




I mean you COULD go all out and perfectly emulate the sonic look on everything, but that's a lot of work. But it's easy to get the sprites and backgrounds all roughly the same
The thing about that is, this game will include stages from many of Sonic's games, and I may end up using other stages and styles to fit his comic books and cartoons since this game will not just be based on the games. Some of the stages aren't going to look the same or have the same style I'm afraid. As for the sprites, as I said before, I'll get to them, but I already made the fixes to most of the characters already in the game months ago, I just need to do the stages: https://www.youtube.com/watch?v=A-vgVsLx5ZMThis palette for leo looks pretty good on this stage, if it were me I'd make all the sprites bold/saturated like this. And make all the stages match this style.
Again, that depends on the stage, since many of them wont be the same.The sprites will match and you can keep the classic SONIC look. Or if you prefer you could have bold sprites on faded backgrounds like this,
Yeah but wouldn't making the panel brighter just make the problem you're talking about worse?Stuff like this just increase contrast and some brightness.
a bit overboard cause I'm using a screenshot, but you get the idea. Background images might want to be faded/darker, but panels and foreground should be bold.


I think the bosses I'll go with will be Bebop and Rocksteady, even with the difference in sprites.Miru said:I wonder who or what the TMNT stage's boss is going to be? And could you give us a hint about the next Sonic character added? And the palettes do look nice.



anim spawn
loop 0
delay 1
offset 151 150
spawnframe 0 0 0 0 0
#custentity Marker
custentity MiBoard
#@cmd spawn01 "MiBoard" 0 1 0
frame data/chars/Mikey/Idle1.gif
name MiBoard
type NPC
shadow 0
subtype follow
#alpha 1
nolife 1
nomove 1
facing 1
setlayer 1
gfxshadow 1
palette data/chars/Mikey/Pal
#animationscript data/scripts/script.c
#animationscript data/scripts/Map.c
anim idle
loop 1
delay 3
offset 151 150
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/Mikey/SBoard0.gif
frame data/chars/Mikey/SBoard0.gif
frame data/chars/Mikey/SBoard0.gif
frame data/chars/Mikey/SBoard0.gif
anim Walk
loop 1
delay 3
offset 151 150
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/Mikey/SBoard0.gif
frame data/chars/Mikey/SBoard1.gif
frame data/chars/Mikey/SBoard0.gif
frame data/chars/Mikey/SBoard2.gif
if someone can show me how, just make playable characters fly out of the screen so they don't lie on moving ground
I'm using anim Spawn, but it wont work unless I use the exact text in the original player entity, since I've used type none entities as weapons for the speed stages
Sounds nice but these boards will be specific to characters, but Color and which Turtle.I have made such board before but it's generic board, which will follow certain player, regardless of player's name
BTW that board isn't spawned by the player but instead it's already available in the stage BUT it hides itself when respective player is not available. That's the easy trick to prevent having too many boards on the stage
I'm doing some tests right now but it's still not the case for me. The type none entity for speed stages is not using the spawn anim I set for it at all.Actually, it works as long original entity has SPAWN animation. Doesn't matter if that animation only plays two frames of IDLE animation with short delay
So there's no need to clone SPAWN animation from bike ride mode to original entity
The type none entity for speed stages is not using the spawn anim I set for it at all.