I finally come back to find my last thread locked away, so I think its fair that I make a new one with more up to date info on my Fan Game Project. Any new visual updates will be found only on the first post and the replies made by me. First some information for you. I have been trying to manage with the friends I have that have helped me with this game from the start. GNA, a friend of mine, has done a marvelous job in making the level graphics, coupled by Sparks, another good friend, who is doing superb on making the level maps with me. However, I have lost a few people who were going to help with the game's sprites and graphics, so how things are working now for that much is even slower than it should be. Gardow has also leaned a helping hand for letting us use the Sonic Sprite he's working on. If only I can find another that is willing to put up a little work behind him for other graphical needs, so for anyone here that wants to help with this much, it's greatly appreciated. Screen Shots: Vids: NO WAY! No Way! No Way. No Way?... Music: (All OGG format) Sonic Zero: 1up Sonic Zero: Title Screen Sonic Zero: Invincible Sonic Zero: Speed Up Sonic Zero: Drowning Alert Sonic Zero: Warm Walkway Act1mix Sonic Zero: Warm Walkway Act2mix Sonic Zero: Warm Walkway Act3mix
I'm liking the graphics, looks very clean and 'correct' for a Sonic game. Any chance of seeing it in motion even just a short clip would be nice. Is that a grind pole in a Knuckles screenshot, will grinding be a part of the gameplay?
This is the only screenshot that looks out of place. The weird flat images on the sand really just look bleh. Try doing some lumps in the sand to break repetition, instead of odd designs. Opinion, of course.
These new levels look very interesting, particularly the one with the giant monitors. Is it going to be part of a world where everything is giant?
@Infinity: Grinding is in, but before retrofags get all up in arms about ruining a good potential retro fangame, rails are a level gimmick, not a game-wide gimmick. Rails will appear in the more city-like parts of Palmtree Parkway Zone, and maybe one other zone at a push. @Trunks: The sand is one of the most WIP elements, it's harder to give it lots of depth before it stops looking like sand. Typical bumps and indents like what a GHZ floor has just don't cut it, they make it look like its made of blocks rather than sand. I'm considering a mix of surreal indent/outdent parts (but only a light amount so it still looks like sand), and maybe seashells/starfish and things like that, sticking out of the screen from the sand.
This game is looking gorgeous, I cannot wait to see it in action. What is the moveset going to be like? Spindash, peel out, insta shield...?
Absolutely gorgeous, here is some crit - that you can ingore, look at ect - Tails has too much contrast, compaired to the likes of Knuckles, he just has really dark shading, a quick tweak would be an improvement. The big toltom pole, while I love the idea, has a bit of odd, flat shading, almost like it is scared to have too many shades, but when the rest of the level has this amazing use of colours, it just seems a bit held back. The round pipe (?) has odd shading on the curve, and I think as whole needs something just to make it stand out. Though the game looks amazing regardless.
1. At the moment we're simply using all the same sprites that Time Twisted is using (credit to Gardow and Overbound for that btw), so we've not really made much changes to make the characters completely appropriate to their environment yet. 2. That is something I'll have to work on, it looks like that because I made it by 2x resizing and then touching up a smaller totem pole from the level, so the colours are more stretched out. Sprites that are recreated from smaller sprites show up a lot in the game, they're sort of just what I default to when I run out of visual ideas. :P 3. Blame Launch Base lol, those pipes are placeholders.
Ah, I did think as much, but thought I'd just give my two cents on it anyway. BTW, an idea for that totem pole.
The classic Sonic 3 moves are used for each playable character. (I.E. Spindash, spinjump, insta-shield, etc.) The Peel out, however, is tweaked to give a newer element to Sonic-only game play. I won't state what. Let it be a surprise.
The sand doesn't look like sand - I thought it was fire lol. Other than that, looking good, the HUD looks very nice.
Something like this maybe? With humps in the sand? But less on the crappy side? I also adjusted the color, because the previous sand was a bit too bright to me. Again, feel free to ignore any of my thoughts. :x
The color on the sand looks incredibly dull and those bumps are an awful idea. There was nothing wrong with the faces, just their execution. They looked pasted on, all they needed was some depth. The tiling on the grain is also painfully obvious. Fixing that up would greatly improve the whole thing.
I love the way it looks, very nice and sleek. Also love the "Good morning" in the sand. Very nice touch.
What Chimpo said. Make the tiling less obvious, and perhaps add a bit of perspective (skew) to the illustrations. This looks pretty nice, overall! Good luck with it.
Sonic games don't usually have perspective... well, S3&K does a bit, but as a general rule the ground in Sonic games looks like it was "sliced" through. The floor never extends towards the camera, so bumps and perspective are terrible ideas. You can think of ways to decorate the sand, but you have to think about it as a wall that's facing us.