x480, and decreased the size of the 'bottom screen' to allow for a much larger player view. The 'bottom screen' is now half as tall as it was before, but also twice as long.