Nah, you were right! I'll be taking your advice Haha maybe one day, though looks like you are doing pretty well with art yourself actually, looks great to me.
A little experiment (for Sonic GDK) inspired by Sonic Lost World's Desert Ruins 3 that I threw together in about 25 minutes. http://youtu.be/JxKQXI0kzmE I think it turned out well. Sonic controls surprisingly well when running on walls/begin pulled down. Makes me think of implementing a similar (yet obviously less bare-bones) section in Sonic Exodus.
That's looking pretty nice, Ell678. But you may consider redoing those lights. Give them a more saturated feeling via post process chains and making those shadows more blue-ish via the World Properties. Either way, it's looking pretty cool.
Is Sonic's shadow cut? If so, it needs a better PhysicsAsset, a simple box would suffice to see it fixed. Btw, regarding the video you have in your signature, I found out why you had slowdowns while battling the bosses (GenericProjectile), consider it fixed for the next SGDK version.
Just a quickie, managed to pretty much fully implement completely custom controls in my engine: Edit: I changed the spritefont to something a tad bigger and much more readable. The old screen is in the spoiler. Spoiler
This may be of interest. This is my integer to hexadecimal string function: Code (Text): /* hex(real, length, prepend string) */ var h; if (argument0==0) { h = '0'; } else { if (argument0<0) argument0 &= $FFFFFFFF; h = ''; while (argument0) { h = string_char_at(STR_HEX,(argument0&$F)+1)+h; argument0 = argument0>>4; } } if (argument1) { argument1 -= string_length(h); if (argument1>0) { h = string_repeat('0',argument1)+h; } else if (argument1<0) { h = string_delete(h,1,-argument1); } } if (is_real(argument2)) return h; return argument2+h; (STR_HEX is a constant string equal to "0123456789ABCDEF", which is faster than defining a temporary variable each time the function is called.) I benchmarked it against yours, and these are the results: Mine is significantly more efficient (even when using the extended arguments), as well as more versatile, making it preferable for realtime readouts. But of course, this is about the 10th iteration of a such a function I've made, so of course it is more streamlined. =P The drawback of mine is that it doesn't support anything longer than 0xFFFFFFFF, because my purposes didn't require it. However that could probably be easily patched if needed (assuming GM itself doesn't goof up the binary operations in the really high bits because of its internal number format). Anyone can feel free to use my function, too, of course.
Big images. WIP. Basically, I took P3DR0's advice about post processing chains, and I've been playing around with them in the levels in my project. I'm not ready to show any of the others off yet, so I'l show this off for now. Your thoughts? Spoiler
I've never quite understood the idea of adding gimmicks upon gimmicks to Sonic Worlds. I'd like to see a Sonic Worlds Builder that allows people to pick and choose what Sonic Worlds features they want in their package. That way, clutter can be avoided when someone only wants "the basic shit to get me started".
If you're not going to use a gimmick or a badnik, you can disable its event group. Some gimmicks will self-deactivate their event group if no objects are present in the level! :O Also, I don't think I'll be adding any more new gimmicks after this. This is mainly just a couple of basics from the Genesis games that I've always wanted to see in Worlds. This, fans, and water slides.
I dunno. I admittedly haven't looked at Worlds in forever. I just remember that all of the gimmicks and features I had no interest in caused me some confusion.