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Appo

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Posts posted by Appo

  1. 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

  2. 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?

  3. Wow, that's just amazing, Appo. You gonna make a 3D special stage, then? What about the rest of the game? :B

    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)

  4. 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

  5. Certain small effects such as items that I want to appear once as opposed to 50 times throughout the level and moving 3D water, but I am having problems with one that ISN'T affected by the parallax. It's this little idea I came up with after messing with a little party light at my friend's house.

    The foreground is covered by a large fence-like object. This object moves upward. Deep in the background, there is another fence-like object, only with smaller holes. This moves downward. The effect is a pseudo 3-D rotation effect that makes you look like your in one of the cylinders from Metropolis Zone or Flying Battery.

    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

  6. 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

    One day in the 8bit world of mobius sonic finds that the chaos emeralds are missing from the special zones and instead of robonik trying to take you out himself sonic battles a robotnik like robot in each boss battle (like in sonic and knuckles). Sonic goes to find out what robotnik is up to and comes accross strange anomalies or ‘tears’ that go into the 16bit dimention. After going through one of these sonic meets up with tails who has a few theories...

    • Need to get emeralds from other ‘16bit’ dimention

    • When in one of these anomalies sonic can get the elemental shields, have a 16bit appearence (need to find a good sprite, maybe a mix between sonic 2 and 3) same with badniks, sounds, platforms, background and objects. Also sonic will have his spindash abillity (not sure about peal out)

  7. 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.

    1-3.png

    2-3.png

    3-2.png

    4-2.png

    5-1.png

    6-1.png

  8. HOLY SHIT! Thats a awesome Mario Engine.

    Game or not. That'd make a great Open Source Mario Engine y'know?

    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.

  9. 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 :)

  10. *click*

    *eyes become as big as saucers*

    I had not a single clue that someone can make a Mario engine out of Sonic Worlds, but you have done it. I am VERY impressed, and you deserve alot of kudos for this hard work.

    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.

  11. 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

  12. 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.

  13. We? Oh, I forgot. You also work on MM. Yeah, I can't believe I didn't think of that. I was thinking about it before but I guess I forgot since I really haven't used it before. That should be the solution you're looking for Appo. However, I'm guessing you may not know how to use it?

    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

  14. 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

  15. 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.

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