Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

CrypticSailor

Members
  • Posts

    153
  • Joined

  • Last visited

Everything posted by CrypticSailor

  1. Just wondering: anyone here have any experience making games with it? I'm considering porting over my Sonic engine to it for practice and just wondering what people's experience with it have been. Looks pretty powerful so far.
  2. Haha you know man.. I really really want to. Perhaps Windows. It's going to take a huge investment of time though. The problem with porting it to iOS is I don't have an iDevice besides my iPod Nano... But hey, just to update: it is now free! I decided, if anything when I make the app better with people's feedback I can start putting ads in but right now I guess I need to earn any kind of spot since there are so many apps ;P So, if anyone wants to check out an app that a fellow SFGHQer has made, please download it. It's no Sonic CD but I can assure you I put in a lot of work over the last half a year or so to make sure its not a waste of your time. I know you are all good at giving good advice so don't hesitate to let me know how I can improve it
  3. This is.. the best thing I've ever seen at SFGHQ(outside of maybe SRB2) @__@ I like how it has a very original yet solid feel to it.
  4. Hi everyone! I know it's been a while since I posted here, but have been quite caught up with things and sort of lost my focus with fan games. However, since this is basically the only forum I used to go to regularly regarding making video games... and.. here I am still doing it (), figured it would be a nice place to post my first commercial project. The game is called Color Shafted, and its a reflex-color-matching-based game. I've been working on it for about the last 6 months, although the Game API was built from scratch which took me(well, with job and school and all) about a year. It has all original graphics, music and sound and has quite a few options There are 4 game modes planned but currently there are two that have been programmed so far. Some screens: There's a Youtube Video at here and the game can be found here I would really appreciate any kind of support(even just a +1 on the Google Play site!) since there's only two people working on this project and it is hard to get word out. A trial mode would help but unfortunately besides finals, I've had to deal with a lot of extra work due to some asshole pirating the BETA Also, of course... if you do happen to get it and have any suggestions -- please let me know!!! Thanks!
  5. Wow. Seems nowadays no matter what is done people will complain. I can understand people being disappointed by Sonic 4, but putting this side by side with the Genesis games, this really IS better(I mean... vs ???).I know that Sonic 1 was the first game I ever bought when I was 4 years old and all... but lets be realistic I played it on my phone yesterday and its kind of slow/boring and not to mention way too easy now. Of course, I have fond memories but I'm not going to jump to conclusions and say all the new games are terrible compared to it. The XBA demo was the first thing I genuinely enjoyed playing through Sonic-related since we were burning the Dreamcast SA2 demo ISO. There might have been a few physics bugs but you *really* have to be trying hard to be bothered by them. I especially like the new modern sonic. And if they re-use zones, uh.. so what? Its called Sonic generations and its the 20th anniversary? The aim for companies to make games are to make games they can market, and hopefully they will be good ones Sonic 1,2,3&K were... well, way before a lot of kids' time. I highly doubt the majority of us 20+ year olds are still playing sonic games(the ones who didn't develop the morbid obsession that we did are probably on Call of Duty or something now if they're even playing games); believe it or not people who used to play the old Sonic games will definitely be in the minority in terms of who buys this new game in 2011. Aside from that Yuji Naka isn't programming anymore and considering this is in 2.5/3D they've done a pretty damn good job that I would like to see anyone here do half of(And yes, even Damis engine and the GDK are not as complete and polished as this). When the price drops a little I will probably pick this up on Amazon... will be the first thing Sonic related bought since SA2B : ) Thank you SEGA for getting it right(okay.. so far. please do not throw in werehogs, swords, guns or adventure mode.. please :|). Between this, SSF4AE and Street Fighter 3rd Strike online... I am pretty effing happy as an oldskool gamer this year.
  6. This is really impressive. Could very well end up being better than any Sonic oriented thing Sega's come up with since Sonic 3&K if its given good level designs. Keep up the good work : )
  7. Hi all. Well, I've been doing a lot of studying over the past year and am on my way to starting to develop Android apps and was looking to see if there are any hobbyist artists/musicians who would like to be a part of original app development. Mostly, this is for fun and experience. Got a year left of college and want to get experience with more interesting things than what I do in class since I go to a business institute. I am open to new ideas of course, if they are do-able and wouldn't take years. My first project is a puzzle game which has most of the graphics/music taken care of but either in August or September I'll be starting a double dragon type of game with network play. I intend for this to be profitable, though I can't guarantee that, so edits and things like that aren't exactly feasible. If anyone would be interested, please don't hesitate to let me know!
  8. Thanks man but I actually didn't look at that lol xD Actually I had gotten all of the base movement values like acceleration, decelleration, etc from sonic retro and then adjusted certain things like max speed because I figured it could be more fun w minor changes. Also, contrary to popular belief the dis-assembly for certain things are not 100% accurate because they don't take into account changes in deccel/accel under all circumstances and angles... that is probably the main difference in this engine(there are some exceptions in S3&K to standard accel/deccel formulas depending on whether you're between 0-22 or 22-45, and then whether rolling, going backwards, etc.) After working on the base engine for so long I was kind of antsy to get other features rolling in(spikes, pushing objects, etc) so I stopped looking at the guide and just loaded an emulator since I found that more interesting to program based on perception than to have everything just laid out like that. The ringloss... All I knew was I tried to make it like the genesis version and then it really sucked for areas that were really enclosed by bounds. Soo I figured what the hell and just programmed it in a way that made it work best for collection of rings when you lose them to make it fair. It would have helped to look at the ring loss link you gave me but I found most fun in learning on my own. Of course, this is open source! If you would like to update and change it, please do and re-release a newer version... if we agree on it then we can just use that from now on. I am all for that!!! : )
  9. I agree w Winnie. My old laptop that I started the project on(1.6ghz maybe?) blasted through this engine. My newer(yr and a half old now) dual core 2.2ghz has a hard time with it with Tails enabled. I really think it has something to do with graphics acceleration though. Its really weird. I know that whatever is slowing it down is REALLY slowing it down because on certain computers it runs 5x as fast as something made in MMF. Of course, this is just another reason why I kinda abandoned both. It really sucks to have no idea how your game will run on one computer with the same OS vs another. Probably worse than my current problem of trying to figure out how to work with mobile phones' 1000s of variations w hardware even
  10. Er sorry man I kinda completely quit MMF a long time ago(really hated all of the variable boxes and the event system). Tbh I don't even really want to work in Game Maker because of speed/portability issues, although its the closest type of flexibility I can get to C++/Java without hard coding everything. If anyone else wants to port to MMF2 feel free as long as they give credit of course... was just explaining that it is possible
  11. By the way: does anyone know when SAGE is? Maybe I can do some small work on it every day towards it to build towards a little demo if there's time : )
  12. Unlimited: yeah, I did. The base engine should be completely portable to MMF2 aside from certain things like multiple character support. MMF2 is also quite a bit slower. The difference between this and the one I made in 2004ish is that I paid a lot more attention to the specifics; for example, I'd put it side by side with an emulator. My math is a little bit better than it was in HS since I never paid attention then in class lol... I also did the rolling speed algorithm quite a bit differently. Don't really remember the details tho .__. The blog might be able to speak a bit more than I can on any of these things but I started the base engine 3 years ago or so and picked it up from there again this summer... maybe that's why this one is more accurate(was a little bit more enthusiastic since I didn't start from scratch the second time around). Also Gopherbound: It isn't documented but I did go through quite a bit to make sure it was more organized... well then stuff I usually do lol. I also started to document out some extra stuff in a script separate from the code.
  13. 1001: The reason I decided to do the ring loss this way was because it seemed more accurate to S3&K and played a bit better with the gameplay... Me and Damizean have worked together before(MMF 360 engine) so I actually took what I remembered from that one and tried to make one that played a bit better. I actually had talked about it on the blogspot for the engine www.corruptedchaos.blogspot.com (sorry if this seems like an ad, its not completely meant to be). But thanks for the criticism anyway, if people aren't paying attention to these thigns we wouldn't have gotten this far with fangaming(well mainly I'm thinking back to the days when I used to bitch at Diablo for calling the 8 dir engine as static haha those were funny times) Also thanks for the comments guys. Btw: UltimateChaos: THANKS SO MUCH MAN! It made me really happy to see that. I actually always wanted to make a youtube video of the engine but didn't know how. Rael helped me get the intro that Cinos made for the project back in highschool so I may put it up as well. Really really appreciate that!!! **posts on FB lol** I may pick this up again too. The reason I stopped working on it was the level editor, so I started to program a new one in Java that interacts with GameMaker somehow... the thing is I need to start prepping my resume since I'll graduate in a year and a half so I've been focusing on Android but maybe I can do something with that? bah who knows.
  14. Hi guys, I just wanted to release this engine since I haven't really done much with it. I had lost it last summer due to an HD crash and luckily Rael helped me recover it. It doesn't have as many gimmicks as worlds or anything, but has all of the bare essentials that you might need in terms of the physics, shields, rings, being crushed, pushing objects, etc and it is at least much better/complete than my last MMF engine. I started a boss battle system as well but had been working on the destruction sequence when it became corrupted *pun intended *. After learning C++/Java I kind of got a little frustrated with the speed issues and GM's limited level editor; it does require a pretty fast processor as MMF/GM games do, especially with Sonic & Tails and water enabled. There are a few optimizations that can be made but I kind of lost touch/my desire to work on this... I might pick it up again and maybe port it to Android if I find a reliable library but for now it doesn't really perk my interests. Of course I have to mention this: if you use it, please be considerate and give due credit Would love to hear if this helps anyone out. http://www.mediafire.com/file/22jqk734wj92v1m/sonicplatformreleasev10.gmk
  15. I hope so. My #1 qualm is that I don't believe it now because it was hyped for a long, long time. At first I was really excited. The first time they claimed to have a great working engine, it sucked donkey balls(by that I mean: where was it?). Then, well... you know, this happened So I will just wait with skepticism, and when I play something worth being excited about after all of these yrs with basically half of the active SR forum working on it for a while, then even if its a remake at least I will have a legitimate reason
  16. well, when I say game engine I still have the noob idea that a physics engine is a game engine but no probably not the -entire- engine I wouldn't know much though; I've only seen some code he was working on so I can't speak for anything else.
  17. Well, I haven't played the new Mario games but I think this looks great. I don't ever remember even paying attention to Mario plots anyway aside from peach is captured ;P As long as you add a lot of features the way the old mario games and have some fun level designs, I'm down.
  18. Arrow(^) was pointing to Sonic fan remix ;P And Egg Engine was pretty fun, felt really unique. But yeah, SFR's engine is amazing and good on a completely objective level. I don't think the demo on the website uses Dami's 2.5D one though.
  19. Even with that said though, http://sonicfanremix.com/ ^ quite sexy ._. especially when we see Dami's new engine with it.
  20. Thanks Rael. I was just about to jump out of my closet to say the same exact thing Besides, if you put on any good genesis emulator and use Super 2X/3X Sai or whatever you're basically playing the same exact thing for the 1001st time with a slight difference. Beyond that, an emulator will have a lot of useful configuration options I'm hoping they do the same for this but unlikely. Also, I think expressing ourselves about something we find nostalgic is the main reason why -most- of us here. The thing cool about Sonic Worlds, for example, is not that its a good redone engine, its that tons of people can now use the user-friendly MMF to do whatever *they want* with it while keeping it a familiar feeling game. 2c
  21. ahh yeah and rain caused slowdown. I would either implement a different way(if you're using objects for example, then use 1 big object. Would consume less CPU/ram but maybe be slightly harder on video ram depending on the gfx card). Or if thats not an option please put in an option to disable it ._.
  22. I thought you did a good job with graphics, presentation etc(I mean come on people he's not getting paid for this). My only problem is that the level design was kind of bland. By that, I mean there were no enemies and aside from moving platforms not much that differentiated the levels from every other sonic game ._.
  23. So just wondering, anyone out there working on any apps? : ) Just looking for people to talk to about this, I figure maybe some people have taken fangames to their awesome droid phones. Or anything for that matter.
  24. Smidge: That depends on your perspective; if you plan to do it professionally then you just might be screwed if your company/business relies on your knowledge for something related. A lot of people claim Java is the end all be all language but for million dollar systems, its going to pay off to know all of the low level details for the sake of optimization. But for hobbyists? Sure hell yeah, screw all of that shit. Also the reason I recommend GML is because I think it takes a person of extreme... nerdiness to want to devote your time delving into low level programming with no immediate purpose(e.g. something with graphics/sound?). Or even to try to learn the concept of programming AND get familiar with a library, not to mention build your own systems for the sake of a very simple game. Not to judge or anything, but its sort of like why you learn C/C++/Java in a standard college curriculum before you jump into Assembly Language and then even further in depth into some low-level material during graduate school. When you've worked with something at the high level, the inner workings just seem to make so much more sense. When you're looking at bytes, words, binary arithmetic and CPU registers then I can't imagine it would feel like fun at all unless you have some really special interests(more-special-than-this-website-interests ;P). And if anyone thinks its fun(the purpose of this site I think) to learn how to manually mess around with a stack frame when you haven't gotten around to being really familiar with basic functions and understanding the concept of an RTS, then that person is on crack!
×
×
  • Create New...