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noahcopeland44

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noahcopeland44 last won the day on August 9 2020

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    Sonic Misadevntures & Untitled 2D

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  1. Special care has been taken to stay as a faithful as possible to the limitations of the Genesis hardware and the standards of the Genesis Classic Sonic games. For starters, there is no more than 64 colors on screen, spread across 4 swatches. 5 FM music channels, a DAC channels, and additional PSG channels. Much research went into this side of the development. Genesis games both popular and obscure were used as reference points. I spoke with industry professionals that shipped official Genesis games in the 1990's as well as modders/hackers familiar with Genesis hardware (including some people in this community). The story is being reworked from the original to take place after Sonic 3 & Knuckles. The original Game Gear games seem to take place on a timeline separate from the main Genesis Sonic Team games. Since this remake brings the Game Gear game to the style of the Sonic Team games, I've made an effort to find a way to include it in the timeline, without changing the spirit of the original. (Yes, Knuckles is still an antagonist) Current Team: Noah N. Copeland (myself) - Director / Lead Developer, Level Designer, Programmer, Music and Sound Designer https://twitter.com/NoahNCopeland D. Zocker - Pixel Artist https://twitter.com/RealDerZocker Dolphman - Pixel Artist https://twitter.com/Dolphman2017 DarkVampireDee - Pixel Artist https://twitter.com/DarkVampireDee Anonite - Additional Music https://twitter.com/anonite_ Special Thanks to D.A. Garden, Team Time Twisted, Mr. Poe, Redhotsonic, and Heragaaa (additional sprite sheets used from CyberShadow, MisterMain) CURRENT DEMO: Play two acts of Great Turquoise Zone right now! Plus, a prologue stage. Download the demo at the GameJolt Sonic Triple Trouble 16-Bit Page PLAY THE DEMO: https://gamejolt.com/games/sonictripletrouble16bit/322794 DEFAULT CONTROLS: A - Jump S - Switch Arrow Keys - Move Enter - Start 1,2,3 or 4 - Change screen resolution This is the first game (demo) I've released where I wasn't just doing sound and music. If this brings you fun and joy, then I'll be very happy.
  2. Oh I see. You're right, that would be odd. I don't know why I didn't think of that. And thanks for the inifinite roll fix. I'll try that one out to see if it works better, though the end result will probably be the same. Thanks again!
  3. Hey, thanks a lot! That works so much better. That makes a lot more sense than the way I was trying to use. So I was changing some parts of that code just to experiment with it. I removed the "y_speed<-1" part, because (if I'm not mistaken) it means that Sonic can only wall run when he is ascending from a jump. Removing that part made it to so that Sonic can start wall running when he's on the downward fall from a jump. I haven't noticed any problems with removing that part. Is there any reason I should be concerned about removing that part of the code? There's one other thing I noticed. If Sonic rolls while wall running, he will wall run infinitely and never stop. I'm looking into it, trying to figure out how to fix this. EDIT: So I changed the "y_speed<-1" to "x_speed>1" (or "x_speed<-1" for the other direction) and it seemed to have fixed the infinite rolling wallrun glitch. Again, thank you so much!
  4. Hello, hope your day is going good. I'm modifying a GM Sonic engine to incorporate a type of parkour system, but I've encounted some problems. First, let me be clear on what I'm trying to accomplish. In this engine, if Sonic runs into a wall while a certain button (Shift key for now) is held down, he will start running up the wall, similar to Sonic Lost World, but there is a key difference. In Sonic Lost World, you could only wall-run a set distance, no matter how fast you were going when you approached the wall. In my project, Sonic should maintian his speed when he starts running on a wall. So if he was walking slowly when he attached to a wall, he should barley go up before falling off. If he was blazing fast when he "parkour'ed" into the wall, he should zoom up it and make it the top of the ledge. I've started getting the gist of it to work but I've run into some problems. It seems to be some sort collision problems that I can't quite figure. Instead of trying to explain it in text, I just made this quick video. Video link. If any one has any ideas what's happening or what I should do, I'd grealy appreciate it. Here's basic code for it (in the Step event) The engine I'm working with is a GM engine (I'm in ver8.1) and it's called "Sonic Engine Plus." I don't if anyone has experience with this engine, but it does have elements from some more common GM Sonic engines. I've reached out to the person who made the engine, but I don't know how often he checks the forum or inbox (especially considering the age of release) You check out the engine here: link Thanks! Noah
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