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SoaH City Message Board

toaster1

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Everything posted by toaster1

  1. You're right, it does. Terrible fanfic, at that. EDIT: Ok, I won't be such a prat about it. I remember when I first got into fangaming, and I spent ages writing a terrible fanfic style plot. Basically, that's not what's important. You should make levels that are fun to play first. Don't touch the story until well, well, WELL after you've made every level. Look at Sonic 1. You could barely tell there's a story, but the manual has a little something. The thing is, the manual stuff is different on both sides of the Pacific. Story should be completely detached from game. Completely siloed. Don't waste your time writing fanfiction when you could be having fun making games, let's leave it at that. EDIT 2: Also, you've got the progression completely and utterly wrong, by the way. Sonic CD comes between Sonic 1 and Sonic 2, and Sonic: Before the Sequel is consequently an unplayable game for me because it places story before gameplay. Don't fall into that rut. LakeLeapard knows how to crank out pretty stuff, that's for sure, but it's held together with string and chewing gum. He is not the ideal you should admire, let alone copy.
  2. I wouldn't say anything about 2013. (That's emerald shard ammo, by the way.)
  3. 60fps with Internet Explorer 10. Nice game, thanks for sharing
  4. No, because PIPA's still there, and SOPA could ressurect like some sort of zombie at any moment. Not the near future, but there's always the oppourtunity for that.
  5. Yeah, it's a DooM modification. Anybody here ever heard of Sonic Doom 2?
  6. Okay, I'll give in. I've been working on something. There's more than one screenshot floating around on the web, but I'm too lazy to look them up or reupload them. Anyways, a little something to prove I'm not totally dead.
  7. Falk: Totally with you buddy, I didn't like S3nK's art style either. It was dissapointing to me, after hearing it really hyped up by people. (I didn't play Sonic 3 until 2010, when I got it for Wiiware.)
  8. Okay, the controls were mapped to okay buttons. It wasn't a hellhole to play like SatSR was for me, ok? That was what I was trying to say. Again, 2 cents.
  9. Just offering my two cents - I don't have nearly a lick of nostalgia for SatSR. That had a horrible control scheme and I didn't really enjoy playing past the first level. On the other hand, the original 06, even though it was filled with glitches and the story was shit, had an ok control scheme, and when I got to it I honestly fell in love with Crisis City as a locale, and was way past happy to see it in Generations. Just because you don't get nostalgia from it doesn't mean somebody else doesn't.
  10. Be careful. It's a cool place and all but it took about a year for me to get approved. I became a trial member in a matter of hours, but it's about how you distribute your posts, and don't be a douchebag. Just a warning, though- When your trial is up, don't go to the "Submit application" forum. It gives you a 404 error. What you should do is go onto #retro irc channel, and generally just be a cool chatter, don't be a douchebag etc. If you see an admin on, enroach the subject of the "submit application" forum not working properly. If you're talking to Tweaker or Scarred Sun, I think they are typically kind enough to allow you to present your case there. Damn, it is really federal, isn't it?
  11. From the music and the video's contents... a 2D Parkour game? Sounds pretty cool, actually.
  12. It was pretty much given an official time following the instigation of Sonic 4 into canon. S4 being after S3nK pushes CD back to S1 and S2's interlude, and the new reveal that CD definetly happens before S4 only confirms that. Of course, S4 was a piece of shit, but if you ignore that fact, CD has a pretty clear place in the whole scheme of things.
  13. >after S3nK and before CD Isn't CD between S1 and S2? Just saying.
  14. I'm farely sure Move is supposed to be some sort of boolean, but I wasn't aware how to differentiate it in the code. I think the actual movement variable is some sort of variant of weeb, for reasons I do not understand.
  15. Just remove -x and -y from those equations. Moving to point works no matter what direction they're going in.
  16. Oh wow, that looks pretty cool! It looks a bit like a highway. Perhaps you could even say it was... Radical. YEAAAAAAAAHHHHahem sorry Yeah it's quite awesome. Looks like an enjoyable zone to go through from that mockup!
  17. Sonic 2 is good enough. Funnily enough I never really liked the Sonic 3 sprite style, it's probably just me though.
  18. Sonic Genesis had a title card. Unfortunately I am caught up in last minute homework at the moment so I won't be able to implement it yet. :/
  19. Wow, that looks like a great sound test! Now we just need sounds.
  20. No idea what the screen size would be. Probably some sort of 16:9 ratio. If the current size is 224 as in Sonic Genesis, the resultant width would be 398. If you want different room heights, that would result in different... well, results.
  21. :[ It's just early days, bro. Feedback won't immediately pop out of thin air in force. Sorry if I'm thinking of too many ideas and not contributing enough... I just can't really focus at the moment, since school is returning and I have to learn all about laptops to know which will be best for me.
  22. Port to screen variables are, in fact, also probably changable during real time. Also, you mentioned camera variables twice. I just thought that this would be a better engine if it had the option, attracting more usage, making it helpful for those who want to apply an extra layer of customisation upon their game.
  23. Hold on, I'm sure I posted earlier. In any case, what I said then was that you don't need to change the size of every room. I remember once when I was trawling through the help files I found that there were functions to change the camera following size in real time. In fact, what I'm suggesting is easier, because it can just be put in at startup. Although you would need to resize the menu room's boundaries (but just have the camera set to the smaller size) the normal levels can be left as is! I think this would work. If such a function does not exist please disregard.
  24. I don't think you'd have to change the whole engine... Maybe increase the distance GSI works from slightly, and increase the size of the camera object's following camera in the levels. It's all easy stuff to do, but some native support would work wonders.
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