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Old 03-15-2017   #521
Larztard
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Originally Posted by Potatosack View Post
Nice MK8 with that hairpin turn at the end ;) In all seriousness though, the actual map looks interesting. Good job, Chaotic Chao!
That really caught my eye as well! lol
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Old 03-15-2017   #522
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Ooh, are those custom Tails sprites I see? Very nice.
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Old 03-16-2017   #523
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Are Gliding segments going to be a thing

The Gifs are breaking :l
Thanks Dropbox
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Old 03-16-2017   #524
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To be fair, I'm not sure how gliding will work, but if it's anything like this, I'd say wait for Kart 2.3 on the Unity engine. :P
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Old 03-23-2017   #525
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You've seen some screenshots of Green Hill Circuit before, but Blitz-T has updated it to fit 2.1 standards with sweet banked turns and smooth ramps. Can you spot the two shortcuts hidden in the track? (Speedometer-is-not-final-please-ignore)
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Old 03-24-2017   #526
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I repeat my previous sentiments about maps looking r a d

...

are both the shortcuts on the two hairpin turns?
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Old 03-25-2017   #527
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I've missed out on quite a lot. Seeing all the new work on the project is making me excited. It's especially nice to see slopes getting some use as well. Green Hill Circuit is looking great. Part of me is glad that Speedometer isn't final. I know it's just a nitpick but I'm so used to the new Mario font (that they've been using since 3D Land), that I just think the old one looks ugly now.
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Old 04-03-2017   #528
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Quote:
Originally Posted by Potatosack View Post
I repeat my previous sentiments about maps looking r a d

...

are both the shortcuts on the two hairpin turns?
Correct, if that wasn't a guess, you've got some good eyes, Blitz-T hides his shortcuts well.

Quote:
Originally Posted by Icee View Post
I've missed out on quite a lot. Seeing all the new work on the project is making me excited. It's especially nice to see slopes getting some use as well. Green Hill Circuit is looking great. Part of me is glad that Speedometer isn't final. I know it's just a nitpick but I'm so used to the new Mario font (that they've been using since 3D Land), that I just think the old one looks ugly now.
Try not to trouble yourself with what's "Mario" or not. SRB2 kart is going for it's own unique style separate from anything that Nintendo does. We choose the fonts we do because they work well with the game, not because it fits a certain theme.

Late update post this week, nothing new, but here's a clip of multiplayer gameplay in Egg Quarters. Even Redshells get some nice air-time from ramps!
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Old 04-03-2017   #529
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Looking clean! I love the way the slopes are used with the turns. It's so dynamic.
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Old 04-03-2017   #530
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I'm not a fan of the texturing, but the actual level design and gameplay look great.
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Old 04-03-2017   #531
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Something about items appearing out of thin air behind you when you hold them is offputting to me. Will you be adding some sort of effect when you spawn them, perhaps like a dust cloud from a monitor pop or something?
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Old 04-04-2017   #532
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I kinda have to agree with the texturing. It doesn't really fit with SRB2's aesthetic and they look ugly when they're any distance from the camera that isn't right under it.
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Old 04-04-2017   #533
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It's because SRB2's Palette is limited, .png Textures support please.
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Old 04-04-2017   #534
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It's because SRB2's Palette is limited, .png Textures support please.
That's not really a good excuse when the complaint is "the textures don't fit with the aesthetic" since there are good looking stages that are just fine with SRB2's limited palette.
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Old 04-04-2017   #535
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I'm not really fond of the SA2 textures, even though that GIF is small, you can already tell that the textures will be hard to see far away.
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Old 04-04-2017   #536
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That's not really a good excuse when the complaint is "the textures don't fit with the aesthetic" since there are good looking stages that are just fine with SRB2's limited palette.
I was actually referring to how the textures look blurry and less colorful compared to how they look in SA2.
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Old 04-04-2017   #537
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Well yeah, it's butchered by the pallete, still doesn't stop people from remaking the textures properly, but I don't think we need to have kart still stuck in coding hell only to make the textures look better.
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Old 04-06-2017   #538
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PNG textures won't solve anything when the software renderer is still 256-color with no texture filtering. The issues I can see are that the textures are too high-detail (all those shades kinda mash together into pixel barf when it shrinks down unfiltered) and the GIF is too low-resolution to accurately tell how it looks at a larger resolution. A couple screenshots at 640x400 and/or 1280x800 would be a much better judge of how those textures scale and whether the detail is a major problem.

(Not being aesthetically fitting is another point, but I have too poor an eye for that sort of thing to try to judge there)
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Old 04-06-2017   #539
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I was going to say the same thing; I think it'll look much better with the screen resolution ramped up. I agree that SRB2 isn't the kind of game that benefits from extravagantly detailed textures, but I'd be lying if I said I didn't like the direction these levels are going in so far. I don't think detail is a bad thing as long as all the details are coherent.
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Old 04-08-2017   #540
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Originally Posted by Chrome View Post
Correct, if that wasn't a guess, you've got some good eyes, Blitz-T hides his shortcuts well.
It was an unsure analysis ;p

I'm happy to see that I was correct, though. Maybe... this means that I'll be really good when SRB2Kart comes out.
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