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icaroscherma

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About icaroscherma

  • Birthday 07/31/1990

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  • Website URL
    http://scherma.com.br/

Profile Information

  • Location
    Natal,RN / Brazil
  • Interests
    Surfing, play MOBA, Movie Theater
  • Fan Gaming Specialty
    Artwork, Engines
  • Current Project
    N/A

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  1. Since no one replied until now, I think that what I say might help (not precisely because my MF2 Demo expired =X), but u must look for the Global Events, there the resolution is set, also is resized for 2x (I don't remember exactly but I think that is). Also, the event is related to one extension (that detects the computer resolution and the game resolution events). My tip for this is: use 1280x720 resolution (default 16:9 HD resolution), If needs to change resolution, just stretch up or down using anti-aliasing.
  2. Cleberson, very clever =P I remember that he already mentioned that after the japanese release would have an Update or other release of an English version. TailsSena: Not only that bug xD You can also press "down" or "up" button even if there's only one option. (found at Options menu) =D
  3. TailsSena, Putting in romanji: あなたの頭が良い、頑張ってね。 Anata no Atama ga Ii, Ganbatte ne. 私は12歳から日本語を勉強します。 Watashi ha 12sai kara Nihongo wo Benkyoshimasu. -- About the "responses", was about the speed and interactions of the menu, they are very good and simple =] What I meant to say is, did you used the normal "if/else" from the MF2 Logic system, or used something else like flash? I'm asking because UDK recommends you to use Flash Menus and integrate them into your game. xD But as I already read your comment, seems that you used only MF2... So, pretty impressive. Ps.: I already answered you in Skype, later look there... ;D
  4. TailsSena: 能力試験 (aka Nouryoku Shiken) is like an TOEFL (Test of English as Foreign Language), from Cambridge University, but is from Japan Foundation. Is done once (or twice, depending the country) in a year to test the user's ability to talk, listen, read, understand and his grammar skills. Good ways (I mean, games/softwares) to train your skills: NJStar - A japanese typewriting software, I used it since Win 2000/XP, good for looking for kanjis and helps you to type if you don't have Japanese IME Keyboard installed (before windows seven, that was a huge problem). Rakubiji Jiten - Japanese dictionary for Nintendo DS (best portable dictionary, with handwriting recongition and possible uses for each kanji/sentence). This one I think that you already do but anyway, is listening japanese music (exceptionally female voices from pop, because they've a clear and understandable voice) and watch some animes or Doramas (Japanese TV Series). Ps.: あなたの頭が良い、頑張ってね。 私は12歳から日本語を勉強します。 ---- About the screens, I would change them xD Baisu = vice (not multi or many), its better use 多人数, but remember, japaneses doesn't use "multi" or "many", they usually use 2~4人... Options doesn't have a "ZU", it's just Opushyon. The overall responses from the menus was very good =] Where you did them? \o
  5. I don't know if this is the best place to post this, but since I haven't found a better one, here I go, anything wrong just delete the post and warn me via PM... Guys, I'm a Computer Engineering, with a lot of free time, only playing LoL and developing games for fun, I want to help the development, and after a few years without using those GameDev Utils (CnC, TGF, MMF, MMF2...), I downloaded 3 versions of Sonic Worlds ~0.5, delta 1.2 and delta 1.3.2~ and studied how it works, searched some bugs and thought about what can I improve it. The point is, I want to help, but first, I want to document it in the right way (with an help, an search, todo list, roadmap...) and see what is missing. So, where do I start? Some thoughts: 1- Why dont use widescreen (16:9) resolution? (I'm not talking about HD resolutions, just one like 480x270 is enough). 2- What is the objective of SW? Make an Classic Sonic (1,2,3,Knuckles) Physics with ALL gimmicks? Implement more things? More Playable characters (Vector, Charmy Bee, Espio, Mighty, Amy...)? Which Special Stage should we "put"? PS.: I did an remake of "Angel Island" last week in one widescreen resolution (480x270), now I'm thinking about an options menu, a good implemented achievement system... Anyway, that's it... ;D
  6. Overbound, have you already used Unity with a medium-sized (or bigger) project? It is Laggy. You need a very expensive hardware to run a simple project. Comparing Unity and UDK (in 3D engines) my vote is going to UDK. ;D LH The Hedgehog, C# is for programmers as I said, a good language with a lot of helps/tutorials over the internet (I already did an class about game programming in XNA in my University 2 years ago, and Liked it), but isnt like MMF, isnt a "drag-n-drop" gamedev, and I don't know if is really that good the XNA Exporter in the MMF2Dev, but I would give it a try, so, for now, MMF2Dev is still my choice for 2D Game Developing.
  7. Japanese Teacher here. Proficiency Tests (Nouryoku Shiken) already made. ;D btw, give ur skype via PM so I can show u that pokemon mockup that I promissed you a few weeks ago ;D
  8. Well, first you must answear for which purpose is the game that you are making... Because develop things require time, a lot of time, and if you need to learn that tecnology before developing, then you need a lot more time. What is the style of the game that you want to develop? Plataformer, RPG, Casual, Puzzle, 3D Adventure? Because every game maker software aims in some good things, like RPG Maker makes VERY EASY to make and "final fantasy 1"-like game, MMF2 is the same for an sonic/mario game... "RAW code", like TailsSena wrote before, is for programmers, because you will see a single image of it a few weeks/months after you started programming. btw, people are talking a lot about Scirra Construct, but I tried it and I keep MMF2Dev, ClickTeam still get the best ways to export the games and easier ways to view/manipulate the work.
  9. yuuuuupi! Costume already made (since last thursday).
  10. Reason: Why only sell the game if I can build a new Portable Console and attatch a new pokemon game to it and then earn the money of the console AND the games. They also can justify a few changes in a new game (like Black 2 / White 2) and ask for much more money if the game has a physical media (cartridige / cd / flash card...). Anyway, if you live in Europe (or use proxies) and wanna try something like this, there's a MMO pokemon game based in FireRed (you will need the original firered rom). google it "pokemmo"
  11. Saw your post since yesterday, but solving connection problems of my home network I couldnt answear before... The idea is good, like the triple fighting of BlackWhite2, but where you took those sprites? How it's going to be the animation? I expected bigger pokemons, different angles... I will search for my pen to draw something on my tablet and upload soon. Anyway, about the programming, do you already made the object ~Pokemon~ which can have a object ~MoveList~ and have an object ~EvolutionChart~... And in the user's save register the seen/captured pokemons level, User's Movelist... Once I started doing an HTML5/Ajax/PHP/MySQL pokemon game like Pokemon FireRed (I think that I still have the engine, just got screwed in the damage calculus, effects (poison/paralysed...), but I have all pokemons (pics,description,size,weight,dex No...). If this helps... =]
  12. Yeah, was in the Oak's Desk... I'm "new" here in post count, but I visit since 2004~2006 (not sure about the year), just looking for fangaming news, progress... But usually when I see a post, already have 9999 comments about what I'm about to say, so, I just kept quiet. =] Your game is promising, I havent found many fangames in Pokemon area, just 2 engines, but only have the sprites and the character moving in the map, nothing more... I was doing some studies in the UDK, C#, C++ area to decide which way I should progress with my games (I want to publish and sell them) and while this doesn't get decided, just playing with SonicGDK and MF2. Wistful about the battle screens =]
  13. My notes to the game: - Graphics are cool, better than the old 2D from GBA and the nowadays NDS/3DS 3D. - Collisions with the map I think that is better you do a transparent shape layer behind the bushes and adjust the collisions to NOT throw the character a pixel back, just don't let it move to this way. - Found a "bug" that you can let your follower away from you (in Oak's Lab), isn't better to put the follower to always be the inverse direction that you're walking to, and not a "real follow", because if have something blocking the way near your character, "you're gonna have a bad time", like the Oak's Lab. - Why do the screen type like Nintendo DS since the game is for PC ? =x I think that it's better do a simple widescreen, like 640x360 or HD (1280x720). - Since you're a AI specialist, I trust in what you're doing with the Engine, and I believe that the game would be awesome. - Last note, do you have any screen prototype of the battle? (I don't want to see beautiful pics, just the spots of the buttons and which angle the pokemons will look) Good job! Keep working =]
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