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Old 07-27-2014   #301
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Well to fix that i say this:
https://www.youtube.com/watch?v=XTxb6Zgzcj4

1. You do not need to make them now.
2. Since people did it for the original, green version ingame(for MKWII), this COULD be an interesting idea, but that's just my opinion.

(Spaceman2028 received an infraction for this post: Your post makes absolutely no sense.)
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Old 07-28-2014   #302
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What are you even talking about?

Slopes? When was that ever in play? Did I accidentally skip over Iceman just announcing "Hey guys there's slopes in software for Kart now have fun"
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Old 07-28-2014   #303
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Kart does not have any support for slopes nor do we have any plans for it. Please stop making assumptions like this.
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Old 07-29-2014   #304
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Whoops, must have chosen the wrong forum! Anyways the slopes were just a minor concept of mine that make the upward curves in the terrain look better. Sorry if i confused you a bit-i once saw a GIF of slopes being used in a test of sorts, and wanted to point out how efficiently they could be used. Other than that like you said they don't do much are are a possible waste of time. Just had to point it out for you. Apologies.
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Old 08-01-2014   #305
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Default Weather Factory Zone, where demos draw closer(ish)




Just about have this level finished, as you can see in the last screenshot, we have the warp pad that will send the players back to the Hub when they are done with the level.
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Old 08-01-2014   #306
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Yet again CoatRack proves himself to be a mapping prodigy :V

I really like what you did with the fog. It gives that "in the air" kind of feel and emphasizes the theme of a sky level really well. IMO this gives off that feel better then AGZ (probably not the best comparison out there). Also those are some beautiful textures you guys got there. Props to whoever made them. Quick question though; Do those fans in the background of the 2nd screenshot move/animate? Also, what are those blue buttons in that same screen for? :x

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you can't blackmail me like this dragon.
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Old 08-01-2014   #307
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Sonic looks different in that first screen. Either it's just the fog or you guys touched up his frames. I don't remember him looking angry when he runs, and his quills look shorter. Could just be me though.
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Old 08-01-2014   #308
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Quote:
Originally Posted by Puppyfaic View Post
Sonic looks different in that first screen. Either it's just the fog or you guys touched up his frames. I don't remember him looking angry when he runs, and his quills look shorter. Could just be me though.
It's just you. Sonic's sprites had been like that for at least 6 years.
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Old 08-05-2014   #309
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Welcome to Iceman's guide of How To Quench The Bitches©




Step 1:







Step 2:



????



Step 3:




PROFIT
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Old 08-05-2014   #310
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Spoiler:
That South Park reference is golden.


I really like this new... design? I don't know if it's new, it's like... better and updated. Keep it up!
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Old 08-05-2014   #311
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I wish I could just extract the lua from that ring health bar so badly! This is just... too... good!
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Old 08-05-2014   #312
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...


Ring HUD now visibly shows how much you have left to the next hit point.

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lua
What
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Old 08-05-2014   #313
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Besides that... little misthought...

What is the effect of the gif coming from? Getting 10 rings or a full health monitor?
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Old 08-05-2014   #314
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That was just me animating all of it in a sequence
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Old 08-07-2014   #315
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That looks quite nice. But such things don't quench my thirst, they merely make me even more eager to see this mod's eventual release.
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Old 08-09-2014   #316
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After the ring HUD, I looked at the HUD and noticed it felt outdated-ish. So I redid SRB2's mediocre emblem sprites, updated the emblem HUD, the numbers all over the HUD, and then SCORE & TIME.


It's also an excuse to show Sryder's own zone, Mainframe Metropolis, again. :P

Spoiler:

In the words of Larztard, my emblems used to be a bit sexier before everyone in IRC complained about them standing out too much. So I had to flatten their shading a bunch. Well, it was more like 2 people who kept saying it, but still...
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Old 08-09-2014   #317
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Quote:
Originally Posted by Iceman404 View Post
In the words of Larztard, my emblems used to be a bit sexier before everyone in IRC complained about them standing out too much. So I had to flatten their shading a bunch. Well, it was more like 2 people who kept saying it, but still...
Honestly, I say those opinions are bunk. The whole point of a collectable is to stand out and look awesome. That's not a flaw. Besides, who in their right mind DOESN'T want to collect those juicy emblems? I know I sure do, but I'm not as hyped about the flatter ones. Anyone else who shares my opinion? Shiny emblems or boring, flat, weak emblems?

Also, worth mentioning, the shiny ones fit the shading style of most TD graphics, a lot lot better.
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Old 08-09-2014   #318
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I agree, the emblems with better shading look more fitting to TD's lush levels.
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Old 08-09-2014   #319
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I was blown away with the new emblem look...until Iceman showed me the sexy shading of the old-new emblems. Personally, I think the sexy shading looks spectacular and I don't see how they would stand out.
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Old 08-09-2014   #320
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This mod's HUD has gone through several revisions one after the other from readability issues and criticism, but maybe now it can stay final, ha.


A fucking Pokemon esque bar.


Whatever I was thinking here (oh right I made the 2.1 clock icon for NiGHTS)




Like, I can't even find the older ones. :V
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