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Minon

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Minon last won the day on August 14 2008

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  1. EDIT: wait what, why did it post twice
  2. Fixed the most glaring issues and reuploaded it (no, that does not include your performance problem Hue.) If any of you were playing this earlier, simply overwriting the contents of the game foulder will update the problems without getting rid of your saves.
  3. DarkBASIC Pro's actually apparently a bit more advanced compared to the normal DarkBASIC, but yeah, I've started out with the classic DarkBASIC. It's been my first coding language, but DBPro's gotten a bit too unfriendly for me to tolerate it much anymore. It's easy to get used to, but the bigger the program gets, I've noticed the more annoying things become with it. I suppose BASIC languages are supposed to work like this in general, but functions can't return user defined types, while C++/Java can easily return objects. After learning about how Object-Oriented programming works, obviously a lot of coding ideas that would've worked perfectly in that doesn't over here. It NEVER gives me the right line when there's an error. Dealing with this when you've got a total of over 20000 lines of code is not fun at all. (For example, an important part of what's in this very demo at the moment errors out at Line 0, which doesn't even exist). It's transparency/texture controls are iffy and occasionally doesn't even texture the models that I load. Texturing also makes any Diffuse/Specular/Ambience/Emissive properties that were exported null. The native text commands slows the game down (there's a DLL for avoiding that) Native collision commands don't take rotations into account, and it's slow (there's a DLL for avoiding that too). It also occasionally gives me a syntax error for no reason, then I add a new line or something along those lines, and it no longer takes it as an error. Its editor makes Japanese characters all computerized symbols, so I can't even read it until in-game. I can still manage to make something decent if the coding wouldn't get so complex, but KCCh's concepts kinda calls for it, so yeah... ------------------------------------------ The music was supposed to be there, but it didn't quite play due to a little coding miss. One of the other errors keep people from taking helpers with them, so I gotta go and fix it ASAP. The fix should be up by tomorrow morning. Last year's demo used a method where it adjusts speeds based on the frame rate it currently runs on, but that often makes the rail recognition faulty, so I had to change it to being able to change the frame rate from 60 to 30 and 20. Still, I'm surprised it'd ever go slower than 20fps though. It doesn't even dip from 60 for me and most others that's played it so far.
  4. sooooo veeery laaatee and I'm sorry. It's even missing a good few things we've wanted to include, but I ended up with so fricken many WTF moments due to DarkBasic to the point it's not even funny(and thus there's a good few bugs too). I think I'm gonna restart the code with C++ and OpenGL, since so many things would work so much better in object oriented. If you want me to list off a rant on what's so annoying with it sometimes, I will. in any case, thar's the booth, now with the download. And even right now I'm in a rush with other stuff, so I'll have to post more later. Actually, you might have to wait a tad bit if you're seeing this as soon as I've posted. It's still uploading as I type this.
  5. The controls and combos are pretty neat. 60 fps definitely keeps my eyes safe. I'm liking what I'm seeing so far. I'll need to give this a shot with a friend too.
  6. Ah nuts. We have submitted a booth for SAGE this year, but the demo's gotten a few unexpected delays and is not likely to be finished by midnight. I believe I can get it ready by the end of Saturday, so I'm wanting to know if the SAGE staff won't mind a demo showing up late on one of their booths. and yeah, said booth's right here, just no download yet.
  7. You guys are such gentlemen.
  8. Opposite colors on the color wheel usually don't blend well. Maybe perhaps a more reddish color like that of the background could work? Just gave it a quick edit out of curiosity. Still looks horrid I know.
  9. Agreed Somewhat large image What I see is on the left. What'd be nice to see sometimes would be more like what's on the right. While the feeling of being inbetween huge buildings can be a plus, that alone would make it turn out pretty bland and cramped. Buildings can be of many different shapes and sizes ya know. What really makes a big difference are those small decorations like the ones Shonumi's described. On the other hand similar huge buildings can still repeat, but instead the spots Sonic goes through should turn out very different, like how Unleashed's Empire City or Adventure's Speed Highway runs on/beside/and on top of the buildings while risking some deathpit that seems more intimidating than water and not just on the road inbetween. Though this may seem like a visual thing that doesn't affect gameplay, it should be given care to somewhat extent, since the same landscape over and over makes things uninteresting and can quite easily take the fun out (Almost like a camera that makes it stupidly hard!). So at the least a few lamp posts and benches would be enough to make a difference. I probably went a bit far and made it look less like a city up there anyways. Also there hasn't been any slopes or shuttle loops on the stages I've played. sorry for the long post.
  10. Can't deny Sonicteam's mastery at 2D sidescrolling, though I would say they've done a pretty good job with the 3D ones, considering how odd transitioning to full 3D must've been. Of course that never gives these biased angry kids the right to say these things though. Looking at this and the KRR forum lately as well, I also don't remember kids being this disrespectful a few years back.
  11. I think he means similar textures are padded all over the levels with not much variety, making the stage feel bland. The general map's model's also part to blame on that. It's more or less a bunch of boxes with textures and not much else. ...still with the mouse-controlled camera I see
  12. define "too far" 30 still isn't the prettiest rate, especially for a high-speed game like Sonic is. I'm just horribly bothered by the fact that so few polygons that isn't even using the simplest lighting effects can't even keep the frame rate above 30. And for a recorder, I've not had any problems with Fraps or Hypercam2. Although Fraps forces frame rates so you gotta remember to adjust that.
  13. If it's for the sake of improvement(and the players' eyes), I'd atleast give the effort of trying to move it to one of those. That number of polygons should not drop my computer's frame rates down to 28, knowing KCCh keeps it steady at 60 for me(that's DarkBasic Pro, but yeah). As for the camera, I suggest you have keys for turning the camera left/right, and not use the mouse at all. Also have it so it always gradually turns toward the direction Sonic's facing. I think the rate at which the camera turns should be related to Sonic's speed, though perhaps that may make things dizzy. As far as I've played SA/SADX, I'm pretty sure that's the way it worked, except for the few fixed camera sections.
  14. Slightly wondering why a mix of Kirby Squeak Squad's menu theme, but regardless, it sounds great. I always did like that theme. Gameplay-wise, Sonic kinda goes through the enemies without that little bounce if you just jump at them.
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