"Flat" not so much. But something that prevents him from running around the underside of the mellon when he loses his balance would certainly help. The issue of his speed is actually a question of whether his precision and the rotation function of the watermellon are necessarily compatible with each other, particularly in the context of a first zone.
All that really requires is that the watermelon just rotates on an X axis in either direction; with the direction it animates and the speed it goes depending on Sonic's speed and direction.
I'm more worried about what happens when he lands on it than I am about the function of the object itself.
What about some other things you can stand on? Such as lillies that snal closed on you if you stand on them too long? Generic platform gimmick, but it could work, I guess. Also, what about, like how Sonic rolls on the melons, he could roll on something else like a giant peach freely? Like, he could be 'locked' on the peach until he jumps off like how the tops with in Marble Garden? Could be interesting. Also, what about a segment of a level where there is some kind of boat made from a halved and carved-out cucumber? Like, a lake? Also, I guess I was working on an entirely different level. :P I'll go see what I can do about this one, maybe I could draw some props for it? I don't want to get in anyone's way with layouts... But how much beach section is there? And is there a small cove of sorts anywhere? Like, for a cool secret area, you could have a cove (similar to SA1's Bi level in Emerald coast) where there would be an underwater tunnel that leads to another path in a jungle?
OK Sorry that took longer than expected. A few things got in the way.... This is my new attempt at Splashing Springs. Its just the start, but this time, there isn't much of the level covered. Its just the first three routes and some details here and there. I apologise for going overoboard with the design instead of level layout. Next time I'll try to get more of the actual level in there. Appreciate come feedback. What I could add, what I could take away etc.
^ I agree with that. Instant death because of curiosity is cheap. And it would look like a painted over bottomless pit anyway.
Gonna have to agree with this. Also it's looking good so far. Keep it up, we need as much of this as possible.
Expect this by SAGE 2010, except with: 1) lolanimations 2) more of a level layout 3) possibly checkpoints These things are currently being worked on, so yeah, this is near about the proper build to be released and played. Comments and questions? (also forgive 8-Bit Dragon for recording this with a cam since his FRAPS was not working.) EDIT: Also, later on the to-do list for the game (after the SAGE build): 1) Make AI for badniks 2) add a functional proper camera 3) further solidify the gameplay
Oh man, Civilian Sonic! I freaking laughed when Sonic turned into a ball with spines on top. The stage looks beautiful, I like the little details like deck chairs on the beach, etc.
That's looking really good Azukara. Looks like you are making some serious progress. I want ask though how you are going to structure the levels? I mean it looks open ended which is cool, but how do you know which way to go? Right now it almost looks like a collection style level from a 3D Mario game or something like that. Which isn't necessarily a bad thing. ^_-
I am still working on the layout. There are no real paths in that video, right now it's just about filling in the huge open areas. Afterward, I'll carve out some paths to take, and the remaining stuff will be there for exploration purposes. You may even find some shortcuts from one path to another. The animations are messed up in that vid because new ones were put in place, and then removed without updating the code again. It will be fixed very soon.
So are you going to do them like the old Crash games? With walls on each side of the level and platforming done on a linear path? That could really work I think. To make it less linear you could branch paths off in multiple directions and stack paths on top of each other.
I think he's trying to make stages more like the open-ended Mario games, except with paths leading to the exit, and some just leading to interesting areas. He said there will be a radar for those pussies that like hand-holding people who just want to go to the exit, so it won't be hard to find. (Yes, the crossed-out text is meant to be a joke. :P) The graphics bother me, the contrast between the beach and checkered ground is way too obvious, there's no transition. If I could make a suggestion, whenever you start polishing the graphics, make the sand fade to dirt which fades to grass. Also, the lack of higher ground (hills aside) looks a little too open, if you know what I mean, but I guess you'll fill that in with trees? Maybe some high cliffs Sonic can reach with hidden springs or Tails and Knuckles can reach by flying/climbing? It just looks empty, save the beach, which looks good. By the way, are you all thinking of looking for people to do some music, or will this mostly include what you can find online?
In a way it does, I suppose they aren't that important for a tech demo, I was just pointing it out as a bit of an oddity, wasn't trying to say they look horrible or anything. That jumping animation makes me think it would look cool if Sonic did have spinning spines around his jumping ball.
Yeah, SFR isn't dead and we cut some bullcrap (you know; tightening production and raising the quality bar and whatnot). We are currently in maintenance mode and will post sparingly because of our retooling and big things we have in store. For now enjoy some pretty pictures from our charming, daring artist Zepp. Enjoy. <div align='center'> </div> <div align='center'> + - alreadylooksbetterthanSonic4conceptartlol </div>