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SoaH City Message Board

Based LiBi (JoeyD)

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Everything posted by Based LiBi (JoeyD)

  1. Getting an error saying I'm missing MSVCP110.dll I got it from both demo 5 and 6. I tried updating DirectX like advised but mine is up to date. Windows 8.1 Preview x64, Build 9431 22GB DDR3 RAM Intel i7-3770 @3.4 ghz NVIDIA GeForce GT 630 4GB I'm interested to see what kind of fps I get on this, any advice to get it running is good advice to me.
  2. you just made my day --- I the regards of the egg, it might reference to when people were first able to play with chao. Which means around the time of a launch of SA, SA2, Sonic Advanced 1, 2 or 3. PLACE YOUR BETS
  3. A Winter Solstice themed SAGE would be pretty cool, plus it would give developers extra time to get more work done for their demos. Or quite possibly get a full release! (like in the case of LakeFreperd)
  4. I kinda abandened the project right after class started up actually xD I'll see if I can make some progress this week
  5. What you want to do is mount your Harddrive onto another computer, either via an external dock or by just plugging it into another computer internally. If your mounting it internally, just boot the computer to it's own working drive, then when windows boots up, see if you can open the other drive by just opening it like you would a flash drive when opening "My Computer" or "Computer."
  6. My knowledge of programming is probably far less then yours, so what ever you feel like is the best way to approach it
  7. Essentially what you want to do is add in a check to see if the amount of EXP you're adding is higher then what's required at that level. Then name a new int that takes the amount of EXP you're adding minus how much you need to level up, name that EXPCarryOver. Reclassify EXPCarryOver as EXP you're adding, then loop the entire thing. If the checker says that the EXP gain is not high enough to level up, that's where you put up a prompt to say that you leveled up to X level. That's probably not the best way, or best well thought out and fully described way. I don't even know what language you're using lol
  8. Quick question, walking and running? It looks like you just Sonic 2/CD-fied him but I see differences. I like it.
  9. Idea Why not with the PC demo put on a quality option, like most flash games/animations? Dunno where to begin on how to code it, but it seems like a great idea. Kinda obvious, but the player could flip it so he could get gains in either graphics or performance, either or he/she favored.
  10. copy and paste the url in a new tab. lol I can't believe there are still broken links like this, I thought we got them all xD @luksamuk Left is shadowing, mid is normal, and right is highlights
  11. This, we be derailing the thread like the old days
  12. @Patatobadger: JASC Animation Shop 3.0. It's old, but it works well, and you can set the duration of a frame down to 1/10th of a second. @Shibs: Holy crap that Mighty sprite has changed ALOT since I last remember seeing it! The only place I've recently seen Perigi is on Facebook and once on Hammerspace, but that was awhile back. In regards to the sprite, it's well... like, kinda mostly yours. Speaking in terms of stuff taken from both sprites. (I actually used the main sprite as a base though lol) I'm kinda purposely trending away from the way I shaded my FC as of late because I think it would be for the better, so I will certainly be tweaking the shading ALOT. Hell I'd be working on it right now if it weren't for the fact I was at work and I left the sprites on my home PC.
  13. Your Senior year will go by fast! I'm starting my first year of college in 2 weeks.
  14. Keeping with past themes, and knowing that I rarely get the chance to sprite, you might not see a lot of updates here, but I'm hoping that will change for the better. JoeyTH- author/fan character from another time that most know me for. Also called Red Sonic by some xD For alot of my stuff, you can look at my old deviantart, here. Now to get down to buisness, I'm gonna try and sheet this, even if it's the last thing I do. Crit? I wanna get the basic design down before I wanna start spriting other poses.
  15. WEEEELL LET ME LOOK AROUND ... I got V1 of Mighty's Sheet, I just saw it... But it's not worth looking at... The most complete one Mighty Sheet you are gonna find is Shinbs, which I I know I do not have. Or if you know Perigi, ring him up, I KNOW he's got the sheet. I did just find this, but's again, not worth anything.
  16. Well assuming you do go to here for all your MdGn sprites, there is something to be said for that. A lot of the main driving forces behind the project moved on... I know Shinbs is still around here, which made me smile when I found that out. But people like Deebs, NinjaRaccoon, Gardow, and everyone else who is mentioned in the kudos page in the archive have like vanished to my knowledge. IRL stuff does stop progress, not to mention the MFZ Act 5 forums is now offline, so now we can't even look at the old threads. Now that being said, the last thing that was being made was a tier list for the characters that I'm sure you are all familiar with. Good progress was made, although I can't show that because I didn't pull any down to my knowledge. In terms of the version 1, what I call MdGn1, NinjaRaccon would be the person to bug for sprites. To the best of my knowledge he pretty much has sheeted a good 10 characters. So to answer your question, it would be probably be best to use Genesis Styled sprites, for the time being. Until the project somehow gets it's feet in gear and get's going again, I don't see a lot of Modern Genesis styled sprites getting pushed out. Now that being said I am starting my own little booster sheet to help be get back into the groove of things. Kinda the same thing Lake was going for when he was making the sprites for AtS, but I figured I would give an attempt at it. Also the idea of finding a middle point between the "growing phase" between the main modern version and the classic booster sheet version. Would it be possible for me to get some critique on this? Credit given where it's do. (Yes Shinbs, those are your shoes) Edit: Oh, and Patatobadger, if you want me look in the depths of my computer to see if I can find some more mod gen sprites, feel free to shoot me a PM.
  17. @highwire I KNOW I'm gonna be talking to on Skype about this soon. (I saw your tweet asking for ideas but I couldn't think of any good ones at the time) @Mr. Patatobadger Wouldn't that kinda be Arid Sands in Shamar? I can't think of examples, off the top of my head, to tie in canyon and an urban-ish area... Well there is the Native American Pueblos dotted in the Southwest, but most of those are abandoned...
  18. Bump, but relevant question I recently (last night) spent some quality time with the engine, and I noticed in the test level that when Knuckles glides onto the top of a Badnick, he doesn't bounce up like he did in S3&K. I was gonna add that myself, but since I lack the more advanced know-how right now, I realized that lol I suck right now.
  19. He's saying that it's not a bad idea, it just need some polish, spit shine, and some tweaking so the music can truly shine. Now getting into some nitpicky stuff that will probably just bug me and no one else...translation, skip over this paragraph if you wish xD. The Hub World graphics and the temple's graphics seem to have clashing styles. Now I'm gonna assume you made the city's backgrounds and graphics before you made the temples, and I'm guessing that the city is supposed to have an uplifting and bright aura to it. While the temple contrasts with a dark, damp, ominous, and mysterious mood attached to it. My drug out point: the city graphics look like they should be redone in my opinion. They're not bad, hell they're pretty good, but they could be better! Try adding like small and subtle imperfections in the pavement, maybe making the windows bigger (they seem a little small), or maybe redoing the fire hydrant sprite. Also agreeing with what Highwire said, the HUD takes up too much of the screen. It could/should be smaller so the player has a better view of the screen. I like where you are going with this (: Sometimes you can do the most with a simple concept
  20. Make a condition where sonic's relative X and Y can be limited by a max and min. At the start, you would make that condition 1, signifying that it should limited. Then at boss death, you would set it back to 0, letting the player have free control of Sonic. Instead of just one condition, you could have 5. The first doing what I just described, 2 showing how low Sonic's X and Y coordinates can be, and the last 2 showing the maximum that they can be. The only downside to this is that to my knowledge the 4 cannot be changed, their fixed... Well you might be able to change them by having Sonic pass through a invisible zone at the start of the Act that sets the 4 conditions to something else.
  21. Take your time if you need it bro. You've been working hard.
  22. Patience good sir~ He might be delaying for verious IRL or programming reasons. I suspect it to come out today though. Hell I'm at work so it's not like I'm in a hurry for it to come out xD
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