It's gotten some nice attention - I'm almost scared to eventually show off all the features! That one video really didn't show a lot. Edit: Marble zone in and out of the editor.
The glows in the rocks are a very interesting touch; will they be animated, or at least flicker? /> Also, a minor thing out the workshop: http://www.youtube.com/watch?v=55WIS7aulis&feature=youtu.be
Nice effect! Perhaps. I want to employ some palette cycling if I do such small effects. However haven't since things like the GHZ waterfall background are too complex for it so are just animated. I'll probably eventually make it a combo. Some editor stuff.
@Lapper: Absolutely loving the updated Marble Zone. The fire under the rocks is awesome. It's like a revamped version of the stage. You're clearly going above and beyond with this and it's fantastic. You garnered some really positive attention too particularly on ResetERA. Everyone loves this project so keep up the excellent work!
Thanks! Hope it lives up to the expectations. Tbh, this doesn't look all that special if you don't know its using polygons with an editor... Btw, this was originally inspired back in 2010 with the PlaySega level creator. Even in the years before that, I was already experimenting with basic editors for existing Game Maker Sonic engines - just placing down grey blocks with some rando 3D blast music playing. It's been a long time.
Hello all. So I recently created the best thing I've ever created. I posted this at Discord and Twitter, but I felt like it was important enough to warrant wasting my finite amount of trial posts on a forum post. And though this may be sort of a shitpost, I felt it'd be good enough to show off on the forums, especially since it's April Fools (at least for some people, it's still March at the time of writing this). So, I present to you, the grandest thing I've ever done: Sonic's Schoolhouse 2.
Ahh man, reminds me that I would have really loved some more Sonic 1 love in Mania... that or more original stuff. Speaking of Sonic 1. http://www.youtube.com/watch?v=jlx0l7JMTKA
We in the mockup stage right now. But I guess I can make this into a full game, since it ain't my first rodeo.
The beginnings of my s3&k reimagined project on Sonic World fangame. http://www.youtube.com/watch?v=gFHWoC5-SEU
I've never been a big fan of BlitzSonic-based levels, but some things that I've seen fairly recently pointed out some of the reasons why, and they're things that I think should be able to be fixed. 1: Does Sonic World have some sort of limitation on how many textures you're able to use? Most levels that I've seen, including yours, uses a single wall texture and copies it across nearly all of the terrain. That stone wall texture that you have is very monochrome, blends in with itself at a distance into a bland single color, and makes it hard to see platforms that you're expected to use to progress in areas when there isn't a grass top on them. Angel Island has always had more of a wood and tree look to it, so the stone doesn't even match the level theme. This leads into my second point... 2: Correct me if I'm wrong, guys, but levels in stuff like Sonic Generations loads a detailed model for the visual terrain, and a much simpler model for the actual collision. Since Angel Island is a thickly-forested area, if Sonic World has support for this feature, what I would do is use your current model as the collision data, and replace a lot of the sheer flat walls with thickly-growing trees for the visual model. Just make a few basic shapes that you can copy/paste like tiles, and repeat that shape along where the walls should be. If the trees are growing thickly enough to convey a feeling to the player that they shouldn't go this way, covering those trees with an invisible wall to fill in the gaps is a perfectly reasonable thing to do. Look at Green Hill Zone in Sonic Generations. Visually, there's often nothing keeping you on the track except for a small wooden fence, but that's enough to visually tell the players where to go, and the invisible walls aren't an issue. 3: You often leave the player with no obvious indication of where to go. The quick fix would be to place signs pointing the way throughout the level, but I'd like you to watch this... https://www.youtube.com/watch?v=2wy-qkE8FlU ...There are some interesting points in the video about invisibly leading the player. Some simple N64-era lighting (just darkening textures directly for shadows, or manually drawing very transparent black textures a minute amount above the ground texture for shadows) is more than enough to shade out unimportant areas and lighten the paths and routes just enough to catch the player's eye. Another alternative is something used in top-down games like RPGs. Have a light-color grass texture like what you currently have, and darker thicker-looking grass textures as well. Use the lighter color liberally to mark the most obvious routes, and splatterings of the lighter color to hint at alternate routes. The idea is, the lighter color will indicate shorter "stamped-down" grass where people tend to go, while the darker color indicates grass that has been able to grow thicker since people and animals have no reason to step there. This will have the additional benefit of adding more overall visual appeal to your level. 4: Part of your video indicates that Sonic World features dynamic/automated camera angles, as well as grind rails. A large part of your level has wide-open areas with no point to them besides letting the player run, when there's space and opportunity to give them something to do. For instance, near the end of the level you have your interpretation of the airship bombing segment for the original Angel Island. However, while the original had the visual appeal for something as simple as "hold right", your ship is located so far above the player that they won't even see it unless they already know to look, and it looks like a large flat and boring stretch. What I would do is angle the dynamic camera so that you can zoom in on the ship and make the illusion that it's flying forward, then cut back to Sonic. I don't know if Sonic World allows quick-step sequences, but if not you can fake it with the usual three-rail setup. Place fires (or even better, fires that appear when the player gets close to simulate explosions from the bombs) on the rail, and have the player jump back and forth between rails to dodge it. It'll take up that space, give the player something to do besides look at the screen and press forward, and since it's already a reimagining of Angel Island, nobody's going to complain if Sonic's grinding tree branches or something during the bombing run instead of running along the ground.
Hey Jay, that desert looks familiar- didn't you do a Sonic 1 hack with something like that, I dunno, a decade ago? It's a pretty game.
Tried my best to capture the feeling of where I was heading with my old, pre-S Factor, hack Sonic One with it, without outright copying the art that made it to Aquaslash & Pals' effort, yeah. Great that it shows, but in a side-to-side comparison they're different enough. And, thanks!