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Strife

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Everything posted by Strife

  1. Legal reasons. I don't want to add a copyrighted character to the game even as a SAGE-only thing, in the event that people who follow the game's progress become confused and think that I was actually planning on adding the character to the commercial version. Aside from that, Sonic is used to death these days. I'd much rather leave a mark on a different character such as Tails or Blaze.
  2. Oh, dang, it's coming really soon isn't it? I really want to do something this year for SAGE that doesn't involve Freedom Planet, but I'm not sure if I'll be able to afford the time. I guess it's a matter of thinking of a simple enough concept, and/or thinking of something that I can re-use assets for.
  3. Thanks guys! gsoft - Actually, we accomplished Mac compatibility using a Wine wrapper for the game, which oddly enough is much better than Anaconda because we can retain all of the third-party plugins we're using. Controllers seem to work, too!
  4. Thanks! You can grab both a Windows and Mac version on the website: http://freedomplanet.galaxytrail.com/ My current agenda is what the heck to do about rolling being removed. Quite a few people miss it while others think the game is fine without it. I'll probably give it back to Lilac as an exclusive move for her, while Carol will have to make due with the motorcycle.
  5. For the explosion effect, try this: - Create at 0,0 from boss - Set X position to X ("Explosion") - 40 + random (81) - Set Y position to Y ("Explosion") - 40 + random (81) If you want them to appear less frequently, in the Worlds engine, you can use the Compare Two General Values action to make a "LevelTimer mod X = 0" condition, where X is the number of frames. The higher X is, the fewer explosions happen, while X being 1 has the same effect as an Always condition.
  6. Felt like flexing my pixel art muscles while I wait for stuff. Probably won't be doing anything with it beyond a few touchups... though I do like the organic feel that the higher resolution gives.
  7. Lilac's makeover is finished. Once we've done the same for all of the sprites in Dragon Valley and Shang Mu Academy, the next public demo should be ready.
  8. Thanks! And, no, I didn't leave forever - I just got distracted by other places and at some point I was like "ohphfgshpsh I completely forgot!"
  9. Late time coming, but, thanks! Since our thread on Retro has long since been moved to the General Gaming section and is therefore no longer viewable to the public, I'll start posting here again. You can, of course, always get our most recent updates on our official forums as well: http://fp.boards.net/ You may have spotted this on our YouTube channel already, but we've got a sneak peek at Fortune Night's boss, Serpentine, and one of his various robotic death machines. Needless to say, as the game progresses the boss battles are going to ramp up in scale and intensity. Video Link In some cases, like this fight, the other player characters will jump in to help you heal or dish out damage to the boss. It's only in special instances, though; You'll be on your own for most of them. We are also hard at work on revamping the game's graphics, and our pixel artists Matwek and Argyle are doing a great job! Carol is the first character who's getting a sprite makeover. Lilac is next, and once we've touched up all of the sprites in Dragon Valley, we should have a new public demo ready.
  10. I've been told on the Clickteam forums that when building a game specifically for one of the exporters (Flash, Android, etc), that I should minimize the use of fastloops as much as possible. I'm pretty sure I've come across fastloops in the worlds engine that are used as function calls (i.e. they're run a single time), and in this case, I wonder if I can substitute them for something more efficient. I don't want to use any third-party extensions for calling functions if I can avoid it, although the ForEach object is compatible with a decent number of runtimes, so I may use it if necessary.
  11. I'm a fan of this level, so it's cool that you released it as open source. I always figured that the attack patterns of the badniks in this stage were complex enough to feel at home in a more combat-oriented gameplay system. If I should decide to scavenge some of the enemies or gimmicks for Freedom Planet, I'll be sure to give credit where it's due. (Curiously enough, this runs far slower than my Sonic Worlds game on this computer, even with Direct3D 9 enabled.)
  12. Aw, that's a big bummer. D: I know what feels like. Generally I try to keep at least 3-4 backup copies of my MFA every few days, just in case. It's funny, though - sometimes when you lose a big chunk of work, you end up remaking it way faster than you did before and with better results.
  13. Aqua Grotto, maybe? Or Gemstone Grotto if you're going for Sonic CD-style names. (Also, sent you a PM just now. I always find it hard to notice when I have new PMs on SFGHQ, which is why I'm mentioning it here. xD)
  14. Djawed - Thanks! We are definitely going to look into hiring one or two extra pixel artists to help us improve the look of the game. We've gotten a lot of nice applications so far, so what I think I'll do is present the best ones to our Kickstarter backers, since it's ultimately their money we'll be spending to hire someone. :3 I've been putting some more work into the new playable characters, as promised in our Kickstarter. I figured that I should get them implemented in some form as soon as possible so that it'll be less of a headache later on. Milla In addition to her barrier move, Milla can now pick up item boxes in a manner similar to Super Mario Bros 2 and throw them at enemies for extra damage. If she's not standing on an item box, holding the Attack button will allow her to summon her own item block to throw. Her barrier attack has been shifted to the Special button. Spade He's functionally complete now, although he's still missing a few animations. His attacks have the farthest range of any character, and his flash jump move lets him pass through things without taking damage. With this move he can cross through lava falls, laser barriers, and other hazards that none of the other characters can. Torque It's too much work trying to hide who this guy is, as if it wasn't obvious enough already. xD Anyway, his gameplay is drastically different from the other characters and feels more like a run-and-gun shooter like Gunstar Heroes or Metal Slug. His weapon has two "slots" that keystones can be inserted to, and depending on the combination of elements, the bullets gain new properties such as increased speed, reflective shots, explosive rounds, etc, in addition to a new appearance. He's also the slowest character and has the lowest jump, so he'll be confined to the lower routes of each stage. He'd probably have some kind of land mine he could use to blow up solid walls that other characters can't break through. Balancing his gameplay is going to be a challenge; At the moment he feels really out-of-place since the stages are designed specifically with the faster characters in mind. I might need to give him his own alternate pathways that have a much higher density of enemies than usual. For the sake of level design, Lilac is my #1 priority, and I will build the stages specifically with her gameplay in mind first. Here's what my order of operations would be: - Build and test the stage with Lilac first - Add jump pads/alternate routes for Carol where necessary - Ensure there is an abundance of item boxes for Milla and make sure she can clear the stage - Wait until all stages are complete before taking Spade and Torque into account - Add Spade-only barriers where necessary (taking care to make them feel like a natural part of the stage) - Add Torque-only barriers where necessary
  15. One of our players was fortunately quite specific with what was having problems. Bear in mind that when he refers to input options and the like, he's referring to the control setup screen that's in Delta 1.3.
  16. FGR - I fixed the boss layering, and I'll work on the others as well. Thank you! Anyway, I'm having some issues with controller support in the Worlds engine. If any of the experts here read this, I made a thread over here about it: http://sonicunited.org/hsfqmtif/forum/showthread.php?p=157922#post157922
  17. I'm using a method of controller customization for my game that is practically identical to Worlds Delta 1.3, but with one exception - the Joypad object has been removed due to a noticeable amount of lag it causes with sound playback. Unfortunately, my players have noted that certain controllers which used to work in previous versions of the game have stopped working ever since I removed the Joypad object. I made sure to swap out all Joypad-related events to refer to the Joystick 2 object instead, but this doesn't seem to do the trick. Is it because Joystick 2 simply can't detect certain types of controllers? I could have the game create the Joypad object only in these types of situations, but for some reason, the mere existence of it in the game causes lag even when it doesn't exist in the current frame. I'm kindof at a loss of what I should do and I wish I didn't have to choose between lag or low compatibility. xD;
  18. Seraphim - I am actually starting to believe the notion of "There's no such thing as bad publicity." Matter of fact, I wouldn't doubt it if the "debate" going on between fans and haters is actually helping us reach more people, because not only do you have fans spreading the word to come check out how cool the game is, but you also have haters and trolls spreading the word to come check out how awful it is. So, yay? xD AldenT - I'd imagine it being something like Two Best Friends or Game Grumps where a group of us commentate on the game live, but it depends on whether or not we can setup a decent stream. Ila - What, we made it? Really? It shows me that we're only at 70% in the admin panel... But, awesome! Even though we've reached the top 100, I still think we have a lot of work to do, because there are 99 other games that Steam is more likely to Greenlight. If we can get into the top 50, at least, I think that would secure us a solid chance. Unfortunately there's no way yet to see where we stand, so we'll just have to hope and keep spreading the word.
  19. Somewhere between $10-20, at least outside of Steam. If the game gets Greenlit, the Steam suits decide what price it will be.
  20. I feel that I should be realistic about what I am capable of achieving, and for that reason, I don't want to promise something and set it as a stretch goal if I'm not completely confident that it can be done. So, for our next stretch goal, I decided to go with something fun and silly instead of another development milestone. Besides, as our funding continues to climb, the quality of our animation and artwork will increase, so there's still an incentive for others to pledge. And, of course, there's also the $10 thing that's basically a preorder of the game.
  21. I think the last I heard of Dami was when I originally sought his permission to include him in the credits and such. Given that he's one of the founding fathers of the engine and likely knows it inside and out, though, he could definitely be of assistance and seems like the kind of person I can trust completely with the game's .mfa file. I don't know if I should name names just yet, but there are a couple other people on this forum that I would love to commission because of their dedicated work ethic and their ability to come up with great gimmicks and gameplay elements. I might message them later and see if they're interested.
  22. I just got back from a game jam in Denmark so I haven't been able to check some of my regular websites, but, thank you everyone... really. It means so much to me that so many of the regulars here have supported this project since its inception, and that you're willing to pitch in what you can to help make us successful. Rest assured, with all of this extra money coming our way, I'll have the resources necessary to make it stand out even more as its own thing. I'll be able to afford a ton of different exporting options, more artwork, animated cutscenes, a possible webcomic miniseries, and I am also considering hiring a fellow MMF2 developer to help share the workload. Afterall, in spite of all of the extra stuff I want to add, I'm still the only member of the team that's physically building the game, so if I don't get help in that area, it might actually extend the release date. <.<;; Given the game's recent success though, I'm pretty sure I'd get a few interested folks if I posted an ad on the Clickteam forums or TIGSource or... here or Retro? But again, my thanks goes out to all of you. <3 You guys rock.
  23. Hmm... This is something I should look into. I had to remove the border because it was interfering with the screen resizing. I'll see if I can make it so that clicking and dragging anywhere on the game screen will move the window. Anyhoo, we're on Steam Greenlight! Upvote us if you'd like: http://steamcommunity.com/sharedfiles/filedetails/?id=120841685
  24. Big thanks to everyone for the good wishes and pledges! We've setup our stretch goals in case we receive a lot of excess funding. I'm positively floored by how quickly we were funded. Granted, our goal is extremely small compared to most other games, but I was still overwhelmed by the support in a good way. The more funding we get, the better our chances will be of overcoming the limits and downsides of MMF2 with regards to exporting and the like. Heck, if we get enough funding, we might even be able to afford getting the full game reprogrammed into a different engine.
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