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Hyper Emerson

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Everything posted by Hyper Emerson

  1. @Chronic: *clap, clap, clap, clap* @Topic: Looks like you got your head handed to you, Sonic. So how about giving it another shot? Also, anyone knows if a equivalent sprite exists for Tails?
  2. Hahahahaha... I was about to finish coding continues into the Worlds engine and then MMF2 crashed for no reason. 3 hours, wasted. Hahaha... *facedesk* Edit: Ok, it's done. (Needs some animation in the middle, though. But Tails never had a solo continue animation! *gasps* Even "Tails in Sonic 1" just reused his idle animation!) Sonic gets a continue for every 5 Red Rings he collects. Also, here's some chibi continue sprites: I searched for rips of them, but only found Knuckles. I ripped the rest from Sonic 2 and changed them a little. Edit: Tails' sprites by TailsSena.
  3. I think it's the feet in front of the arm that gives me that impression. Can you show another frame of that animation?
  4. Have you changed your HUD, Chronic? @Topic Created this a few minutes ago: They work like in the Genesis and the SNES version of Maui Mallard (temporary platforms/platforms/springs), though i haven't made a switch for changing modes yet. I'll probably use them in one of the later levels of Spikepig. ... I wish there was a rip of Mojo Mansion's graphics so i could make a level based on it and send it to the Level Collab, ha.
  5. I ported Knuckles from the Level Collab build. Some of his values were already in the Beta engine, so he was mostly compatible and i didn't have much difficulty editing what wasn't. The only problem during the porting i couldn't completely fix was Knuckles being able to face away from walls while climbing. He can still turn away and climb air in the instant he's about to climb over a ledge.
  6. Looks like it only happens if Sonic is running very fast while underwater. I tried doing what LakeFeperd just said and it didn't work. I have not tested the platform version of the bug, but i remember it happening randomly on the crusher platforms, no matter how fast Sonic was at the time. Normal moving platforms seem to be ok.
  7. The Drowning feature in Worlds Beta works by always adding 1 to a value (Drowning Timer Add), then once this value reaches 48, it adds 1 to a second value (Actual Drowning Timer). When the second value reaches 15, the countdown plays. When the second value reaches 30, the character drowns. I've made some changes to it so the second value increases when the first is 60 (why was it 48, anyway?), the countdown plays when the second value is 21 and the character drowns at 34. It feels more right now, but i'm not sure if it would work right in low framerate. ^hud edit. Invincibility/Speedup icons also flash when the powerup is about to end.
  8. If Sonic is underwater or on certain platforms, he'll sometimes refuse to jump. Anyone knows what causes this problem? (I'm using the Polepod Beta 5.0 version.)
  9. I thought about drawing him in a unicycle, but then i decided a Segway would be funnier.
  10. "Is that a bad thing? I mean, Triple Trouble could've been on a better system (Genesis), but it wasn't BAAAD." I like Triple Trouble, but... "Looks cool but...wouldn't you guys want to go with something more original instead of using something from another game that already exists?"
  11. That's cute. Triple Trouble immediately comes to mind, though.
  12. Then try this: http://www.mediafire.com/download.php?cpsfg7p7a2s1ip1
  13. I gave the Instashield to Sonic. Now he can beat the boss easily: http://www.mediafire.com/#a68kk5vagaiud,1 I also added sparkles to rings, made monitors activate sooner, changed the bottom of TTZ1, fixed the Flickies hotspots and improved the results screen. I need to improve the Worlds Beta engine as much as possible before creating more levels. o.o Does anyone know what to do about how character drown very easily if framerate is low? And would implementing Knuckles be hard? Some of his alterable values were already in the engine.
  14. The pillar glitch got you? (Sometimes the pillars needed to be rolled through and used as platforms go completely through the ground, making the level unwinnable)
  15. Sonic CD once had a variation of Sonic 1/Cameltry bonus stages. Some days ago i've thought about replicating the tiles from that screenshot, so i've spent the last hour doing it for fun: Too bad the D(own) block doesn't appear in the screenshot. =( I guess i'll have to imagine how it looked like. If anyone wants to improve the sprites or make good use of them, feel free to.
  16. 1 on the numberpad should add rings to Sonic if "Debug" cheat (in the main menu hold up for about 5-6 seconds with the cursor on "Play as Sonic") is on. The other numbers also do stuff.
  17. I didn't notice this in the other thread. Uh, if you get 5-9 Red Rings, the credits screen tells you about 2 1-ups hidden in TTZ1. If you get all 10 Red Rings, the credits screen reveals a cheat instead. You didn't see it, or are you just joking? About the Kirbysh dude, he's from a game and silly comics i made a long time ago.
  18. Nice. They remind me of Sonic Pocket Adventure.
  19. I wish i could deactivate some special effects in Glacial Galaxy. Maybe then that level would run well for me. Also, you need to fix the up/down arrow bug in the data/level select screen. And see if you can do something about how ridiculously fast the characters drown, ok?
  20. Does Super Sonic have after images in this game? It must be that freaking bug i've mentioned once, in which the game attempts to destroy the after images, but fails for some reason, resulting in countless useless invisible objects all over the level!
  21. Dude, after some battles in Battle mode, i went to try Training mode and for some reason i couldn't hit the CPU! It couldn't harm me either. Then i entered Nonstop mode and the problem was also there! Also, after 9 battles in Nonstop mode i got this: ERROR in action number 1 of Create Event for object objMedal: Error in code at line 5: if (global.StoryMode[floor(global.stage_number),7]) image_alpha = 0.5; ^ at position 13: Unknown variable StoryMode or array index out of bounds It didn't crash the game, but it appeared again after every successful battle.
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