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Everything posted by DiabloHedgehog
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Apparently you can make a living making crappy fangames.
DiabloHedgehog replied to Spike's topic in General Discussion
hah, leapfrog hardware has been around since I was young in the UK though I never owned one, it would have been half the price of a console yet do shit. Early leapfrog stuff was like a touchpad projector thing with shitty computer voices, man who'd buy one of them over the megadrive back then. -
Apparently you can make a living making crappy fangames.
DiabloHedgehog replied to Spike's topic in General Discussion
When it comes to leapfrog gaming you get a maximum budget of 2 hours and a cup of coffee in the evening. -
This is new to me, looks great so far. You have sonic's running speed just at the right point of being quick but also being able to steer around things unlike sonic unleashed warp speed.
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Well this version is basicly SV1 completely redone, so the basic story of Diablo being against sonic is there but now retold. There are one or two "SV2" things I want to do but a lot of it would not make sense here, like playing as the enemy. level wise also they are completely different locations, since there is a mild story and theme throughout the game. I don't want to go too heavy on features and stuff because I have important university work to do, and I would like to get this finished by SAGE.
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Sonic Worlds - Your Contributions (before) 1/27/09)
DiabloHedgehog replied to Rael0505's topic in Sonic Worlds Discussion
To save confusion someone needs to spend a few hours going over all versions posted and applying what they can to one file, then updating the latest download thread. I don't know much about the deep end of sonic worlds yet to help much, it's tricky enough adjusting what's there. -
For what I remember MOO2 for older mmf and tgf versions let you connect to an ip, one person would host and others could connect to them using an event in game, then you would send other player's x and y position details every second or two. if you send too many packets a second and someone had a slow connection it would lag more and more until there was like a 20 second delay so you have to be careful. MOOsock would work but it's much more advanced and mainly used to make things like chat messengers and irc clients.
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The MOO extensions are fairly easy to use for sending data, I believe mmf2 still has the extensions.
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Forcing sonic to roll without pressing down
DiabloHedgehog replied to DiabloHedgehog's topic in Sonic Worlds Discussion
Last off topic post in this thread, but finishing a game > adding new gimmicks -
Forcing sonic to roll without pressing down
DiabloHedgehog replied to DiabloHedgehog's topic in Sonic Worlds Discussion
Still playing around with it? you should be working on Emerald Ties instead so I can play the final version next sage -
Is there an irc room or anything for sfghq nowdays?
DiabloHedgehog replied to DiabloHedgehog's topic in General Discussion
Tell you what, make a sfghq channel on badnik.net (since I visit retro anyway ) and everyone in the channel around christmas can try out super velocity, that's got to pull in some users! -
Forcing sonic to roll without pressing down
DiabloHedgehog replied to DiabloHedgehog's topic in Sonic Worlds Discussion
AHA! I got it, when I last looked over the events I must have missed a section about how controls get turned into actions. Phew that was quite an effort. Cheers guys. -
Forcing sonic to roll without pressing down
DiabloHedgehog replied to DiabloHedgehog's topic in Sonic Worlds Discussion
I understand most of that though I can find every rolling value apart from a regular roll. -
Forcing sonic to roll without pressing down
DiabloHedgehog posted a topic in Sonic Worlds Discussion
I can't seem to figure this one out, I created a box that when sonic touches makes him roll into a ball automaticly, like when you go into pipes in GHZ. I've tried setting the keydownpressed and keydown values of the player-input to 1 but it doesn't work like pressing down on the keyboard does. i've had a good look over the events too but can't figure it out. I know the collision works since I told it to play a sample and it does so. -
If the warehog ran fast and could jump high or something i'd like it, but to slow sonic down to a crawl and give him rip-off ristar arms and a combat engine, no.
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[question] Changing sprite size/resolution
DiabloHedgehog replied to almighty_monkey's topic in Sonic Worlds Discussion
It's probably due to how everything is now raised in size, did you resize the size of the collision balls or just space them out? because i'd imagne it's not detecting the floor like it use too so rotation stops too soon. Are you also using default slope sizes? try making the slopes twice the size too and run up and down it. -
Sonic Blur: back in action (Christmas Demo released!!!)
DiabloHedgehog replied to GHFan's topic in Game Project Showcase
Not a great deal I can say about this, looks like the game is running smooth but has much been changed from the base GM engine? Can't give any feedback on the visuals too since you said they are work in progress and right now just using white icey blocks. hm. Hope it turns out fun to play! -
Oh... look... Megadrive games...
DiabloHedgehog replied to Cyber Rat's topic in Sonic & SEGA Discussion
I'd love to see a sonic 1-2-3-k collection with remastered sprites like SF2HD is doing, I know it would take a lot of work but they don't need to make the sprites realistic painting or anything, and if they only do it for sonic 1 to 3 maybe they could release it this lifetime. It will never happen, I always hope that sonic 3 is not on xbla yet because they are making it true HD, but I honestly doubt they are at all now with this collection in exsistance. -
16 bit music note samples
DiabloHedgehog replied to DiabloHedgehog's topic in Game Project Assistance
I will do once I make something good The sonic 3 samples are great, i'm sure I will use them though I prefer sonic 1-2 styled music without the "ugh"'s and "go"'s I'm using fruity loops right now since you can use it fully even though it's a demo, and the only problem I have right now is trying to tell fruity loops when I play two samples near each other of the same type it should cut the first sample out, otherwise they stack and a huge messy noise is a result. *edit* anyone know how to stop this? I can't figure it out. I've been recording sonic 1 and 2 notes but they have to be long, it's a bit confusing but i'm getting there... I think. -
Oh... look... Megadrive games...
DiabloHedgehog replied to Cyber Rat's topic in Sonic & SEGA Discussion
They say all games will be HD but just like the xbla games they will just be scaled like a pc emulator can do :/ No thanks. -
Use the Sonic Worlds engine that you can download from this forum, it will need you to add lightdash but it's 99% a complete game engine to use.
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I'm going to try and update every friday, i've done more work lately but I seriously need to go back to working on my univeristy stuff instead of fangames -------------------------------- Friday 7th November '08 First up is adding extra animations, now you have walking, running and peel out when you are going faster then you should ever be going! The first zone's level tiles are slowly being improved, the backgrounds are going to end up much nicer then they are currently since they were just thrown in for effect and to get the parallax layers working together. Also as a little bonus A short video has been uploaded to the Sonic Super Velocity youtube page telling the story of Sonic SV in 4 minutes, refresh your memories with Sonic riding a mine cart upside down and Diablo suddenly growing a 6 pack with the power of the emerald! http://uk.youtube.com/user/SonicSuperVelocity
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It's great to see you around again jamie, hope you are up to something interesting.
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16 bit music note samples
DiabloHedgehog replied to DiabloHedgehog's topic in Game Project Assistance
I'll take it please.