![]() I'm finally at the point where I can work on the game again in my downtime. I've been really busy as of late preparing for University and moving home. Fade to black.ĭemo screen (Plays after UGZ cleared) - "Thanks for playing!" "Support Just John 43 on Youtube" "Support Opensurge" "Support Akidna" Camera zooms to a paraglider at the edge of the cliff. UGZ Act 2 (Triggers after Results) - Sonic Emerges at the top of the map and looks into the background at some tall blue structures extending into the clouds. UGZ act 1 (triggers after results screen) - Antlion miniboss suddenly reappears from under the ground, breaking it and sending Sonic deep underground. ![]() Eggman carries sonic to the miniboss area. UGZ act 1 (triggers at miniboss encounter) - Sonic rolls down a mountain, and nearly falls into a pool of lava but Eggman appears and picks up Sonic before hitting the bottom. Sonic stops at a cliff and sees UGZ in the background. Sonic persues and roll opening credits via signs in the background. A flash of light makes the emeralds disappear and Eggman zooms past with a captured Tails. Intro (plays before 1st level) - Redraw Green Hill Zone ending cutscene from Sonic 1. I have also planned out the cutscenes that I need to program, keeping them here as a backup. Make platformer wolfy chase player on a timeoutĬhange camera (Sonic can currently see more behind his direction than in front). Woo! As of today, Sonic's basic moveset is completely animated! Here is the modded spritesheet so far.Īlso the level art for UGZ Acts 1 and 2 are now finished! Though I think in the future the tiles will need further edits so everything connects together well (my slopes and minecart rails especially).Ĭurrently I am building some beta level design so everyone can have a try and see the animation for themselves (my video capture software likes to blur everything).Įnemy that appears, fires a bullet, disappears you may use more sophisticated computations for the speed: State = "main" // reset the state machineĮlse if(!("fire1")) Player.gsp = speed() * player.direction // dash!!! player is jumping watch if he holds the jump button player is jumping but NOT holding jump Player = parent // since this object is configured as a I should hope to have an Under Ground Zone demo ready in 2020, I really want to get the art right for this one. I hope to learn from the youtube tutorials and this community! I've already had a play with visual studio, it's very easy to understand, so I must thank the creator for entering it into this year's SAGE! I have no programming experience, so for now I am handling the art and level design. And I will be learning how to use surge script so I may add things like bosses, cutscenes, gimmicks and the drop dash. I've been hand drawing my assets and putting them into the engine. It's gimmicks and variation make it stand out and i've wanted to make my own game since the ROM hacking using SonEd days. ![]() It has some of the most unique and interesting locales i've ever seen. ![]() I grew up with the 8 bit versions of Sonic games and i'm so excited for the remakes of Sonic Chaos and Triple Trouble.īut what about MY favourite? Sonic 2 is special. Hello, My name is Jonathan and I've been quietly enjoying the Sonic fan gaming community for quite some time. You can playtest an updated version of this project here: ![]()
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