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Appo

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Everything posted by Appo

  1. Thanks XD. There will be a few bugs and the way i have done most things could be done better. If i do make any changes then i'll post them (dunno how likely that will be) but some of the sonic stuff is still in there (didn't get round to clearing it all out) so i guess a 'sonic suit' would just be similar to going super in sonic worlds
  2. Hey, been awhile since i've posted stuff, I won't bore you with excuses. Anyways here is the mario engine i made from sonic worlds awhile ago, be warned though i said i would iron the bugs out and try to optimize it a bit more....well that never happened and i don't know if it will, so i decided to post it as is instead of waiting for me to do something that may never happen. I know that there are quite a few bugs and things could of been done better, but someone may find this usefull. There has been alot of help from this forum on some of the add-ons such as the card game and homing bullet bills, and the grphics are not original (apart from the menus) all i did was recolour some of the sprites, just putting it out there Here is a link to a vid of the test level (the same one i posted in the 'Post your screenshots' thread) Here is the link to download it http://www.mediafire.com/?3pnlhqiuz3mhllx Features: Movement Sliding (hold down arrow on slope) Running Swimming Ground pound (jump then hold down arrow) Power ups Mushroom Fire flower Ice flower Hammer suit Invincibility star Carrot (hold the down arrow to power up then jump (still holding down) to perform a super jump and hold the jump button to glide) 1up Enemies Goomba Koopa trooper (walking, flying and bouncing, all with pick upable shells) Piranah plants Piranah plants that spit fire Jumping fish Bloopers Torpedo ted Bullet bill Homing bullet bill Bob-oms Boo Dry bones Hammer bros Beetles Dry beetle Jumping sapper plants Walking Piranah plants Boomer (boss, you will have to put him in the game from the frame editor) And there might be a few more in there that i missed out. Misc Coin blocks Breakable blocks Springs (can be picked up aswell) Card game Goal post Secrt key to unlock path to switch palace Switch palace Giant blue block that rleases the number of lives you get when you hit it Catapillar track of blocks On/Off switch Moveing platforms Hidden blocks Warp pipes And more.......i think
  3. ah, thanks. I've never used Audacity untill today so i didn't realise you could use it to convert stuff :S
  4. i use .ogg format by using winlame to convert mp3's , the files are much smaller and still sound like the original mp3
  5. Sorry for the DP but it dosen't seme to have an option to show mm:ss:ms (unless you mean the one ticked in the screen shot)
  6. I think i'm doing this right :S I replaced the 'Level1-1' music but it doesn't loop correctly, so I went down to the 'Cache' group and saw in the 'On loop "play_music.5"' event that it has 'Set Loop_Start 12000' and 'Set Loop_End 120000' I'm guessing i would have to change these values? If so what would be the best way to find a good point for the song to loop? Also what do the numbers represent? For example does the 12000 mean 1.2 minutes?
  7. It's just a background i'm going to put into MMF to make it look 3D, when i get around to having a proper mess about with the SGDK then kronic and snails will be born... @Blazefire: I can't take credit for the background, i found it in a lib on the main site (can't remember which one)
  8. A remake of sonic 2 special stage for the special stage in the game i'm working on using 3DS max and adobe premiere (no ring or obsticles yet just thr half pipe) it's a hefty 6mb gif :S
  9. Nice. Are those bumpers fully working? i may need help with them if my way backfires. I was going to look at the code for the springs in sonic worlds and then depending on which player sensor is overlaping the bumper in realtion to the bumpers position then use the appropriate spring code (for horizontal, virtical and diagonal), don't know if that would work but it sounds like it should :S
  10. Sounds complicated :S that also reminds me, i'm going to have work on some gimmicks soon (probably mean more help threads....yay.....) @LH The Hedgehog: Looking good. I do have one question though, in the second screenshot is that blue ring thing part of the background? it's just that it looks like a targeting retical for a homing attack....might just be me though :S
  11. thanks. What sort of effects? I can sort everything out but the background
  12. yeah, i got the idea when seeing parts of greenhill 'whited' out in the generations trailer like two dimentions were merging. Heres a rough story outline for it
  13. Nay, not yet anyways, thats for kronic and snails. by the time i get to grips with the unreal code generations will of been out for a few months. I've just done stuff with kismet in the unreal engine, thats why theres suddenly been a few help topic about how to do stuff in MMF anyways heres some screen shots of the sonic game (just for the topics sake), still in it's early stages yet.
  14. After i fix some stuff in it i might post the mfa as i'm going to try and make my totaly original Jario game using the Unreal engine. I'm working on a sonic game at the moment and trying to finish it before generations is released (don't know if i'll manage it). @Blazefire: Yeah i'm sure if i spent some time breaking it down it would seem abit more simple.
  15. TBH i know bits, it's all the math side of it that i have trouble with like something / the time of x * somthing complicate )\50*26 and things like that with cos and san in them. I've been using this click team stuff since the click and create days so i know a bit, but then i started getting into 3d then came back to MMF, then left it, then came back and so on. Thanks but thats only a test level for the engine, it's not a game yet
  16. Thanks, the worlds engine has been a god send, especialy with my programming skills. You just need to mess about with most of the values and see how they affect things. I think i posted a link to my VERY old jario game awhile ago and that was a disgrace.
  17. Thanks, i started working on this in late 2008 (i think) so it did take me a while. It may look solid but i'm sure if someone looked at the code they would be able to do some stuff more efficiently and more quickly, some stuff took days to figure out :S, but the way i did it works, maybe not the best coding but it works Also i got a lot of help from these forums which made stuff possible such as the homing bullit bill EDIT: I uploaded the exe for a friend awhile ago to show him what i did so if you would like to see it yourself here you go http://www.mediafire.com/file/difzb1i36gbg3n0/Jario25-02-11hwa.rar remember that it still has quite a few bugs especially with frozen enemies Controls are Z and X Also when you have a carrot keep hold of jump to slowly float down, keep hold of crouch then press jump after the spark appears to do a superjump
  18. This is a mario engine i was working on, haven't touched it since febuary, anyhow it's pretty mucha modification of the sonic worlds engine. It still has a few bugs that nead ironing out. Even though I only show 3 power ups the others are fully working (carrot and ice flower) Sorry for the crappy quality. http://youtu.be/PCyz12CR1Ko
  19. hmm yeah, i have the foreground bits, all objects and monitors sorted,i can just get all object to play a 16bit animation when a value (in this case dimention = 1) when they come in contact with a switch like the switch for the loops. It's just the BG, I suppose i could have a static background for the small part and then when you come to the bigger parts that take up the whole view i could swap the background parallax like LH The Hedgehog said. Thanks for the help guys, i'll just have to keep messing with stuff and hopefully get something that looks ok.
  20. thanks for that blazefire, still not sure how i would implement it to what i want. If i applied that effect to a patch on the background it would move with the background because of the paralex. Here is a crude mockup i made in photoshop to help show what i mean
  21. That is where you are right, just had a play around but don't know how to use it could somebody please give me a hand? i haven't really worked with anything in HWA. Oh and thanks Lark
  22. yeah i'm wanting only certain parts, like parts of the other dimention comming through, everything is parallel but look different in these holes (if that makes sense) i'll probably make a new topic in 'General Fangame Discussion' when i get more done. I have it so that sonic, badnicks and effects change appearence when they cross over, it's just the background that i can't figure out :S
  23. Sorry for the title but i don't know what to call it, anyhow is there a way to mask off an area of background so you can see another? i'm making a game in the sonic worlds engine that starts off in a 8bit dimention and you start to come across 'holes' in a level that show the 16bit dimention. I'm finding this part difficult as I want both backgrounds to use paralex. Don't know if this made much sense.
  24. Thanks Blazefire, that will hep me hout quite a bit. Rep up
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