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S2SMTP v.5 Coming Soon...

#21 User is offline   Infiniti

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Posted 01 March 2007 - 04:55 PM

View Postsavage-xp, on Jan 28 2007, 07:10 PM, said:

Ice Cap is Ice cap
That makes sense ^^Posted ImageI see you added the Death Egg hologram thingy. Can't wait to try this one.

#22 User is offline   Concretepiggy

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Posted 01 March 2007 - 05:52 PM

This is looking very good, really looking forward to playing it. I love the new 'themes' and level designs.

#23 User is offline   Jonny McBane

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Posted 02 March 2007 - 07:20 AM

Looks pretty damn neat! I love every hack that has all the levels changed/redone. Nice work. Can't wait for V.5. Just one thing thought, the colours look terrible on some levels. The Casino -zone made my head hurt.

This post has been edited by Jonny McBane: 02 March 2007 - 08:34 AM


#24 User is offline   smtp

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Posted 03 March 2007 - 05:59 PM

View PostOverlord, on Mar 1 2007, 04:39 PM, said:

I love the Bonus Zone. =P One question, tho' - what do the Rings with the character initial in do? =)
Currently all they do is give 1000 points when collected and at the end of an act for each one you collected it gives you 10000. I am Currently trying to think of something for it to unlock when the game is completed. :PThanks for all the comments, expect to see a video of Ice Cap act 2 soon.

#25 User is offline   smtp

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Posted 05 March 2007 - 11:56 AM

New youtube video:Ice Cap Zone Act 2 - NormalWhat do ya think? :P

#26 User is offline   Overlord

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Posted 05 March 2007 - 04:01 PM

Nice little twist on the Icecap music. =P Also I see you fixed the pitch problem on the slow shoes too - and I'm always a fan of ludicrously oversized loops (I had a few in my hack =P).

#27 User is offline   Dirty Justice

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Posted 05 March 2007 - 04:52 PM

View PostOverlord, on Mar 5 2007, 04:01 PM, said:

Nice little twist on the Icecap music. =P Also I see you fixed the pitch problem on the slow shoes too - and I'm always a fan of ludicrously oversized loops (I had a few in my hack =P).
A bit of fun background info on that - it was one of my pretty early manual ports (early 05ish), and it was actually a mistake on the pitch thing... XD; it ended up sounding cool, though. I had originally made it for StephenUK, but I didn't have a problem with throwing SMTP a copy as well.With that aside, this looks excellent! I love how well you were able to bring Ice Cap to life with the lack of the original objects from the level. =P

#28 User is offline   AngerClams

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Posted 05 March 2007 - 04:53 PM

Hah I'm loving the loops.Looking good. The hud being all crammed up top makes top of the screen look a tad cluttered but other than that its looking good. Keep it up.

#29 User is offline   smtp

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Posted 05 March 2007 - 07:50 PM

View PostDirty Justice, on Mar 5 2007, 04:52 PM, said:

Nice little twist on the Icecap music. =P Also I see you fixed the pitch problem on the slow shoes too - and I'm always a fan of ludicrously oversized loops (I had a few in my hack =P).
A bit of fun background info on that - it was one of my pretty early manual ports (early 05ish), and it was actually a mistake on the pitch thing... XD; it ended up sounding cool, though. I had originally made it for StephenUK, but I didn't have a problem with throwing SMTP a copy as well.With that aside, this looks excellent! I love how well you were able to bring Ice Cap to life with the lack of the original objects from the level. =P[/quote]Thanks, I have a few more planned objects. (SBZ Flame thrower object used as the cold air shooter :P )

Quote

Looking good. The hud being all crammed up top makes top of the screen look a tad cluttered but other than that its looking good. Keep it up.
I've been thinking of different HUD positions, I've come up with this:Posted ImageBetter or worse? :P

#30 User is offline   Demi

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Posted 05 March 2007 - 07:56 PM

Hmm, maybe move Score and Time to the left a little bit.. and maybe place Rings underneath Time. Also maybe put the lives counter in the bottom left hand corner? ^^*Demi got away safely*

#31 User is offline   smtp

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Posted 05 March 2007 - 08:58 PM

lulz. I could always make a Hud Style Option. :P

#32 User is offline   AngerClams

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Posted 05 March 2007 - 09:36 PM

Quote

Looking good. The hud being all crammed up top makes top of the screen look a tad cluttered but other than that its looking good. Keep it up.
I've been thinking of different HUD positions, I've come up with this:Posted ImageBetter or worse? :P[/quote]I dunnoPosted Image

#33 User is offline   khorney

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Posted 06 March 2007 - 04:36 AM

needs maor level, but i like the remixed hud, adds extra uniqueness to it.^that one on the other hand, is shit, all you did was move the life counter over from the original layout

#34 User is offline   SSUK

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Posted 06 March 2007 - 11:59 AM

Here's an idea:Posted ImageMy MS paint butcher job will show what would look cool: Rings being on the other side = BAD. You want the important info: Score and rings in the top left where normal players will look. The optional, unneeded things (=P) like Time and Lives can be shoved on the other side of the screen. I think it looks better this way, however taking the lives from my HUD butcher and placing it in it's normal place or Demi's suggested place would be pretty cool as well, I suppose. =)

#35 User is offline   StephenUK

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Posted 06 March 2007 - 02:35 PM

The other thing you need to take into consideration is the sprite limit. Some people may have noticed that sprite fragments have a tendancy to disappear if too many are on the same line. Having more of the HUD on the same line will increase the likelihood of sprite fragments disappearing at the top of the screen. If this doesn't bother you, then that's fine. The original HUD layout was the best way to control this problem. If you need an example of what I mean, bridge objects have a tendancy to do it.

#36 User is offline   Dark Sonic

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Posted 06 March 2007 - 05:12 PM

Imitate the Sonic 06 beta style for the hud. Time and Rings on the left, Score and lives on the right (I think), with that slick style that was the only thing that made that game look good.

#37 User is offline   khorney

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Posted 07 March 2007 - 06:33 AM

i was about to suggest time instead of score, as score only really becomes an issue at the end tally, if at all in the 2D games

#38 User is offline   smtp

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Posted 07 March 2007 - 10:28 AM

View PostSSUK, on Mar 6 2007, 11:59 AM, said:

The other thing you need to take into consideration is the sprite limit. Some people may have noticed that sprite fragments have a tendancy to disappear if too many are on the same line. Having more of the HUD on the same line will increase the likelihood of sprite fragments disappearing at the top of the screen. If this doesn't bother you, then that's fine. The original HUD layout was the best way to control this problem. If you need an example of what I mean, bridge objects have a tendancy to do it.
Yea, this problem show up a few times in the past but it was pretty minor.

#39 User is offline   eestlane

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Post icon  Posted 12 March 2007 - 10:40 AM

View Postsmtp, on Feb 28 2007, 11:14 PM, said:

Bump. New level:
Posted Image Posted Image Posted Image Posted ImageDeath Egg Zone
And I have uploaded a few Youtube videos:Green Greens Act 1 - Hard - KnucklesGreen Greens Act 1 - Easy - Sonic & TailsAquatic Ruin Act 1 - Normal - KnucklesQuestions? Comments?
WOW! im impressed!

#40 User is offline   khorney

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Posted 13 March 2007 - 02:49 AM

did you have to quote his whole post just to say those three words?anyways, this is starting to look more like S&K than sonic 2 =Pare you adding any other stuff, apart from square sheilds and vieled reference zone names (and new layouts of course..)?

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