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LakeFeperd

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LakeFeperd last won the day on December 22 2014

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    Spark the electric jester

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  1. I'm surprised to see no one used it yet. I made it for chrono adventure back in the day but i decided to make it available for everyone.
  2. Oh yeah, spark. To tell you guys the truth, spark is under a halt at the moment and will be for a while. In the meantime i'm working on this game, which is, in a way, more important to me. That is, i need master how to work with unity since i i'll have to use it a few more times for some pretty important college assignments.
  3. Just another level i've been working on. Reverse gravity can now be part of any stage. @MrLevRocks Not sure if that's a good idea, i still haven't figure out how the turning works yet (as i've mentioned before, i didn't make the car's pysics/control). But from what i know, the game has a Axis variable that's supposed to react to how much the analog sticks in a controller are pressed (-1...0...1) but when a keyboard is used, it simulates an analog stick and does what you see right now. I don't know how to change that and if that's really a thing since i don't have a controller to test it out myself.
  4. New Cars! Guess which games they are a reference to. And well, i guess this is not just a stunt race fx fan game but a game about old racing games. I'm now calling it "XF racing instute"
  5. Here's more stuff: Big images! Anyway, that stage was heavily influenced by F-zero GX complete with anti gravity. @Lange Oh wow, i really don't have a controller to test it out myself, so there is no way for me to know. Thanks for poiting it out. But with the way unity works, i don't really see that happening. Keep in mind the turning is worse the faster you are going, this is prevent the car from flipping by turning too hard at high speeds.
  6. In a more recent build i had to remove the low-resolution effect due to the fact it's only possible with unity pro, and i want to revert back to regular unity. Only them i noticed how much it adds to the game. That aside, i've been experimenting with a new stage heavly influenced by f-zero, with gravity manipulation and all. I'm really surprised how easy was to do all of this, for those wondering, this game sinply uses a tweaked version of unity's sample assets' car, which is build with just regular unity pysics. Although, i'm sad to say you guys probably won't see more of this game anytime soon, this screenshot is form a incomplete stage and i really have to go back to spark. @Lange Well, not really, the game is supposed to run at 60+ fps in every machine. The mechanics are the result of me using only unity's basic pysics for this game, which also means that it's really easy for them to go wrong since there is a lot of factors i just don't really have any control over. No matter how i place the colliders on a object, the car will go flying after colliding with it anyway. And yeah, i didn't realise tapping the keys to turn was a thing, i guess i jsut forgot about it.
  7. "Stunt Race XF" or just XF, is a game inspired by our good old racing games of the past, such as top gear and Stunt Race FX. The game right now is just about getting to the end and racing against the time. Download Link Screenshots:
  8. Big Images: This little experiment is almost coming to a close.
  9. not a screenshot but what do you guys think?
  10. http://sparktej.tumblr.com/post/102702517938/almost-back Btw, there's a new demo on the last page for those who have missed it And here's some stuff. I've been really busy with some college projects and i just didn't have any time to go back to spark. But i'm somewhat back, i guess.
  11. Yeah, the player also becomes invencible after it happens, I decided to leave this glitch in and focus on fixing others due to a severe lack of time. =P I also said that i was going to update the demo doring the event, and i didn't due to the same problem. I'm currently on the process of developing another game which probably won't be released around here but i should be back to work next month.
  12. Just to let you guys know, the NCFC demo has been already released: http://nintendocfc.com/booth.html?id=37 Unfortunately i've 0 time at the moment to work on Spark and the demo might be a little bit unpolished. But here's a few things you can do: - You can how store a power by pressing A (goes into a shield if using sword, that needs to be changed). - Sewer stage has now been somewhat reworked. - Scarf's top speed is now spark's maximun speed. - Every power execpt sword, bat and board can now do a 3th slash. >Sword Changes - Up + Attack now allows spark to release an upwards kick. - Down + Attack will create two blue balls near spark . - The balls can be influenced by the sword's slashes. And there should be a lot more that I don't remember or are just very minor to note. In about a month i should be able to get a more polished version out with a new trailer with some new stuff.
  13. Just to keep you guys informed, after some testing, i noticed the checkpoint system wasn't working right sometimes. If you start to feel a little bit frustrated with the game, stop playing it until i release a new build that fixes it. Sorry. =P Another one should be coming soon after i finish up some other stuff i've to work on atm.
  14. Demo v3 now released Download it here Remember, this is a beta build made for testing only, but it’s not open to the public. Changes: First stage’s layout has been completly redesigned. A new stage: Flower mountain canyon is now playable after the first stage. Tons of bugfixes and more. EDIT: i forgot, but the wall jump has been "fixed" after all this time. So, if you played it, tell me what you think. I really need to check if this is ok before moving on with the game.
  15. I probably should just stop whining about this and go back to work. My biggest problem with this is that i feel like before SAGE i was working on spark and now i'm working on a different game that is not spark but uses all of the same assets. I was more than halfway done with it and it should have been finished by the end of the year but right now, i'm not sure if this will ever be finished. I'm going back to stages i've designined at the end of last year and completly scrapping my work to make some new stuff for this "new game" that also happens to be known as spark. And as you guys should know, this is a terrible sign for most games, expecially sonic fan games. Most sonic fan games never get past the first stage just because the autor is never happy with it and in the end are never completed, now i feel like i'm on the same path. Maybe i just made a mistake to work on this behind closed doors for so long and not realising early that my time is limited (by that i mean one day life will kick in) But anyway, i think it's about time to end this and keep working on the game, who knows, maybe it will work... So, see ya, until the next demo comes out, which shouldn't be a long time from now.
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