Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.
IS THAT PANA?! =D
Also, I didn't know New Super Mario Bros Wii was a thing...
That's his fan character "Calvin", who he's shown off before on SSRG.
Someone looks like a intruder on the picture above.
Yesterday I finished Act 2's layout, and today I did some art for the orbinaut and caterkiller. I still need to do art for Sonic. I haven't even done any work on him since the last release of this hack. lel
THE VIDEO SHOWS:
- New animations for Tails (Springs and balancing)
- Unique level design
- Level layout is no longer completely linear
- Some rings and objects can only be reached with certain characters
- Some actions of badniks were completely customized.
The buzz enemies now have two variations. One that releases projectile and other that doesn't release anything, just flying over the place causing damage if touched.
- Reduced the speed that makes Tails go up when the buttons are pressed during the hability of fly and swim, so the player is unable to abuse of this to surpass the level.
- Time limit don't exist anymore, so the player be able explore the level as he want without to worry about the time he have to perform a perfect bonus.
- Animated tiles weren't implemented yet.
- The extra life text is provisory. A text was inserted bacause I still didn't work on the life icons for the characters.
That Mystic Cave remix is fantastic and your hack looks like it's coming along well.
Can that be considered an enemy? Unless you put them at the characters' height or make it invincible, it'll be pretty rare that a character will be able to take damage from it.
Been a while since I've posted here, huh? Lately I've been working on a graphical improvement of the Super Mario World NES bootleg, and I wanted to share some of my progress:
Finally I managed how to make this teleporter to nowhere ring visually cute.
Thanks for praise my Aquatic Ruin SMPS remix. This arrangement isn't mine at all, but It consumed a lot of my time to make it to sound good.
As for the buzz bomber... Well, I'm working on a variation of the enemy. One that fires and other one that doesn't fire. It's to comfort the layout to the homing attack so that the hability can be used in a proper way, depending on the situation.
My hack progress:
Old preview video:
Holy mother of Sonic, this looks awesome. Also, I like the altered Sonic and hud sprites!
I think speeding up the spring animation would help it look a little smoother.
Good suggestion. I'll take this in account. Thanks!
As much as I think that the art is really good, I can't help but notice one problem (and that's a common problem of many tileset makers in fact): the level looks empty. While I was watching a video, I noticed that fg almost entirely consists of solid ground. Now, if you look at many Sonic levels, you'll notice that there's stuff scattered all over the place: plants, trees, pillars an many more. I noticed how you added a new type of plant after you made the video, which is good, but I highly recommend you to add more things to it.
Jesus Christ, when did Royameadow bite me?!
Made a mockup of a Game Boy Color port of an old J2ME game.
Meanwhile in Minecraft...
(It might not be 100% accurate, but it still looks good)
The city is pretty fine~ The back buildings being more faded than the front is a good depth use there, well done~ Though I would've expected the front buildings to also have lights.
My main concern is Sonic having almost the same shade of blue/darkness as the background, it causes him to be almost invisible, this clashing makes the game harder to play, and many people can get annoyed with it just because it looks out of place. You may want to resolve this before you end up with a list of people complaining about it in the thread =S
I like the city although it could be less repetitive. I am really not liking the pillow shading or the super simple art style of the foreground. I can't recommend much to help you improve other than to observe the art of the 2D Sonic games and other 16 bit games and take note of how they were able to be detailed and appealing.
Also, the final product better have slopes. It isn't a Sonic level without them.
Edit: The palette contrasts too much. The foreground's palette should use a similar saturation to the background without drastically changing the hue.
Pillow shading is a no-no to me, but I do like how you did the BG (even though, the sky should be darker imo)
Sonic's too dark, and the grass (?) is a bit too bright, unless you plan on having some sort of street light.
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