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PkR

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  • Posts

    141
  • Joined

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About PkR

  • Birthday 03/05/1989

Contact Methods

  • AIM
    Pikranus
  • MSN
  • Website URL
    http://bluefoxteam.wordpress.com/
  • ICQ
    154641104

Profile Information

  • Location
    Russia, Japan...
  • Interests
    Sonic FanGaming, MMF in general, retro-futurism, steampunk
  • Fan Gaming Specialty
    engine stuff, level layout
  • Current Project
    The Emeralds' Awakening

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  1. I got this file via ExtensionView, so I think it should be safe to redistribute. And yeah, it's an obsolete object that was discontinued a while ago. Also, which Bonus Pack was it in, if it was? I thought I had all Bonus Packs installed...
  2. It asked me for "Zip object" which wasn't included in the Dependencies folder. I have attached it to this message just in case. Also, some extensions seem to have newer versions than the ones included in the package, like MMF2Params and fcFolder. I noticed that because I was updating them in my MMF2 folder and there were differences in date (the ones included showed an earlier date), version and size. Apart from that, great work and my congratulations on the new release! There are some things in Sonic Worlds I find a bit redundant for a generic Sonic fangame, but it's a matter of preference anyway. Loving the Knuckles' climbing update btw ZipObject.zip
  3. I've been considering such concepts for my project as well. I think fangames are all about experimenting and playing with things SEGA didn't dare to work with. A strange-looking, somewhat scary level with a mysterious atmosphere sounds like a great idea to me. If you remember Sonic Nebulous, it felt almost nothing like a Sonic game with its shadowy/misty backgrounds, yet it played well and looked surprisingly beautiful. Not sure if you want to make something similar though. Still, I wouldn't recommend going too extreme with this.
  4. Thanks! Well, I think I'll have to do a large-scale research and rewrite the engine from scratch because, as you said just right, it's outdated (though to me it felt quite old-school) and hasn't changed much since 2006 or so. I'll post about it if I succeed. Anyway, now I realize that it's too late to post something like this. Back in 2006 the reaction might have turned out to be different. So, I'll quit for a while to investigate and address the issues.
  5. Uh... okay. So far, no comments on the graphics and music (that are totally original btw), I just got it that the concept is "nice" but useless. As for the motion sickness... correct me if I am wrong, but isn't it what Sonic games are all about? I think the gameplay has to be fast and there should be lots of "going up and down". The way the level is constructed has to do with a number of ways of getting through it faster by using characters' special moves, cutting paths etc... I guess I made a mistake by making a post about a spinoff game, well then I should have introduced the original game first so that the others would get who the fan character actually is... Thank you for the comments though. It's kind of a pity to get those remarks about the concept I deemed innovative, but I guess I was wrong.
  6. Hey guys, long time no see! I'd like to show you a 2-player hotseat game I created a couple of days ago. The basic idea is quite similar to the Competition stages in Sonic 3, though mine is a little more advanced. The game is intended for 2 players only. It's like one of those old games that are played with one's friends on one PC. I know using the keyboard for 2 players is a bit complicated, but you can attach a gamepad and redefine the controls anyway. The game is called "TEA: Welcome party" and has gameplay, characters and special moves from the main game I'm working on: "The Emeralds Awakening". So, "Welcome party" sort of represents what TEA Multiplayer will look like. I'm not sure if anybody remembers the original game, but it used to be quite popular around here. I'll make a post related to TEA when I'm ready. Here are some screenshots of TEA: Welcome party: http://tea.studenthost.ru/wp-content/uploads/2010/04/teacp1.png http://tea.studenthost.ru/wp-content/uploads/2010/04/teacp2.png http://tea.studenthost.ru/wp-content/uploads/2010/04/teacp3.png http://tea.studenthost.ru/wp-content/uploads/2010/04/teacp4.png Please tell me what you think. I'm almost sure there'll be performance issues on some machines, so please tell me your PC specs if you're having a problem. You can make the game run faster if you disable the special effects in the options though. If people like this game, I might actually add network play, new levels, etc. So here it is: download
  7. Not getting any girls will make a person become gay? Never heard of this.
  8. OMG it's his birthday. Greetings
  9. Well, I just haven't encoutered any of them. Anyway, I think 2 checkpoints are not enough for a level like that.
  10. Checked out the demo. I was expecting to see something worse I liked the way you did the parallax. Looks like you finally learned how to do it. The engine feels quite nice, although at this stage of development I can't see any originality in the work. But that doesn't matter for the first steps. What I liked in the level layout is the tidiness of your objects. This really looks like it has been realigned, sorted, etc. I also found the badniks quite well-made. The intro is a bit too short, but I liked it. Mode7Ex or whatever you used there did its job nicely. What I didn't like, though, is the level itself. Despite being so nice and clean, it was not amusing at all to run through the stage for so long. No checkpoints as well - this is awful. I kept dying at the same place and starting again from the beginning. Because of that, I can't comment on the boss presented in this demo. Mixing Genesis and Advance styles is a bad choice too. I used to do the same, but now they really look ugly for me. At least try to recolor/redraw some of the tiles/sprites to make them fit better. About the music. It would have been a good trick if it had worked correctly. I see that you split the music track into 2 files, the starting and the looping one. I can tell the difference and actually say when another file starts when I play the game. This should not be like that, although it's your choice whether to keep it or not. ... On the whole, this demo is a lot better than the first one you showed me, which, to be honest, was awful. Good luck with later work.
  11. MMF2 can still open MMF1 applications. You won't even have to change anything in your current work as long as you have all your necessary extensions installed for MMF2. If the extensions you use for your application haven't been converted (yet), you still can open MMF1 files, but you'll have to get rid of the events which use these extensions. If you can afford switching to MMF2, I recommend you doing so. MMF2 is great. It still has some bugs though, but later patches will fix them someday
  12. There could possibly be a problem with the extensions. For example, AssArray crashes the frame as well if it's used incorrectly. I might be able to help you too provided that you email me the source.
  13. Another useless PC port, like it was with both SA DX and Sonic Heroes.
  14. Yeah, that's why I decided not to comment on this game.
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