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Hyper Emerson

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Posts posted by Hyper Emerson

  1. 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.

    attachment.php?attachmentid=1505&stc=1&d=1318025909

    (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:

    attachment.php?attachmentid=1506&stc=1&d=1318028364

    I searched for rips of them, but only found Knuckles. I ripped the rest from Sonic 2 and changed them a little.

    Edit:

    attachment.php?attachmentid=1508&stc=1&d=1318112540

    Tails' sprites by TailsSena.

    post-2967-138639764887_thumb.png

    post-2967-138639764889_thumb.png

  2. Have you changed your HUD, Chronic?

    @Topic

    Created this a few minutes ago:

    attachment.php?attachmentid=1502&stc=1&d=1317864585

    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.

    post-2967-138639764882_thumb.png

  3. 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.

    attachment.php?attachmentid=1501&stc=1&d=1317760406

    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.

    post-2967-13863976488_thumb.png

  4. Never use the "every x seconds/minutes/whatever" function in MMF.

    Ever.

    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.

    attachment.php?attachmentid=1500&stc=1&d=1317671430

    ^hud edit. Invincibility/Speedup icons also flash when the powerup is about to end.

    post-2967-138639764877_thumb.png

    post-2967-138639764879_thumb.png

  5. 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.

  6. 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.

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