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Found 10 results

  1. im a real newb when it comes to spriting but i need help, i want to add the billboards and signs from sa2b in City Escape to my fangame Sonic Classic: Emerald Emmissary but i SUCK at spriting! so i was wonder if someone could sprites those billboards and signs in a 16 bit styles, ive managed to uncover the "Chaos Soda" Billboard, but i want them all for a full eperience, also by signs i meant both the signs and wanted posters. Thank you, KickAzz_Gaming darn it, i made a typo in the topic sentence!
  2. I've been around the Sonic fangame scene for a long time. I've played a lot, and ever since the advent of Sonic Worlds and other accurate Sonic engines, I've noticed issues that are consistent with most fangames. As such, I'll be compiling a guide of these and things you can do. Adhering to these are by no means necessary, but I strongly recommend it for an optimal game. There isn't much in this guide right now, but I'm sure I'll be making gradual amendments to it. #1: Replace the default content! It seems that with every Sonic engine made, the creators payed little attention to the assets used. This is understandable, the engine is just a framework and they're not obligated to ensure the best assets. They just slap together whatever is immediately available so the engine is running and you can clearly see all the features in action. The problem is that most people never bother to REPLACE most or all of these default assets, and so their fangames end up looking and sounding about as bad as the engine demo. From what I've seen, the worst offenders of this have been fangames using the Dash engine and Sonic GDK. I made the Sonic Sounds Complete pack for a very good reason. For the longest time, which I'll never understand, sound rips from Sonic games have been incomplete and poor quality. Being the only available convenient sound rips, these terrible sounds have infected every Sonic engine since. Fortunately, we've just now started rectifying this with Sonic Worlds. The Sonic Sounds Complete pack is a perfect quality rip of sound effects from several major Sonic games along with some games that have never had proper rips. As such, pay attention to the sounds in your game. I suggest you just replace them all with those from my sound pack, but at least be mindful of the low quality sounds that still plague fangames, and please replace the worst of them. As for graphics, default engines sometimes replace the original sprites or effects with much flashier versions or custom things. I suggest these are replaced as well. Either stick to the original games, or create something unique for your fangame. It's tiresome seeing the default engine visuals left over, it makes them generic and shows that little effort was put into the fundamentals of your fangame. #2: Fix the ground roll jump lock! This is a little specific, but it makes an important difference in the gameplay. In the original Genesis games, there is an annoying quirk in the mechanics that is believed to be a bug. If you are running and go into a ground roll, directional control is disabled. However, this carries over if you jump during this state, thus jumping from a ground roll works differently. You cannot control Sonic at all if he jumps out of a ground roll. This may not seem like much at first, but it is a common action, and makes a big difference overall. This quirk provides nothing of value to the game in terms of gameplay, challenge, or balance, it only takes away. It just breaks consistency and adds a bit of frustration every time it happens. It is believed to be a bug because the code is missing a check and it was "fixed" in Sonic CD and the 8 bit games like Chaos and Triple Trouble. Additionally, if Sonic uses any double jump move in Sonic 3&K including the instashield, the check goes through and enables movement again. The most frustrating occurrences of this bug happen if you go into a roll then jump towards an oncoming platform, clear it vertically, but can't move onto it forcing you to fall back down and redo the jump. This is made worse by the fact that a spindash counts as a ground roll. As you can see, this gets even more bad when hazards are below, and the player can't do anything about it. The bug makes everything from platforming to enemy combos a huge pain. When fixed, the gameplay is a lot cleaner. This quirk has been preserved in most engines for authenticity, but it is best changed for your own game. In Worlds, this is a simple procedure. Open the groups to find the rolling group under common actions. Under the rolling action group, you'll find the section regarding jumping during a roll. You'll find FlagAllowCommonInput there. Change that from 0 to 1. When it looks like this, the ground roll jump lock has been fixed. I do not know where to change this in other engines, but I strongly suggest you find and fix it. It makes a solid improvement in the overall gameplay. #3: Additional tips! There are other details you should observe in Sonic games and apply them to your fangame. For example, the sounds used across the trilogy were not the same. The spring sound was changed in Sonic 3, this is often overlooked. Sonic 1 and 2 spring: http://vocaroo.com/i/s10I3ZpjKbQh Sonic 3&K spring: http://vocaroo.com/i/s0JP2dJL4BhG The drowning music was modified in Sonic 3 as well, and other sounds were changed more subtly, such as the chaos emerald collect sound. You may want to examine details such as these to ensure the best fit for your fangame, or if you just have aesthetic preferences. Consider everything, such as the different designs for checkpoints and monitors. It's fun swapping out sprites and making new stages and trying to add moves like the homing attack, but also think about the smaller things you can do to improve the core gameplay. One ability you may want to add is the midair roll, which gave the player a lot more flexibility in Sonic Triple Trouble and Sonic Megamix. This move allows Sonic to enter the spin state by pressing jump should he ever be in the air without already being in a spin, such as when launched from springs or walking off a ledge. Each one of these has a different method attempting to balance it. In Triple Trouble the midair spin has a short lifespan, and in Megamix it dampens your upward momentum. These aren't necessary, but they could be applied to elements in the game such as making boss fights more challenging. These are all optional things, but these details can make a lot of difference at the core and overall experience of the game. Please give these matters thought, as they can greatly enhance the quality of your fangames when applied well.
  3. -Sorry for the cheesy title- So I started to use Sonic Worlds some time ago and I've encountered some problems. I'm pretty sure this is really basic stuff, but anyways... First, what do I have to do to pass to another stage? Every time I pass the test level and I have another stage added, the game returns to the character/stage select screen (BTW, I'm using SW Delta 1.4.3), and the test level is the only stage available (the other slots remain as 'blank zone'). Second, how do I make the stage cleared sign work? I know that 0 is for the sign, 1 is for the capsule, and 2 is for no goal, but what do I have to do to the Goal Maker to make the signpost work? I know the Goal Maker is a pretty important object, since deleting it causes the engine to go nuts, but as you may have already noticed, I'm pretty new about this Sonic Worlds stuff, and I don't really know what do I have to change here. Thanks! By the way, sorry if my english is choppy.
  4. Hey there guys , it's Team Dark Shadows with our fan made game Sonic Dawn Of Darkness we need quite some help so we're here asking for new members . You'll always feel comfortable and welcome while being with us , no pressure , no one bosses no one anyway what we need is the following if you have the skills please comment below: -Voice actors(english): 1-Amy 2-Cream 3-shadow 4-violette 5-knuckles 6-eggman 7-omochao 8-cheese 9-harmony -Voice actors(french): 1-Amy 2-Cream 3-shadow 4-violette 5-knuckles 6-eggman 7-omochao 8-cheese 9-harmony 10-sonic 11-old wise tree -Singers 1-boy 2-girl 3-girl -Level planning and designing: 1-level planning 2-designing menus -Animation: 3D animator assistant -Programmer: Udk programming assistant You're all welcome please comment if interested
  5. I would like to start off this topic by saying thank you to everyone who played Sonic Adventure Emerald at SAGE 2014 Act 2! I got a lot of good reception from the critics (especially Sonic United XD) and this has been the best SAGE yet for me. So the main nitpicks I received were faults with the graphics, controls, level design and such. While I did mostly modify the source engine by myself (with some coding ported from the Sonic Fan Dev Engine), I have to admit I'm not an advanced spriter or coder. I can code basic things but other than that .-. So I'm looking for these kinds of people for assistance on firstly, my current project Sonic Adventure Emerald and then a Classic Sonic game I have in mind. If you're interested please reply to this topic or contact me via Skype (bartmantheawesome). Thank you.
  6. Alright so, lot of stuff to cover here, and I'll probably sound like a total idiot, but... I've only recently found this forum and learned about SAGE after being inspired by games like Sonic: After the Sequel and Sonic 2 HD Remix to seek out my own way of contributing to the sonic fan game community. I have a decent background in digital art, but my knowledge of programming is sorely lacking. I have amassed the appropriate resources to help me in that regard, but I am unsure how to proceed with the current version of Sonic Worlds (build 1.4.3). I have the build, but I have no idea how to open the mfa file or otherwise allocate the apporpriate files into a format which would allow me to begin building a game. I take it I need additional software (such as Multimedia Fusion?), but I would immensely appreciate any sort of guidance or advice on how to get started here. Or failing that, if anyone could point me in the direction of any helpful information, that would be awesome. Again, I apologize for any naivete on my part here; new to the scene, new to the forum. Thank you in advance.
  7. Hello fellow a while I decided to make my own sonic fan game, Tube theme a bit abandoned until now that I've started. Look on the Internet and programs seems that a people use this Sonik Sprite. I wanted my fan games by now was the same original game (Sonci the hedgehog 1,2,3) only playable character that was different. First I decided to use the brothers do with Sonic, Sonia and Manic, So I set to work and look Manic sprites. But when I import the program that lets you edit and white. Why? What do I do wrong? I'll let pictures of how I do it and see what's going to fix it ASAP. Hope you can help health... http://imgur.com/zWOwlA8 http://imgur.com/7qKbUeY http://imgur.com/oYtv2xn http://imgur.com/iCCKaE0 http://imgur.com/MeJ8IDs http://imgur.com/Bpa2a8n http://imgur.com/TuoRrzs
  8. Hello everyone, i am making a game called Sonic Skyrunner and i would appreciate if someone would help me with doing artworks and some of those graphic stuff. Any help would be appreciated. Also to avoid get off-topic, Sonic Skyrunner is a 3D Sonic Game, his demo can be downloaded in sonicadv2fan.wix.com/sonic-skyrunner The website is under construction so its works until now as link to the download. I dont have someone for do the graphic designs and that, so that is the reason im asking: To get someone that would help me with the game doing sprites and graphics for the game. -MaximumChaos
  9. Ok before I get into What exactly I have to say, I'd like to take a minute to say I'm loving the resources on this site. It's been real helpful somewhat.I am new to this forum so if I sound a bit unproffesional, my apologies. I have many ideas to create my own Sonic fangame. I've planned out many stories and level lists and finally decided to take action. The problem is, I don't know anything when it comes to scripting, or even sprite make. Awhile back in my middle school days I thought of a fangame idea called 'Sonic Origins'. It was a sort of omage to Sonic 2 and 3 in terms of story, and was planned to have Sonic 3 like gameplay (plus homing attack.) I attempted creating this on a game called LittleBigPlanet 2, as a way to atleast get an idea of how I wanted it to be on a real engine. So far I have everything down but when it comes to actually making the real thing. I need major help. For starters I wanted to make custom sprites for Sonic since he has a modified design. (This was the only good colored picture I had of Sonic's design ) ---> He is wearing more of metalic- like gloves and shoes. Along with a red scouter. This does not mean much in the long run for it is only a cosmetic thing. I was attempting to perhaps add a red patch over Sonic 2 sprites, but I wanted to be authentic and have custom sprites for this project. Tails was also planned to be playable in this project as well. i didn't change anything to his design. But given that Sonic would have new sprites I'd figured he should get some love as well. Other Characters I feel is unnessesary to mention at the moment, but will update if anyone is interested Another thing is a proper engine to work off of. I have a build of Sonic Worlds but not the plugins for the latest version of the engine. I was thinking of resorting back to Game Maker, Anyways a bit more info on my Fangame's story: Dr.Eggman is planning something big. A Mega Death-Egg which instead of using only the master emerald, he will construct it around all of Sky Sanctuary. In order to set his plan into motion. He must find a way to distract Sonic and Tails. He sends out his badniks to cause havok, and also makes a fake Eggman to lead Sonic, Tails and Knuckles on a wild goose chase. This plan backfires immidiatly, for the fake Eggman is destroyed within the 1st Zone of the game. Zone List: Strato Fortress Zone Emerald Isle Zone Cosmic Castle Zone Sand Battery Zone Frost Lake Zone Mega Egg Zone There is also a bonus Special Stage Zone after the main story is complete. So you can play 7 new levels to obtain Chaos Emeralds and Super Sonic. Once all emeralds are collected, Time Attack is opened up, Beating Time Attack missions unlock Super Emeralds. Which give you Super Tails and Hyper Sonic. If you would like more information about the Zones, I'd be glad to respond back when I am able to. Finally as I end this off. I'd like to hear some opinions of what you guys think of my idea. I like to take critisism and use i as a way to better my stories and plans. Thank you very much if you actually decided to read this.
  10. Hello everyone! First of all, sorry if the topic title sounds very pretentious lol. But like the name of the thread says, we need another person to help with the development of Edge of Darkness, specifically in the graphics department. Due to Delta's busy schedule, he won't be able to contribute much to the development of the project as he used to. Things that need assistance with (mostly because I can't do anything graphical for my life): gimmicks for stages redesigns/revisions of incomplete level tilesets enemy designs GUI (optional, not really necessary) new character sprite poses boss concepts and sprites for those concepts It would also be great if any new designs stayed true to the original concept of the assets for Edge of Darkness, so that Delta's and the future member's sprites don't stick out too much like a sore thumb. I know this sounds like a lot, but if anyone is interested, let me know through a PM. P.S. The game will most likely be able to make it to SAGE 2014 Act 2, but I'm starting to run out of graphic resources to keep making progress on the game.
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