im not dead. just working on a lot of features. recently i added ultra wide-screen and resolution options up to 8k. this is actually taking ages to finish lol
Hey, is this thread for exclusively sonic content only? Or can sonic inspired works be shared in here too?
oh.. it's been quiet here... guess i'll drop some things. sorry i only have large GIFs cause im too lazy to make .mp4s but this is a collection of gimmicks, and things i've been making into my chaotic mess of a fangame. i've kinda abandoned any form of consistency for multiplayer reasons lol. (single player is a different case though) still gotta size these tiles up properly. was considering converting the sprites into voxel animations when the characters go into 3d mode. also questioning if these tiles are too small or too large yet. i'll place more along the stage till i figure out how big i want them to be. sorry about all the gifs. i probably should just drop these in it's own thread
I felt like sharing something here, so here's a cancelled fangame me and my friends were making. I don't have the files anymore.
That particular track is from Sonicesque Vol. IV. I'm really glad that someone finally used those songs in a fan game. You should listen to the rest of the albums, it's a great listen.
5th time is a charm... I've finally built a working Sonic Physics engine that doesn't make me feel like a waste of space. More to come, including a tutorial series/dev log on the making of the engine, as well as filling this bad boy up with juicy assets. no audio, just a brief demo.
This looks really good! Both level design and visuals. Some advice: I would reconsider the foreground or background tiles palette. Dark blue almost black background and bright red foreground create a really stark contrast but not in a good way. It's not easy on the eye. My suggestion is to consider greenish palette for the background (Stardust Speedway Good Future) and less acidy red for the foreground? I also would make the background scroll slower on the vertical axis because otherwise we're mostly staring at black sky with some sparsely sprinkled stars Also my boy Heavy is not supposed to be a common enemy Edit: Looking more at it, maybe the palettes are fine. It's just the contrast between bright red foreground and black void of the sky that look unappealing. Maybe if you just slow down the bg vertical scrolling so that we see more of the background art would fix the issue.
My first post in here! So, I have been learning Godot as of late, and as an exercise, I have been recreating the Genesis Sonic physics, while also using the built in collision functions, so that it's not just the original method (where it just checks a few points instead of an actual hitbox sorta deal, due to performance limitations of the Genesis) hacked on top of Godot. The idea is to make it as accurate as I can in terms of movement physics, but also having a more stable collision detection setup. I plan on perhaps making a small little video series focused on recreating Sonic 1 or something in Godot (yes, I would be copying this lololol). This is what I have so far. Note that the rolling sprites are "floating" because I have not implemented hitbox resizing just yet.
Thanks, man. Sorry that I've not had any updates in a while, been very busy as of late with real life stuff and other projects.
Hello good! I am still continuing with the development of the engine (Seek Engine) and in a while I will be showing/publishing demos. During the development, a question arose: What tool or option would be preferred for programming the game? My main idea is to do something very similar to Blueprint (from Unreal Engine), that is, node-based visual programming. Is this option suitable for you? or do you prefer another method? only code? etc Personally I think the best are the nodes, but before continuing with the development I prefer to know what they think. Thank you