Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.
No, i don't like the way it brokes the music.
What if you were to add a similar thing to Sonic CD, where it chimes for the countdown?
Sonic's Fun and Easy Adventure, coming to the Hacking Expo! It'll be super easy and ultra fun for the whole family!
Will this game have an easy mode just for the experienced game journalists?
Why need it when the game is super duper mega ultra easy, so much that even a game journalist can beat it?
Posting SHC Teasers huh?
Okay, while my submission is purely a tech demo and doesn't feature much in terms of gameplay, I suppose I might aswell post the 7 second (with some frames to be cut), long clip for the SHC2017 trailer.
Edit: Who's up for some x86?
I can assemble mnemonics at runtime
(This not only makes some code look neater but gives me more possibilities, such as runtime live spline injection and reversal or easier modification/exposition of hardcoded float values, etc.)
Don't underestimate Polygon.
An another sneak of the Sonic Virtual Adventure~
Soon on SHC 2017...
Here's a limited sneak peek into the least "spoilerific" aspect of my SHC entry, the Mod Loader Configuration Utility:
Heroes Specific Tweaks I:
Nice Pantufa clone. Jokes aside, The palettes aren't the best. A good way I can say is it being "saturated". And most of the art doesn't match, due to a lot of it being sewn together from other genesis games.
Why so many likes? The foreground is AIZ and the background looks the same as other hacks Ive seen before. It may be from Palmtree Panic though, but either way its done before. Palettes are average at best and the only custom bits are the terrible looking HUD and OC's.
I'm guessing it's because the HUD and character art stand out the most at first glance; which, I thought they looked pretty neat.
That's the weird thing with showcasing non-programming stuff on a forum full of programmers. People seem a lot easier to impress.
To SHC 2018
That is an amazing design you have there!! It's quite well constructed, and not too overly dithered either, the background appears to have a nice faded set of colours while the foreground appears quite strong, so I don't think there'll be any clashing issues, I'm actually quite pleased to see something new for a change, a new style and structure for a Zone, I appreciate the originality to this, well done~
I'm a little disappointed with the lack of likes you're receiving for this.
Having said that, am I to believe this is to be some sort of woodland/forest based level? If so, I do hope you stand clear from the whole "Wood Zone" thing, I've always found it to contain a poorly built set of chunks, too many people have gone that route of using it as a base, and have failed in the process. Keep up this uniqueness dear sir~
Wow. I'm really impressed by your work, Knux. Good job!
Note: The following is not present in the November 07 of 2017 Promotional Demo build of Sonic the Hedgehog Bania: Gold! Edition that will be shown off at SHC, this art was made over the course of the past day and change and is still very much in progress.
The interior of Flying Battery (Qonkwest Armada) will be taking more of a Bio~type Laboratory trope feel as the art development continues; the above screenshots show what the interior will generally look like, metal bearings in a Cross shape and a tile pattern hooked against Red and Magenta coloured lights, the Teal and Magenta set acting as a Backlight in areas where Flying Battery was once way too dimly lit.
It'll be better understood when the foreground and background art for it is more complete, but it's a start regardless, I can only imagine where this one will take me as the editing goes on.
The way that I am handling Hydrocity (Spirit Waters or Equestrian Undertow) is that I am making it more closer to an amalgamation of Metallic Water Base and Ancient Ruins for the trope, it might turn out to be closer to a Hybrid of Hydrocity and Aquatic Base with a hint of Temple Garden and Infernal Injest Act III (Knux) when it is complete, but given what it's going for, I think that players will be right at home with it; both the land and underwater segments will get equal treatment, especially where Knux's personal routes are concerned.
The Cyan/Semi~Dark Green Bricks that are a part of the foreground in the fifth screenshot and the art used for the background in both acts will have a complete overhaul to accommodate for the trope and to prevent any clash, I'll get more into that when the time comes to show it off but that'll be a while, background editing in Mania is still rather limited (although AeroArtwork has been able to work within the restrictions rather nicely, I must admit) and I'll hold off on that until we have better editing standards and liberties with the zone's tilesets; for anybody curious, yes, the Knux Blocks and Silver platforms and with the respective Sky Blue X and Zig~Zag patterns do animate, they are meant to be Light Fixtures, but they will not animate underwater as they are "Short Circuited" by the underwater palette's functionality.
The FBZ edits you made are terrible. Too repeated texture and one that imo is just too high contrast for its own good. It does not work in any way imaginable. HCZ however, looks fantastic, very well done. I imagine the background in the first image is inspired by Mirage Saloon? That especially looks great and works surprisingly well from what I can tell. However, then the act 2 background does seem a little off, as it is very much different from act 1.
Honestly I don't like the art in HCZ. The new bricks look too flat and some of them are pillow shaded. The shading is pretty messy overall.
Oh, I had no clue haha, I just assumed that was custom...
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