Oh man, that pixel darkening technique is wild. Looks absolutely beautiful! By the way Lapper, did you make a darkened and lit version for every single individual sprite, cause that must have must taken a very long time! I think the way you guys handled the loop tool was very intuitive. It looks it takes no effort to make a loop of any shape and size, in any position. Keep up the good work!
Lapper, I have to say, this cracks what was one of the hardest nuts in making an intuitive Sonic stage maker game. I can't imitate the latter part in my own project, (increasing/decreasing the thickness of loops) but I am taking so many notes to emulate the former. (Dynamically resizing the shape/size of the loop with flat pieces as extensions) This is the most intuitive solution to the problem I've ever seen. I'm floored, for real. And I appreciate having a closer look at this lighting! I can see it's causing some debate on Twitter, but personally, I think this is a very sharp, clean effect. I'm sure you will find the balancing point that everyone's happy with in time.
This is probably a silly question considering you already show footage of wall and ceiling running, but I'm assuming that you can bound to the ceiling after exiting a tunnel as well as being walking on the ceiling and entering the tunnel?
Yes, entering would be fine though I don't think it's guaranteed you'd remain on that same surface all the way through
Not at the moment. These are essentially the physics based ones from GHZ and currently you can only move the start and end point. I do want to add more design options like that - the tool is still in progress and I'd have to see if I could simplify it a bit behind the scenes first. I want to toy with the concept of adding diverging paths to the tool in general. If I did that, it'd likely be an approach where you can combine multiple quarter curves, some with diverging paths, to create loops or other patterns. (not a promise though!) Either way, different physics options are sure to be added, like those that propel you through or even force you through one way.
Freshly baked proof of concept for diverging tunnels in the Tunnel Tool. It's heavily in development, so the mechanics and method for customisation may change.
Having just explored Labyrinth again in Sonic 1 (via the "Sonic 1 & 2" rom version), and appreciating it in new ways as those oldest zone maps tend to offer each time: i do think an especially exciting and maybe partially overlooked wonderful aspect of Sonic Studio will be the potential to create just new alternate versions of zones we have been seeing all our lives!! A zone like Labyrinth is simultaneously always newly challenging and as relaxing as Puyo Puyo when it's relaxing; Very few game frameworks are like this!! Sonic 1 would still feel like it was the future if it were released today, so, Sonic Studio will even moreso!! Also to work with the feel of zones; it will be possible to make versions of Marble zone that feel more like Green Hill in terms of open areas with tall structures, and loops, as well as like a Green Hill with a slower and mysterious progression through areas akin to Labyrinth or Marble.