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Gear_The_Hedgehog

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Everything posted by Gear_The_Hedgehog

  1. the other time i was looking for some new info about the game Epic Mickey, and at the same time i was searching for some Sonic 1 proto images, then when i see the Sonic The Rabbit concept art pic i have to do something related Sonic The Hedgehog facing his Rabbit version of the past, in a ruined and glitched world twisted by loneless and apathy because of some long forgotten characters of the sonic franchise, and as like the Phantom Blot in Epic Mickey we could say that this world was twisted by Mephiles, why not? he is evil and is kinda like the phantom blot, but sonic styled. This was made using MS Paint for Sonic and Rabbit Sonic, then added effects and BG with Photoshop, the BG is a ruined green hill zone, with a bloody red sky and a glitched lake.
  2. You are using Game Maker right? if is that so, you dont need any kind of external program to get the separate sprites from the gif, if you create a new sprite and edit this new sprite (of course it will be a green square) then there is an option that let you create a new animation from an existing image, kinda like a sprite sheet or even a GIF, if you open the gif then GM creates you the animation making all the frames that the gif has one by one. I dont know if you already had the sprites, but this could be like a advice for future questions i think.
  3. i like the second one, is more oldschool i think, and i love the colours that way, it gives another sensation from the titlecard, i think if you put more brigher colours and it ruins the mood i dunno, but i like the second one more than gray colours
  4. well this is only a test for a project of mine about Megaman, kinda trying to do a stage only in HD fashion, this is only a test for that so if it has flaws they are gonna to be corrected in a near future only the standing pose of Megaman here for the moment: is more like Art oriented or Anime oriented than a direct HD version of the actual 8-bit sprite, thou i only have an MM engine for Game Maker, so i have to modify the engine to run with a decent art because could result in a massive pixelation. Here is an official image to for reference Logo and art are made by me, Megaman and logo original of Capcom are only remixes of his 8-bit counterparts i do not own anything of the matter
  5. the first screen looks like is a bit linear, i hope is only the begining of the special stage, and the second one looks more plataforming but i dunno it has too many platforms?, maybe a mix between the two styles with some linear but difficult parts, and some other platfrom parts, is only an idea but with a little of work could result in a nice touch of difficulty and fun at the same time
  6. hmm nice engine you have here, with a little of tweaks it could be a nice engine to work out, i dunno about the PhysX or ODE, but it doesn't looks that is handled that way the physics, i worked some time with irrlitch, well i can't model anything in 3D but is a very easy engine to work when you are used to it, if you add the homming attack or going on rails or something like that, just do the homming at least like SA2B or more in a curved way, and the rails well i like it how the rails where hanlded in SU ps3/360 version, if you can do something like that it could be a great engine.
  7. hi there, so i have the Speed bar up and running, and i was trying to do the unleashed rings going to the Ring Energy bar like the SU of PS3/360 but without any success. First some people say to me that i have to make an object that goes to the Ring Bar of the HUD object, but the HUD object isn't 2 different things because the HUD is drawed in one single object that doesnt has sprite, so when i do that the rings just moves to a part of the screen but not into the ring energy bar, making the rings go crazy moving throu all the stage like a rain of rings. Second, i tryed with an object created in the view with the xview and yview, but it didn't work at all in fact, i got the same result from before. So i want to know how to do this dragging effect right, because i think it will be a neat effect for a game of mine, so i anybody knows how to do it properly in the Unleashed Revival Engine just let me know, if not well thanks in advice XDDD
  8. wow man, it was just a simple thing after all XDDD, many thanks it fixed that little issue with the speed bar XDDD, so many thanks
  9. well, i was trying to replicate the Sonic Unleashed speed bar but without any success, at first it worked with the X_Speed perfectly, just copying and pasting the Boost Bar draw code (im using the Unleashed Revival Engine beta 4 btw) but it was just a problem, it growed Left To right but viceversa as well right to left, so that doesnt look so well, but when i wanted to do it again it just give me errors. So there is a easy or accesible way to do the Speed bar in the hud of sonic unleashed? i know is just a thing to make more pretty the hud, but it looks cool and all, and i wanted the people know when sonic is at full speed and when is not, so there is a good way to do this?
  10. i knew it, this mod never dies, man this and Genesis of Azure Wind (hopping to the guys of that mod finish it already, that was the only reason i have Halo Custom Edition) those screens are awesome, very unleashed visual style, and i think i saw some SU gimmicks in the back, i dunno maybe im wrong, but i want to know if sonic is going to have more shaders on it, because seeing the original UT2004 character models, has some nice shader effects on it, and i think the UT2004 can do wonders (i seen some UT2004 non sonic mods, and has some nice visual on it) because i like the sonic model, maybe you guys has another model planned, but like the sonic doesn't blend too well with those lighting effects on it, i think is more texture related than shaders/lighting effects, but like i said i could be wrong, anyway i like what i see, and i like where this mod is going, keep it up man.
  11. well, im having a little of problems trying to put the water of Sonic Dash Engine, into Unleashed Revival Engine, and is because it keeps saying me that global.water, global.water_height are a unexcepted variable, i searched in all the objects of the engine, and the scripts of the engine but i cant find those two variables, and is kinda frustating since Sonic Dash is based in Dami 360º engine but modified, and Unleashed Revival Engine has some compatibility with this engine i wanted to "port" the water to the engine, so if anybody knows where is the global.water and global.water_height in the engine, or knows how to put the water of the Dash engine into the Unleashed revival one let me know.
  12. i only hear complains when a new game of sonic comes out, some others are skepticals, others has a well balanced opinion in the matter, and others just starts to get hype about it, i dunno my opinion is i like it very much the classics, also im one of the many that want to see more of the classics in a next gen fashion, but if you think about it the classics are classics, is no fun to just live in the classics, or get mad about a crappy game, if is a crappy game then say it when the game comes out, that bunch of crap that "if is another game with 30 new characters and glitches all around im done with it" is just that, a bunch of crap, because Sega isn't gonna to stop to make crappy games because you get mad about it, why? because like many people here says "is all about buisness" nobody is bashing at the racing game of sonic, of course they did at first because they think that the game was going to be a mario kart ripoff, but if you think about it there was a ripoff of that game and it was called Sonic Drift, Sonic Drift and Super Mario Kart was the same thing, i dunno about the power ups all around the course but, it was the same thing afterwards, and man that was when Sega was in the console war, and now Sega is doing the RingEdge and the RingWide, so if Needlemouse is going to be only in HD i highly doubt that is going to be only for the "Next Gen" consoles, excluding the Wii of course, who knows maybe is going to be a exclusive only for those consoles that Sega has in the making, and if it does, do you guys remember Sonic but in a Sega console? i mean the time when Sonic was only for Sega Megadrive, Sega Genesis, Sega 32x and so on... In short, dont just say "bah another crappy sonic game with 30 new characters all called with metals names, and a soup of glitches ready to eat" im not saying be optimistic, but man there are more than the negative side of this, my opinion i like the classics, but no one lives only with the classics, my only hope is that this game actually is going to got a PC port or something, like the new Racing game of sonic, because buying a Next Gen console in this country is like winning the lotto, and another thing that i really do not want is just HD sprites in a paper world like Paper Mario, something like the Daytime stages of Sonic Unleashed, because sonic isn't a paper mario to just throw a bunch a HD sprites made in photoshop or something in the fashion, something fresh, new, but also keeping the classics looks, but if it was just that i will buy it anyway XDD
  13. Many thanks man, i was looking for that sound for ages, thanks:awink:
  14. i know is too much start a topic about a SFX, but i can't seem to find this sound anywhere, even i found some time ago a SFX pack of Sonic 2006 sounds, i think it was here that i found it, also the Unleashed SFX pack, but it doesn't has the 1up sound effect, i want that SFX because my game is based in Sonic Unleashed an Sonic 1, but i want that sound because it sounds good with remixed or Unleashed songs, anybody knows where i can find it? or if anybody has it? If no one has it is okay anyway XDD
  15. okay i will send you the link there, also there are some things that im still working on so if you see anything unusual is because im still working on those things XDD i send to you the gmk file in a pm
  16. the "scenary objects" that im saying is some of the objlvl-blocks, i use some to do the border and ceiling, then in between those objects i fill with tiles, but when i put the obj blocks and the objdeactivate sonic goes behind those objects and if you hit the ceiling or a wall you can see how sonic gets behind this object but not the tiles i take a screen of what im saying: problem with sonic going behind the objlvl-block and no paralax or bg draw object: second problem: if is the sonic's depth or the objects depth, tell me how to fix it because i tried everything but nothing seems to fix that, the speed is now fixed but now i have this strange problems, i can fix those problems easly if i put inside to 1 in the instance_activate and the instance_deactivate aswell but i have again the same lag problem :/
  17. i get rid of all the Preloaded object and sounds thing and with ObjDeactivate runs smooth as i wanted, but now i have two new problems, one the ObjDeactivate deactivates the background drawing object and the paralax one, and two it puts sonic behind the scenary objects and because i used scenary objects to do the border of the stage, and tiles to fill it in to not be using objects in all the room because the lag sonic goes behind the border of the stage sometimes like the ceiling of an underground path, and is kinda ugly like that, but the lag isn't there anymore, only i have those problems at the moment, so anyone knows how to fix those problems without deleting the objdeactivate in the room?
  18. thanks i will try that one, if not i think is the music in the game since i have problem loading wav into the game for a strange reason, and i have to use all in MP3, i was trying to use the OGG format, but because im a little unexperienced with DLL and those for the moment is a no-no, so im going to see if i can pull off some external loading for the music, maybe that cuts off the lag
  19. Thanks, yeah i forgot to mention my PC specs and the program im using, i thought that in here was a post to the Game Maker engine Sonic Unleashed revival engine, i don't remember now who did the engine, but yeah it could work trying to find that dll thanks LarkSS for the tip, i dunno my computer is a 512 MB of Ram, with a GeForce 5200 with 128 mb ram and a Pentium 4 2.2 GHZ, i think isn't my computer since i can play other sonic games without problem, i will try all you guys said, thanks again and sorry for the fast speed post ñ_ñ sometimes i forget to put the comas XDD EDIT: here i find the link to the engine after a little search in the forum http://www.sonicfangameshq.com/forum/showthread.php?t=5149 the engine is modified by Sponik, but im not using the beta 3, im using the beta 4
  20. well as the title says, im using the Unleashed Revival Engine to do a game, but i have a little problem, lags, the game lags badly, even reducing the size of the room or putting the objdeactivate, well putting that object makes the game almost playable but the problem is it deactivates the paralax and put the scenary objects in front of sonic instead of behind, i dunno how to fix the lag i tried everything but it keeps laging, so anybody knows a better way to fix the lags in the engine?
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