16-bit Fighter
Active member
You didn't ask my question. I wish the 512 colours MD palette in order to chose with what colour change another colour.
kimonokimono said:I show you an example:
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The aspect is better with colour separation, recolouring applied to the whole spritesheet helps a lot to make better news moves and palettes.
Amazing, it fits perfectly with SOR2 style. Man, you are a great spriter!kimono said:Here is a before/after result:
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I can do the same for all its others sprites if you want to.
Antonio is a BKM boss as a base, i reworked him and add him new moves also like I do for Souther.
kimono: Thanks for the answer! The MD palette you linked is the same I showed before. Like I said it strangely doesn't perfectly match MD ripped sprites but nobody can explain it. It's kind of a nitpick but I'm still interested in knowing why.kimono said:16-bit Fighter: Md palette has these 512 colours:
https://segaretro.org/Sega_Mega_Drive/Palettes_and_CRAM
This colour palette is not very convenient for me, you don't need to use absolutely these colours in a Openbor mod even if it's a SOR mod.
I use currently this kind of palette which is more simple and logical to use:
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I hope that I answered your question.
Damon Caskey said:Kratus
So I decided to record a SOR2 route playthrough with Max. Everything was going great until level 7, when I accidentally branched off into the bike stage. From there it was the park, and honestly I lost interest and exited. Nothing you did wrong, I just always found that stage a boring slog even back in the day on SOR3.
If I were to offer critiques at this point, there were really only a couple of things that bothered me:
- At the branch points, there needs to be confirmation. I would highly recommend having a still image appear when the player is over an arrow, and also have them use button press to confirm (better it's not Attack, to avoid a reflex press).
- The bike game is fun at first, and a nice change of pace - but you fell into the trap a lot of authors do for this kind of thing. It drags on WAY too long, with no clear indication of what we're supposed to do. Reach a certain distance? Beat a time? Eliminate X number of enemies?
- It's a subjective thing - but I hate the SOR3 sprites, especially Blaze. Would love to see the SOR2 set as an option, but I realize that's a ton of work.
Other than those complaints I really loved it. Your first few versions were technical masterpieces but virtually unplayable. Wow things have changed! I'm not a fan of the sprite choices or the all the extra buttons, but IMO the gameplay experience is now far superior to SORR. Very well done sir!
DC
Kratus said:Wow, it's a honor see DC playing SOR2X!!
Very nice gameplay, specially when you knocked Harakiri with Max's big punch
I really need to label all routes and I'm working on it for the next small update. It's my fault to not make it before, sorry
But the point that makes me to choose SOR3 sprites is because of the character's move list, that is bigger than SOR2. But I decided to make a classic SOR1 and SOR2 versions of Axel and Blaze (maybe SOR2 Sammy too) in future updates.
I understand you and that's why I separated the new moves in new buttons, like energy and dodge buttons. If you use Extra Menu to disable some options and disable all Extra buttons, you can have a gameplay experience more close to the original SOR2
Shinmrgrill said:On a sidenote, what's up with this crazy scientist always running in the background?
Is he trying to exercise?