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Showing content with the highest reputation on 12/26/2014 in all areas

  1. Sadly I haven't even had time to finish the FF game. I got the absolute bare minimum (character selection) done, and then was stuck with other projects. And I thought the winter break would be some time away from the chaos of responsibilities, but I've still had my hands full dealing with family and a slow-as-Silver financial aid office (which still hasn't processed my loan for the previous semester). I'm only just now getting some time to myself to work on it. In positive news, I've now got a 360 Afterglow controller to test with. I can actually feel what the controls are really like for once! I've also decided to spend a couple days educating myself on overall game structure, as there are a few things here and there impeding my progress. As such, I've downloaded the source code to a private WoW server emulator, and I'm going to read through it. Should be enlightening. UPDATE: Holy shit, it HAS been enlightening. I now fully understand how to implement a good action system. Only massive hurdle I can forsee at this point is networking, but I'll worry about that once the single-player alpha demo is done.
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  2. MERRY CHRISTMAS EVERYONE!!! As promised, I brought you all my gift that I've been hinting at. A new demo for Bingo The Multiva! http://www.mediafire.com/download/oebm6dmm78qz2c7/btm_demo_1_5_0.zip There are major changes in this build. An obvious change is the lack of a level select menu. I plan on reworking that since I'll be going with the 2 act 2 bosses structure which is demonstrated here. You'll be going through 2 new Verdant Valley levels, face a new boss, and fight Darth at the end. There may be some small oddities here and there, but I will mention that some tracks are still unfinished. Even though the music for the first boss may sound like a complete track, I will need some suitable mini-boss music to go along with it. As always, critiques will be appreciated and I want to know if this structure is good for anyone. I don't want to be THAT guy, but I wouldn't mind if anyone would to like to record the demo. Videos also help with figuring out what works and what doesn't. I hope you guys enjoy the demo!
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  3. impossible for it to turn out worse than it is now at least
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  4. Just needed to post something since it's been a while: One of the new changes coming to the game is the fact that level structure will be similar to the Adventure games, where each Zone will have one Act. Bosses have not been planned out yet. Acts will try to clock in at least 3 min. For Shimmering Shores, the Act 1 and Act 2 maps will be combined, along with some new routes and secrets. A new Demo is planned for the next SAGE in 2015, with two playable zones: Shimmering Shores and the new Towering Treetops. More details to come in the future.
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  5. I'll try to get something together soon. I've been swamped with homework, trying to catch up in a couple of classes. Between language barriers, confusing online classrooms, and getting dropped from classes during important information days because the system didn't recognize me, I've had a tough time with classes. Thankfully I've finished my big programming project, and hopefully it'll help me catch up in the class. It's rather pitiful. I should be getting an A+ in the class given my actual knowledge, but now I'm struggling just to pass. What a mess. Apart from that, I've only got one more big project for the semester: A flash game. I'm making a Final Fantasy battle with Tactics sprites. Should be easy enough. I'll share it with you all when it's done. After I'm all caught up though, I'm going to start developing a game I can actually make some money on. Since it'll use all the same programming as this Sonic project, I'll be kicking this project into overdrive. I am curious though. My friend and I were thinking of doing something voxel-based for our original game. What do you folks think about voxel levels and/or gameplay for Sonic? Note, I'm referring to the smoothed type of voxels, not Minecraft cubes. EDIT: Just looked up some information about smoothed voxels. Looks like that idea won't be happening for a really long time. Still though, it's an interesting idea to ponder.
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  6. 0:00 0:12 Both songs have an extremely similar structure. Also, 0:27 in FP and 0:43 in MMX4
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