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DiabloHedgehog

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Everything posted by DiabloHedgehog

  1. Sorry for no friday update, I been in bed with a bad cold and only just sitting up at my desk now, amazing what some suger can do to raise energy levels. I still want to release a trial of sorts, will be posted soon.
  2. Just a head's up post about tomorrow's friday update. I want to release a small unfinished zone for people to play and give feedback on, it's more like a alpha test since it will be fairly simple. The main feedback I am after is on how sonic moves and reacts to the tweaked physics when it comes to slopes and loops, plus the layout so far which gives you two routes to the end, it's going to have a few unfinished sonic sprite animations but hey it's just for testing
  3. I figured it out, classy *edit* one more question, do your physics for running around loops and up walls not work with static meshes? I made myself a 3d loop in 3DSmax and imported it in, but sonic will not run around it, ends up running to about 30 degrees up it then thinks it's a wall.
  4. I played it more today and reached Angel island. SO much more fun here since there were more straights to run along, the running up the wall part was great and stuff you need to use more often. Angel island was a much better experiance with your mod. I can understand the platform elements but I don't think they sit too well with your physics, sonic has a lot of air control that I missed landing on platforms quite often, but I think you need to add more loops and hills to run down then rocks to jump over. Your angel island is > the first two levels completely. BTW, does your mod allow custom maps yet or are we limited to the trial maps? I would love to try a layout in unrealed and then use your game to play it.
  5. No matter is was a mistake my end why it was not booting up. It's great to see a 3d sonic mod with a good feeling to it's physics, but there are a few things I think you need to look at: The levels are nice but I think you need to think a little more about speed then tight cliff edge paths, the game is begging for the ability to make sonic run fast and do loops but the level layouts only give you a few small chances to do so. Try and avoid so much jumping between rocks and keep the game flowing fast and smooth. Sonic can sometimes feel like he is floating, I suggest you raise the gravity strengh a little bit so sonic feels like he contacts the floor after a drop or jump without skipping around. Those extremely small land mine things are a pain, you hardly see them at speed and it feels like you just randomly lose rings without a given cause, they should look like a badnik or bomb that's visible. Apart from that the game is turning out really well, keep it up! Oh and if I have any spare time among uni work i'd like to help you with 3d animation, sonic is extremely stiff with no flow.
  6. Downloading and will play in the morning, looking forward to trying this out *edit* I installed the mod to the right folders but I can't launch the mod, in ut2004's mod menu it shows the game but it's unclickable/bootable.
  7. I added trees and bushes, it really helps pad out a level. So far it's the only sprite that's an edit from another sonic game, making a sprite of a completely original tree at that size would just be a waste of time right now.
  8. So will regular sonic earn the magnetic pull ability? that makes things even nicer for ring collecting then just super sonic as long as it's never going to be a huge radius like a lightning shield.
  9. Yeah I can understand that, btw it's another great tune you've made and I like it a lot. ProShadow, the background could be more detailed with some mountains or something in the distance, it doesn't carry much sonic charm right now.
  10. Is it possible they have your music by finding it somewhere? I don't think they would just steal it and use it if they knew more about it's history, would they?
  11. I been playing it for about half an hour. Great fan game so far, the first time I played it the game was super smooth but after entering time attack the game suddenly ran half speed even if I go back to story. I played with amy last in time attack, beat the level and was taken back to the menu like normal but if you then go into story you keep on playing as amy after the first cut scene. The boss is great, a hard challenge is what I like to see BUT the way you drop rings pissed me off a bit, i'd have a few rings left on me and get hit by robotnik but the lost rings fly out sideways instead of upwards, so you have no chance grabbing one to survive. because of this I would always lose my life on the 2nd part of the boss battle. Apart from that the game is great.
  12. I remember back in MMF1 you could do a nice invisible/visible trick to keep active objects off the screen invisible to speed up the frame rate, i'll have to apply something to this. I upped the value from 1024 to 2000, I never realised the counter was for each level separately, it's why I missed it. I can understand that raising it too high will eat more ram or processing power but right now the game still runs butter smooth at 60fps with vsync on, and my pc is showing it's age quite a lot now. Speaking of vsync I read on this forum that it was pointless for LCD/TFT monitors, I been on a widescreen samsung lcd for years now and vsync still does the job it's supose to do, sonic worlds as default for me had it turned off and the game would tear extremely bad.
  13. I love the look of this game since I first read about it a few weeks back, it's gong to be quite fun to play once you release it.
  14. It seems that my bridges have stopped loading up when I try my stage, it's possible that i've hit an active object limit but in active objects I only have around 100 rings, 12 or so monitors and about 40 objects for animated waterfalls, yet now bridges refuse to appear when I play test. I remember in MMF1 you could change the limit but for MMF2 I can't find such an option, is there one? if not does anyone know the way to stop the problem? For a good example i'm probably using way less active objects then blaze has in his TFH demo.
  15. I been playing the demo/trial version E again for a bit and I think super sonic has a small bug when it comes to transforming, I was super and missed a large row of rings so stopped to run back and grab them before my energy ran out, it did but for what I can tell was already in a jump and pressed the jump key again in the air while turning back to sonic. Now even with a full energy bar I can't transform back into super. I'll look to see if I can do it again but every other time i've played as super sonic i've been able to transform again once I gain more energy. *edit* Just figured it out, I had a green shield while super and with a shield you can't transform until you lose it. If I could add a suggestion I think super sonic should have a very mild/small magnetic pull naturally around him since he moves so fast it can be a pain to get jumps exact each run to grab rings not on the running path.
  16. You would probably get a faster answer if you asked google search about making an online game in MMF.
  17. This friday's update is a link to the game's own website, I wanted to get this out of the way so later in the university year I did not have to spend time away from important work to make a website for sage, plus I can place all the information about the fan game there. http://www.aethermachine.com/hosted/2/sonicsupervelocity/ I would .tk it but they are having reg problems this evening, also the website is just basic html with some tables to build a layout, long as it looks nice and load's quick I see no problem with it, the page will squish up though if you try to view it on a too lower resolution like 800x600.
  18. I'm sorry DW but i'm leaving my feedback again, it was not against the rules at all. The music is good but the first 10 seconds or so just seem to be a mess, apart from that I like it.
  19. I wonder if the game will hit half price by the week before christmas, in the UK gamestation priced sonic next at half price dispite only being out for a few weeks before christmas. it's worth giving it a go at that price. I sold next about a week after christmas for just a little less then I paid for it at retail on ebay, so it was like a cheap rental.
  20. I would just go the lazy way and have the camera always set to whatever it looks at by default +two values that give it extra X and Y posisions, then just set those two counters to always set a random between -5 and +5. It may not be brilliant but the player only see's the shake not your code
  21. Just a small request, does anyone own webspace that could spare a little space/ftp to host super velocity? all I would need is enough space to host a page with some information, screens and the game itself for next sage. I'd like to get a base website up soon if possible.
  22. Game is "looking" extremely pretty, but I still have doubts when it comes to making the game, are you going to spend this long tweaking everything as you construct it?
  23. Real time might be a little tricky for mmf2 to handle, my original thoughts were to make it a 15 fps video and an game ticker would count to stages where a corner would be and do it's job. I think it might be tricky to get the rings and bombs to turn corners well enough so even though I will use them items will appear on straights only for now.
  24. It's early friday morning so that means another update! Friday 14th November '08 I've done lot's of small things with the engine like tweaking speeds, gravity, slopes and all that to change the feel to something unique and to my needs, for example you now need about 1 screen worth of run-up before you can make it around a loop without falling off instead of a few feet in sonic's scale. Tunnels have been added but are still a little buggy, they are great for setting up some unique roots around the stage and i've always loved them in sonic 1 so why not. One twist I want to add to them is to have pipes cross over each other at points. I have also typed all my ideas down and been adjusting them all week until I felt good with the level order and what little story there is in Sonic SV, I don't think it's going to spoil much if I give you the planned level list here. stage 1 act 1 - Sonic the Hedgehog - flower fields Green/Emerald hill style stage stage 1 act 2 - Chaos energy? - flower forest SMS Green hill act 2 style stage boss 1 - Egg robo stage 2 act 1 - Two hedgehogs - Blue mountian Lot's of steep slopes to run down stage 2 act 2 - Classic reunion - Blue valley water flooded rocky area, spring filled boss 2 - Egg driller stage 3 act 1 - Can't stop won't stop - Egg carrier Floating base stage, hang bars and pipes stage 3 act 2 - History of the chaos - Egg hanger Metal base, lot's of straights, boosters and big loops boss 3 - Diablo fight 1 stage 4 act 1 - Sidetracked - Winter lake Icecap theme, lot's of spikes, ice water platforms stage 4 act 2 - Hold your breath - winter cave Melted ice, raised water. boss 4 - Diablo fight 2 stage 5 act 1 - Launch!? - Metal base Scrap brain theme, convayer belts and zappers stage 5 act 2 - Seven becomes one - Metal egg Death egg in space, boosters and bots boss 5 - Egg mech As you can see this time I plan to add some boss fights in apart from the one at the end, half of them against "Robotnik" himself and the other half against Diablo like a Sonic vs Knuckles encounter. There is a little more to that list but that's something you will have to wait untill next sage for. Being a big fan of the classic sonic games I had to add bonus stages in there, i'm not 100% sure how i'm going to let the player access them but they will not give you emeralds since there is only one emerald in sonic SV, so they will grant you continues and bonus points and maybe even the ability to unlock something. I want the game to carry a little replay value then just beating the game once and leaving it at that. If you wish to know what sort of bonus stage is being made then click the spoiler box below. *sunday edit* http://uk.youtube.com/watch?v=jM1VY7KBIRc
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