Page 5 of 13 FirstFirst ... 3 4 5 6 7 ... LastLast
Results 41 to 50 of 122

Thread: Sonic : Genesis of the Azure Wind (CE Modification)

  1. #41
    The Child Pornographer Ki11a_FTW's Avatar
    Join Date
    Jan 2007
    Location
    NJ
    Posts
    2,661

    Re: Sonic : Genesis of the Azure Wind (CE Modification)

    really awesome, except, ditch those halo tele's
    Reply With Quote

  2. #42
    +rep to cure coronavirus n00b1n8R's Avatar
    Join Date
    Oct 2006
    Location
    Australia
    Posts
    13,213

    Re: Sonic : Genesis of the Azure Wind (CE Modification)

    Holey shit, I'm not even a sonic fan and I love it! :awesome:

    I like how your using the existing ability's of the halo engine is ways they haven't been used before (to my knowledge).

    E: wtf fanboy allert
    Last edited by n00b1n8R; November 20th, 2008 at 04:51 AM.
    Reply With Quote

  3. #43
    Meep, Meep FluffyDucky™'s Avatar
    Join Date
    Nov 2006
    Location
    Down Under.
    Posts
    1,270

    Re: Sonic : Genesis of the Azure Wind (CE Modification)

    Hah yeah, it's pretty cool imo.
    Reply With Quote

  4. #44
    kill anime users Rook's Avatar
    Join Date
    Jul 2007
    Posts
    2,114

    Re: Sonic : Genesis of the Azure Wind (CE Modification)

    Looks great
    Reply With Quote

  5. #45
    Senior Member SonicXtreme's Avatar
    Join Date
    Dec 2006
    Posts
    283

    Re: Sonic : Genesis of the Azure Wind (CE Modification)



    Hello again everyone, back with an update.

    Since before xmas , we where working on the ingame camera system which we have since changed slightly but we should be able to get working , but more on that will come later.

    As of now , we are almost done with rigging , the only thing left to do is Sonic chief, which Doan tells me should be done tomorrow , if he remembers this time.



    After all the rigging is done , its onward to animations which "L" is doing at the moment and i am also asking for help from Bobby aswell, of course the development is sped up depending on how many are working on it , and at the moment we set our deadline for release of a decent working version of the full modification around july of this year , so we need as much help from the community to get this done as quickly and with good quality too.



    So if anyone else can help speed up progress with animations so we can finally see the mod done quicker , then please dont hesitate to get in contact with me.

    Undernieth are concepts of the Bosses for the mod , i remade the Eggmobile again , instead of using SonicTags Sonic The Hedgehog 06 model i instead decided to keep with the classic feel and based this one off the Sonic Unleashed design , and then made 3d versions of the weapons that are normally attached to it in the 2d games for it , the last picture is of the final zone boss from Sonic 1 as we hope to get that working ingame for a decent ending boss.









    The whole idea for the bosses is to use the camera script to change the camera into the 2d cam we have been working on , but because the best result we had was from a stationary position it would work with the boss fights aslong as we limit the areas in which the fight takes place , heres a video from youtube referenced from Sonic 1 to illustrate the idea better.

    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.

    As a final note , we started working on attacks for the characters , Sonic has his boost to get through levels quicker like in Sonic Unleashed for the 360 , PS3 , PS2 and Wii , and Sally we are doing differently.

    Sally is having a completely new system for attacking , we intend to have her permutate her animations for her attacking , we are having her do various melee attacks , by pressing the fire button and the 3rd person animation will be randomly played out of a number of various animations , thus like randomly generated bipeds are done , this should be able to string together random combinations of moves that you can do with her ingame similar to the werehog feature in Unleashed.






    Above is the boost working ingame , we are just in the process of doing all the animations for Sally now (the alpha versions of the animations anyway) , the idea is to get everything animated very roughly to get an it all working ingame , and then go back and tweek all the animations once everything works so that it looks good ingame and works fine. (Kirby assures me that Sallys combo attack animation permutations will work)

    Like i said , production is sped up by more people helping , and because we are so close to finishing the entire mod , its important that we try and get what ever help we can , so if you can help please contact me.

    After all this is done , the levels will be (by me) finally made and everything will be put together to make the full modification package by myself.
    Reply With Quote

  6. #46
    The Child Pornographer Ki11a_FTW's Avatar
    Join Date
    Jan 2007
    Location
    NJ
    Posts
    2,661

    Re: Sonic : Genesis of the Azure Wind (CE Modification)

    awesome
    Reply With Quote

  7. #47
    Untruely Bannable~ Inferno's Avatar
    Join Date
    Aug 2007
    Location
    In a Place
    Posts
    5,166

    Re: Sonic : Genesis of the Azure Wind (CE Modification)

    This looks pretty intereting. Can't wait to see how this turns out.
    Reply With Quote

  8. #48
    Senior Member KiLLa's Avatar
    Join Date
    Aug 2006
    Posts
    213

    Re: Sonic : Genesis of the Azure Wind (CE Modification)

    Lookin great..
    But how much is actually working ina practicle manner for gameplay?
    Most the vids are just clips of content here and there, and none of actual gameplay..

    And I see you throwing all these names around..are you just like the cooridinator still?
    Last edited by KiLLa; January 12th, 2009 at 10:36 PM.
    Reply With Quote

  9. #49
    Useless Member jngrow's Avatar
    Join Date
    Jun 2007
    Posts
    1,311

    Re: Sonic : Genesis of the Azure Wind (CE Modification)

    Those last three screens look cool.
    Reply With Quote

  10. #50
    Senior Member SonicXtreme's Avatar
    Join Date
    Dec 2006
    Posts
    283

    Re: Sonic : Genesis of the Azure Wind (CE Modification)

    Quote Originally Posted by KiLLa View Post
    Lookin great..
    But how much is actually working ina practicle manner for gameplay?
    Most the vids are just clips of content here and there, and none of actual gameplay..

    And I see you throwing all these names around..are you just like the cooridinator still?
    Any rumors that have been said about me doing nothing for the mod are totally false Killa , i have always made models , levels and done textures for the mod , the only things i dont do are tags , rigging (i am still in the process of getting that right completely) , scripting , and animations. Reason why i dont do the other ones i have said is because i am still in the process of learning them at Uni , all apart from Scripting and Tags which i have touched apon slightly in the past.

    As for how much is working , everything works so far apart from the stuff that has yet to be put ingame , for instance the permutated animations for Sally , or Sonicchief as the multiplayer biped, the whole idea is to come back at the end and check for anything thats not done , and make it work.

    I have a Priority list on the blog for everything that needs to be done to get a fully working mod before our deadline , and as things are going well so far , we are up to ...

    3: Start doing the basic animations for characters (In progress atm)
    4: Get all characters and animations tweeked & working ingame
    5: Get Sallys combo attacks working ingame
    6: Get all enemys weapons/ attacks working ingame

    (After all the above is done , then we should have basically most of the mod done)

    7: Do Sallys HUD
    8: Work on basic gameplay elements such as springs and spikes

    (After all this is done, we should have a fully working modification)
    The problem has always been characters , in the old version of the mod before we switched to SP , we had someone rigging , who got burned out on permutated bipeds because we did not have enough help , and thats why some of our really old videos have bipeds in the T pose.

    The problem now is that the characters that have managed to be rigged , now need to be animated to go ingame , after which the whole focus will be on tweeking elements we have already working , going back and seeing whats not been done but needs to be completed , and also for me to make the levels , then put it all together and we will finally have a fully working mod.

    As for everyone else thats replyed so far , thanks for the comments
    Last edited by SonicXtreme; January 13th, 2009 at 02:47 AM.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 3 users browsing this thread. (0 members and 3 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •