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Neon Noble TH

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  • Fan Gaming Specialty
    Creating/Directing Games, as well as EDITING engines and code
  • Current Project
    Sonic Overdrive

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  1. The Tension Gauge is the bar in Sonic Rush used for the Super/Flame Boost. I am using one. It works like an HP bar, as already said, but uses sprites to fill the gauge. When you press the button to boost, there must be a minimum portion of the gauge filled up. You've got to match a variable to the gauge, so when the variable decreases, the gauge decreases. What are you using to make the game? If it is Game Maker, I can help you out.
  2. I've been experimenting, but it doesn't seem to work. if (view_hspeed[0] > 0 or view_hspeed[0] < 0) {background_hspeed[0] = (hsp*39/40)} else {background_hspeed[0] = 0} I almost got it, too, but it won't work. It works by giving the background a speed equivalent to Neon's speed and multiplying it by 39/40. Generally, this comes out as a number close to 1. (Neon's maximum speed, by the way, IS 40, and therefore, when he's at his maximum speed, the background will barely keep up at 39. This may be a problem...) I can't have the background move in the opposite direction; then, it looks like Neon is moving faster than he is. When Neon's speed is 2, for example, the background will be moving slower, considering 78 > 40, thus we end up with about 1.09. So, the background SHOULD be moving WITH Neon, but moving slower than him, making it, in general, appear to be moving slower altogether. But there's an error in it. For whatever reason, the code ignores the speed of the room and goes straight to Neon's speed(he's given a bit of room between the view's boundaries to follow). So, even if the view is NOT moving, the background is, and it looks messy. I'm still trying to work things out, here, so... ANY help would be appreciated.
  3. You'd think I'd already know how to do this by now, but I do not. I need to know how to make parallax work for Damizean's 360 Sonic engine. I understand already how parallax works, but I do not know how I will be able to command the background objects to move. Essentially, I need coding advice.
  4. Well, at least you wanted to help! It's the thought that counts! (sort of, anyway, it never actually gets anything done. *shot*) Thanks for choosing to follow my progress!
  5. Right now, I only care about bugs in the engine. As for the moonwalking... it's simply because I have no skidding sprite yet. EDIT: @ Kain: I'm aware of the 'Green Sonic' cliche, but I didn't think it'd be as big of a problem as it would be in a game (I was a little late when I found that out, however). Still, I'm glad to hear you're watching the progress of my game!
  6. What do you mean by 'rotate'? Like, do you want it to spin around, or what?
  7. I'd like some opinions... As you all should know, Knuckles and Rouge appear once more because of the Master Emerald. I've come in here very much aware that more treasure Hunting from those two wont be such a big hit, and so I want to know in advance which you'd prefer. Here's the two styles of play: Hunting: Basically, the same thing as in SA/SA2, only 2D. You will need to dig, climb, and glide to find the pieces. There's also a radar... but, this time, no hints. Action: More like Sonic Advance(1-3), only with some differences. This time around, Knuckles and Rouge are slower, but they have the ability to punch and kick and stuff. These Action stages will involve more punching through barriers or climbing walls, but ultimately have a set goal at the end of the level. Also, there will be more slopes to run up, etc.. After a few more demos with Blaze and Neon and then Sonic and tails, Knuckles and Rouge will be shown in a demo with two basic forms of each type of stage, to see which is more preferred. When I get a verdict, I will eliminate the losing one and focus more on the more strongly liked stage. ...or I could combine them. We'll just have to see. In the meantime, I'm working out the differences in Sonic, Blaze, and Neon. With all three running next to each other, now we have Sonic's superior acceleration and speed blasting him way in front, Blaze's medium values keeping her decently in the middle, and poor Neon at the back. ...Did I mention that Sonic, Blaze, and Neon have different Speed Limits to them? Ultimately, Sonic has a higher limit than Blaze, who has a higher limit than Neon. However Neon has the highest jump of them all. Spindash-wise, I've changed values, but only acceleration and deceleration. I will get to the speed of the Spindash eventually, but, right now, it already looks like the pack is spacing out- and we don't even have special abilities yet! EDIT: Woah, didn't see you there, Spike! Anyway, I'm not letting Neon get much of the spotlight. He's the only one fancharacter out of all of them, and he's not too good in terms of speed and such. But he'll be fun to use, I promise! Yes, this is just an Engine demo, but as I improve and get more help, that will change quickly.
  8. It's no big deal to me whether anyone plays or not. It's so simple right now, though, that I'm DIEING for input and reports about how the engine functions. It's taken time, but I've had to develop this attitude. Early on... my reactions would have been completely opposite. O.o
  9. Don't be too hard on them. I just simply won't change the game based on their opinions to Neon. Simple as. While you're here, do YOU have anything to say? *shot*
  10. Hahaha! This opinion of many fangamers hasn't stopped me yet! Thanks for the compliments, man! To be honest, I really haven't heard anyone say I've had big potential before, so you've just made my day/night!
  11. It's 9:10 PM PST. Judging by the time differences, it's already hit 12:00 AM over on the East Coast. That means SAGE is over, right? What of the 7th Chaos Emerald? (Which should be a TIME STONE *killed by Shadix*)
  12. The spindash will be changed once everything has been worked out. I'm always perfectly glad to explain things like that. However, if I keep to schedule, you won't get to test between Sonic and Neon for a while; Neon and Blaze have the most engine edits that I must get done before that, so you won't see Sonic until a demo release sometime after the Blaze/Neon one. There are to be a few differences between Neon and Blaze, so be sure to utilize the character switch to find out when it is ready! ALSO, I have one more note: Blaze and Neon do NOT have the same level order as Sonic and Tails. They have levels in reverse order, and, as such, there will be increasingly harder level designs... all except for the 4th level, which is conveniently in the middle. So, Sky City, Blaze and Neon's first, as well as Sonic and Tails' last, will have completely different level designs for the two as they are at opposite ends of the difficulty scale.
  13. Beta link is kinda out of date, I believe. Anyways, the spindash is still getting worked on. It's not the same as Damizean's own because I had to implement it in code myself, and differently than his. I believe the main problem in the slops is more or less the MASK of the player, because it is really that circular object that is sensing the slopes. I may need to make it slightly bigger and add anti-aliasting to it to smooth out the slopes. As for slow speed... That's how Neon works. Here's how the speed works: ---Sonic > Blaze > Neon > Cream > Tails > Knuckles/Rouge > Amy--- This means it is absolutely certain that he'll be a little slow like that. In comparison, the Spindash is intended to work better than Neon's average speed WITHOUT the Super Boost (you did use it by pressing B, right?), but with the deceleration worse than Sonic's. As for the Charge of the spindash "hovering", I've worked that out, and it more recently looks like he is on the ground. There's only a little I can do about it. The roll of the dash can't be fixed, however... the sprite's parameters and stuff can only fit the full ball by making it appear to hover. I've always heard the 'Green Sonic' comment and I know it will never end. I'd like to point out, however, in a VERY early version, he even had no clothes. In the spriting community, Neon is actually a 'minor edit', and he's even changed a bit through production. His 'recent' style in Advance will be unlockable. Now, as for playing like Sonic... No, that's quite wrong. You see, Neon is slower than he is, and, as such, speed-style gameplay will change for him. Due to his control of the wind, he can do several different things that take advantage of it (like Blaze's fire powers will be), at the cost of a decreasing Tension Gauge. Neon's Spindash will change a bit, as recently the wind effect has been added (he cannot perform it without a gust of wind spinning him), and soon his midair movement will involve a Tornado that can help him hover and knock away enemies. Also, other ways he will be different is that his jump will be slightly higher and his movements underwater a tad faster. Neon will also be able to take advantage of his powers doing tricks off of springs, kinda like Blaze will. Basically, Neon was really there to replace Silver, who was released in Sonic 06 while I had already been in production. Neon is supposed to be similar to Blaze in order to knock out the slow-moving mechanics of Silver's gameplay. Either way, 'Green Sonic' will also add a bit to the story and he will match some of the differences to Blaze that are visible with Sonic and Tails. ...Neon's also my test doll. Anything being worked on in a first addition to the engine MUST be run through by Neon. No Exceptions. I wanted to use original music because the game would feel more original. It's boring to try to use level music that has already been established to fit perfectly with an actual game level, and in this way I can do the same. (Also, I run Windows, too, but luckily we also have a Mac around here to utilize for the music!) I do hope you keep playing demos, though! Nice to have some support! @Overbound: The slopes and loops will stay until I can make others that are easier to use. Don't forget, the Super Boost can handle slopes with EASE, due to its speed. @Aylingling: Sorry, but Neon's gonna have to stay. I can't say much about his SPRITES, which define a recolor [Yes, you can't DRAW a recolor if you don't actually recolor a picture; that's how it is LITERALLY done], but his style has changed and it will be unlockable. There are LOTS of differences between the two, and I assure you I put more work into them. Also, this version of Neon reminds me that he's supposed to be/feel a little young during the time period of this game. Any more complaints about the character's design are PREFERABLY not wanted, so keep them to yourself. May I remind you all that a character's LOOKS doesn't necessarily mean his history and his abilities are the same?
  14. Aha! Looks like I've FINALLY decided to stick myself here in the SFGHQ forum, huh? Anyway, if you were paying attention early on in NeoHazard's SAGEcast earlier in the week, I came on and mentioned the game which is supposed to arrive at SAGE next year. Sonic Overdrive (sometimes referred to as Sonic: Overdrive [the colon makes a difference]) is being produced in Game Maker 7 Pro using a highly edited version of Damizean's GM 5 Sonic 360 Degrees engine. Included in the edited engine will be a Spindash inspired by the more recent version, as well as the Ring Loss, among others. The GMFmod Sound System is also being used to control the music in the game, which is all to be made 100% by myself in GarageBand. (So that's why it'll all kinda suck early on.) Using Advance style graphics, you'll get to play as a whole lot of characters: Sonic the Hedgehog, Miles "Tails" Prower, Amy Rose, Cream the Rabbit, Knuckles the Echidna, Rouge the Bat, Blaze the Cat, and my own fancharacter, Neon the Hedgehog. You'll find 4 separate Story Modes, as the characters are in teams: Sonic and Tails, Amy and Cream, Knuckles and Rouge, and poor Blaze stuck with Neon. The final edition of the Engine is to include the following things: Character animations, 360 degree Movement (slopes), Super Boost, Tension Gauge, Tricks, Character-specific actions, Character Switch, Ring Loss, and Punch/Kick/Glide (Knuckles and Rouge only). As you can see, it is supposed to follow rather close to Sonic Rush. Here's a few screenshots I've had: Game progress is a little slow, so bear with me, please. Story Following the events of Sonic Rush Adventure, Sonic one day recalls Blaze's promise to see Cream again. He remembers how he and tails returned home in the machine his friend built, but Tails can only frown as he tells Sonic of how it was ruined one day during an incident with Amy. Tails soon remembers Knuckles' power over the Chaos Emeralds with the Master Emerald, and soon he's finally convinced to go along with the idea. Knuckles is forced to go through with Sonic, Tails, and Cream, in order to warp them back. Sonic and his two friends arrive in a large city through the warp portal. They spot a large castle, and immediately get the idea that it belongs to none other than the princess, Blaze. They head straight for it, but are cut off by a strange green hedgehog in a red vest and black pants... MEANWHILE, Knuckles is about to follow through when Rouge shows up, forgetting all about not wanting it (at the end of SA2). The two quarrel until Dr. Robotnik shows up and snatches the Emerald, most likely for an evil scheme. Knuckles and Rouge follow after him as he passes through the portal, and their pulling against the Master Emerald results in it shattering. Chaos is once more released from the M.E., but the power from the portal mutates him. Before anything can be done, they land in the capital city and it gets away. Unknown to them both, a certain pink hedgehog had followed behind, looking for Sonic. Sonic and the green hedgehog have a quick battle. When Sonic realizes he's not being attacked by the hedgehog, but more or less the wind, he realizes he is like Blaze in the manner that he controls elements. He finally overpowers the hedgehog known as Neon, who slams into the Castle. Before anything else can happen, Blaze finally intervenes, setting Neon's feet on fire and reluctantly apologizing to Sonic. Finally, Cream jumps up and gives Blaze a big hug, and they all go inside. (Neon stamps out his feet and follows in.) Suddenly, the Castle roof is broken into and two nearly identical geniuses break in. Eggman Robotnik and Eggman Nega snatch the Chaos and Sol Emeralds and attempt to get away. However, before Sonic or Blaze can do anything, a black, liquid monster arrives and knocks the two doctors away, scattering the Emeralds. Once more, Black Chaos seeps into the ground and escapes. Now, they must split up. Sonic and Tails decide to go for the Chaos Emeralds, but Blaze was to go after the Sol Emeralds herself. There was a dilemma in leaving Cream with Neon, but when Amy shows up, Cream is instead placed in her care while Sonic once more runs out of her reach. Neon is almost forgotten while the heroes split up, but he himself follows Blaze, hoping to aid her in order to make up for the crack in the castle wall. Amy and Cream don't want to be left behind, so they follow after Sonic, while Knuckles ad Rouge groan, being stuck in each other's presence and having another broken Emerald to find again.... [------------------] EXTRAS: Neon's Theme (Music; 1:32) GM VERSION: GM 7 Pro Screen Size: Windowed, 320X240 Demos (2): --Beta of Beta Demo- Found RIGHT HERE (ZIP FILE) (4.94 MB ZIP) ---Read Release Notes for what is included in the demo --GAMMA of Beta of Demo- Found HERE-Download Sonic Overdrive Demo ---Read Release Notes for what is included in release 0.1.25 ------BUGS AND GLITCHES: ------Fixed Bugs: 1) Jump sounds- I've fixed the problem, and the jump sound only works when your on the ground, which is the only time you can jump. 2) Ring collection- This has been cleared, too. The invisible mask for the rings has increased in size, allowing for more consistent collisions with the rings, no matter the speed. I've been able to grab each and every ring in one pass (save for the ones at the end of the one slope. He he.), so this should no longer be a problem in the future levels, where the ring placement will be much more precise in position. 3) Jump animation- Enigmase mentioned that the jump animation, while standing, was too slow. I also realized that the speed doesn't really need to go faster by how fast you are moving, so I replaced the speed code with a constant number that yields a rather fast jump no matter the speed. 4) The Tension Gauge no longer depletes if you run into a wall and press 'B'. 5) Thanks to icuurd12b42, the music now streams. This means that the game does not pause to wait for the music to reload! 6) Moving backwards into a loop no longer stops you from moving and allows you to continue into the loop! ------Known/Unfixed Bugs: ***1) The Tension Gauge depletes if you run into a wall and hold the 'B' button. (Coding error, can definitely be fixed.)-------- FIXED ***2) Falling down a slope backwards and running into a loop makes you run into the side. (Coding error, can definitely be fixed.)--------- FIXED 3) Going around the top of a loop and pressing changing directions makes you fly out of the side of the loop. (Concept/Coding bug. May or may not be fixable. Depends on how much thought I put into it.) 4) If the Tension Gauge depletes while you are using it, the effect cuts out, but holding the left or right buttons means you continue on at boost speed. Releasing and then pressing the key returns you to normal speed. (Coding bug. The error probably needs more coding in the boost concept before it works correctly.) PLEASE NOTE: The demo is not very complete in feeling. PLEASE, REPORT ANY BUGS YOU FIND TO ME SO THAT I CAN TRY TO FIX THEM, EVEN IF SOMEONE HAS ALREADY MENTIONED IT! Expect the following to be in the next demo: [----------------------] I know, the story is long and a little generic. I know I'll get groans and bitches for the case of the M.E., but it'll all work out, as I have two styles of play in the works for Knuckles and Rouge, and one of which will be the final style for the whole game. Any Questions? [i'll add more to this ginormous post later, don't worry.]
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