Author Topic: Sonic Z-Treme  (Read 24298 times)

XL2

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Re: Sonic Z-Treme
« Reply #315 on: August 01, 2018, 02:31:51 am »
Sorry to say that but it looks a bit...special.
Robotnik is way too flat too, his arms are a sheet of paper.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #316 on: August 01, 2018, 02:35:07 am »
I thought I was the only one who saw that! The upper half of Robotnik was from Sonic R. But I must agree, they look ludicrously flat. I thought you would let it ride because he’s an NPC.
« Last Edit: August 01, 2018, 04:29:44 pm by 20EnderDude20 »

20EnderDude20

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Re: Sonic Z-Treme
« Reply #317 on: August 01, 2018, 07:01:12 pm »
Okay, I made the hands have some depth. However, I’m typing this message on my iPad, so I can’t give you a screenshot right now. 😐

20EnderDude20

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Re: Sonic Z-Treme
« Reply #318 on: August 01, 2018, 11:17:37 pm »
for some reason, the rig I got online had one of Robotnik's arms lodged further in his body than the other. I fixed that, and I made the arms have some kind of depth... It should be fine now. May this also be used in the near future?
« Last Edit: August 07, 2018, 10:54:58 pm by 20EnderDude20 »

20EnderDude20

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Re: Sonic Z-Treme
« Reply #319 on: August 05, 2018, 08:47:00 pm »
So, why do polygons that are right next to the camera have a distortion where it doesn't stay on the same plane? I'm guessing it's because the 4 points cannot go beyond coordinates in this overscan the Saturn has around the screen.
« Last Edit: August 05, 2018, 08:54:25 pm by 20EnderDude20 »

20EnderDude20

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Re: Sonic Z-Treme
« Reply #320 on: August 06, 2018, 12:26:43 am »
Here is a fire texture that's more suitable for scrolling: https://drive.google.com/file/d/1YvTsylvIAh6TVqJ7qskU9QG4YX2chWXf/view?usp=sharing

If done correctly, it should look something like this (the pot and flame were made in Flash 8):

20EnderDude20

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A suggestion for shading
« Reply #321 on: August 08, 2018, 08:12:30 pm »
So, can you make the shadows normal sprites to get all of the benefits of transparent pixels? Just get rid of perspective distortion and instead use skewing, because it's a minor detail. Would that be a good trade-off?
« Last Edit: August 08, 2018, 11:54:06 pm by 20EnderDude20 »

20EnderDude20

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Re: Sonic Z-Treme
« Reply #322 on: August 09, 2018, 06:16:51 pm »
Actually, you might not even need skewing or even rotation for circular shadows, because it looks the same from all angles. So you might only need to make it a scaled sprite, which can let it be transparent.
« Last Edit: August 09, 2018, 06:18:45 pm by 20EnderDude20 »

jabfg

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Re: Sonic Z-Treme
« Reply #323 on: August 12, 2018, 05:18:54 pm »
Any news about Sonic Z-Treme?

20EnderDude20

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Re: Sonic Z-Treme
« Reply #324 on: August 12, 2018, 06:22:00 pm »
Presumably, XL2 went to SAGE, and showcased Sonic Z-Treme, and it went successfully. But I would like to know what's up too.
« Last Edit: August 12, 2018, 08:39:23 pm by 20EnderDude20 »

Jorhlok

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Re: Sonic Z-Treme
« Reply #325 on: August 12, 2018, 11:42:42 pm »
Via the last post on SAGE from SonicRetro: http://sonicretro.org/2018/07/sage-2018-information-delay-booths-trailer-and-more/

"SAGE 2018 is DELAYED to August 25th through September 1st."
"We will now be accepting submissions to SAGE up until August 18th."

I imagine at least until the 18th XL2 will be polishing Z-treme as much as possible.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #326 on: August 12, 2018, 11:53:45 pm »
I imagine at least until the 18th XL2 will be polishing Z-treme as much as possible.
In his latest video's description, it said,"Here is a SAGE 2018 preview of the demo I will submit in 2 weeks." And the video was uploaded on July 31st.

XL2

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Re: Sonic Z-Treme
« Reply #327 on: August 14, 2018, 08:25:52 am »
I have a newer version for sage, but only a couple more physics and graphical additions.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #328 on: August 14, 2018, 03:46:07 pm »
Does that include the loop-de-loop physics?

ponut64

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Re: Sonic Z-Treme
« Reply #329 on: August 14, 2018, 03:58:33 pm »
We'll see from/at SAGE.

 

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