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StealthyMC

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Everything posted by StealthyMC

  1. Time to go on a huge marathon of getting work done on Edge of Darkness for SAGE. Really want to show this content off, especially since the game mechanics themselves have been vastly improved since February.

    1. Assassin-HeatBeat

      Assassin-HeatBeat

      I would speed up development...but I fell asleep at my laptop and realized I can't do an all-nighter.

  2. Finally got my driver's license. :D

    1. Riseodvi

      Riseodvi

      If only you could drift around turns like in videogames... "You d***! You almost killed me!" "Yeah, but I got 500 Points!"

  3. I started noticing when I first messed with the terrain masks. So far, the player travels along the ground smoothly.
  4. Taking a little break from Edge of Darkness, I decided to try and recreate Emerald Hill Act 1 in the Studio engine. I learned that I could just stretch out the terrain masks instead of making new ones. It's working out pretty well, actually. Perhaps this could be used as an example level in Aero's future builds of this engine, if the level is good enough. After SAGE I'll probably complete the rest of it and post it on here and Youtube.
  5. Weren't you making Sonic Legends? Seems like you're jumping back and forth. First of, I'm impressed by how much content you're able to include for this upcoming demo at SAGE, especially if this was developed sometime after SAGE 2014 Act 1. That's pretty fast development! I do like the concept of having one act per stage, similar to the Adventure games. I'm assuming the levels will be long enough so that it plays just as long as you would be playing 2 separate Acts. Now my nitpicks.. Well most of them have to do with the visuals. Not only are you reusing assets from official Sonic games, there's obvious signs that you're mixing styles in the graphics. A very obvious example would be around 0:57 in your video, where it shows off the stage Forgotten Kingdom. The background uses the Azure Lake BG from Sonic 3, but the foreground tiles are from Sonic Advance. And there's another thing that I tend to see pop up in some of these games, and it's the use of Game Maker's default effects. It really doesn't match with the rest of the sprite-based assets in the game, which, at least for me, sticks out a lot, and not in a particularly good way... All in all, this looks like a decent beginning to a fan game, just needs some improvements in the visuals department, and perhaps it'll be one of those games that actually do get finished.
  6. Well I'm not gonna tackle anything with this engine for a while, since I'm just starting to figure out how the structure works for this. And thanks man!
  7. So now that GM Studio is free, will the next build of the engine be compatible with GM version 1.3? I downloaded version GM Studio 1.1 for now to fiddle with your engine.
  8. GAME MAKER STUDIO STANDARD IS NOW FREE WHOO! Now I can fiddle with Aero's engine and see if I could attempt a little side project of my own.. Hehe.

    1. Show previous comments  2 more
    2. WreckingPrograms

      WreckingPrograms

      This is like, the 3rd time they give it away for free :P but now, it's not temporarily. And I agree with Riseodvi btw

    3. StealthyMC

      StealthyMC

      Yeah I know, I've missed several opportunities to get it, but now when I mean free, it's not temporary.

    4. Light The Hedgehog

      Light The Hedgehog

      ^

      Also, I'm really liking it so far.

  9. Looks a lot better over the previous one, and the place where the X icon is looks a lot cleaner. For the STR bars though you might want to make them just a bit shorter. They stretch pretty far across the screen.
  10. Try using the code from the Dash engine, I'm not sure if it'll alleviate the issue, but maybe we can find out if the Step event is an issue or not. First off, include the following somewhere in your game, preferably in a startup room (if you have one). I've seen them being used frequently in the Dash engine, and they're used in the rolling code as well. for (i=0; i<360; i+=1) { global.CosTable[i] = cos(degtorad(i)); global.SinTable[i] = sin(degtorad(i)); } This is what the Dash engine uses for rolling: // ==== FUNCTION ==================================================================== // scrPlayerActionRolling() // ================================================================================== // // Deceleration on input if (Speed < 0) { if (KeyRight) Speed = min(0, Speed+RollingBraking); else Speed = min(0, Speed+RollingDeceleration); } else if (Speed > 0) { if (KeyLeft) Speed = max(0, Speed-RollingBraking); else Speed = max(0, Speed-RollingDeceleration); } // Deceleration based on angle if ( ((Speed > 0.0) && (ReferenceAngle < 180)) || ((Speed < 0.0) && (ReferenceAngle > 180))) Speed -= global.SinTable[ReferenceAngle]*RollingSlopeFactorUp; if ( ((Speed < 0.0) && (ReferenceAngle < 180)) || ((Speed > 0.0) && (ReferenceAngle > 180))) Speed -= global.SinTable[ReferenceAngle]*RollingSlopeFactorDown; // If player isn't on ground anymore, or pressed, switch to jump. if (!Ground) { Action = consActionJumping; JumpVariable = false; FlagsAllowCommonInput = true; } else if (KeyActionPressed) { scrPlayerMotionJumping(); FlagsAllowCommonInput = false; } // If player definitely stopped, just change to normal. else if (Speed == 0.0) { Action = consActionNormal; FlagsAllowCommonInput = true; } Change the variables in the code so that it matches whatever variables your engine uses. (Btw, RollingBraking might refer to your variable roll_decc_strong.) Also, you might want to add the statement if ( action == action_rolling) and its necessary brackets.
  11. I don't really see anything wrong with the Create event for the rolling variables. All the numbers are correct except for that variable "roll_decc_strong". I'd change that to 0.125, if it has to do with braking while rolling. The real problem lies somewhere in your Step event for the player object or the scripts for the "rolling" action.
  12. Hello everyone! First of all, sorry if the topic title sounds very pretentious lol. But like the name of the thread says, we need another person to help with the development of Edge of Darkness, specifically in the graphics department. Due to Delta's busy schedule, he won't be able to contribute much to the development of the project as he used to. Things that need assistance with (mostly because I can't do anything graphical for my life): gimmicks for stages redesigns/revisions of incomplete level tilesets enemy designs GUI (optional, not really necessary) new character sprite poses boss concepts and sprites for those concepts It would also be great if any new designs stayed true to the original concept of the assets for Edge of Darkness, so that Delta's and the future member's sprites don't stick out too much like a sore thumb. I know this sounds like a lot, but if anyone is interested, let me know through a PM. P.S. The game will most likely be able to make it to SAGE 2014 Act 2, but I'm starting to run out of graphic resources to keep making progress on the game.
  13. I think I've been become addicted to Soul Eater..

    1. Neo_Fire_Sonic

      Neo_Fire_Sonic

      and i just finished watching that 2 months ago

  14. Just noticed this thread was here haha, that just proves I don't check up on these forums often. xD Anyways, I can say I was fairly impressed with the demo. I noticed the game uses the Revival engine, which explains why some little parts of the physics seem off. The visuals were absolutely great, but I felt like the level design was a little too linear. I'm hoping it's just because I couldn't find the other paths. However, if you only have one main path, consider adding more ways to explore the level, so that your stages have replay value. These are just little nitpicks to an already great start to a fan game. I wish you luck.
  15. Well do you have a recommendation for making the falling crystal stand out more? I feel like it blends in with the ground tiles too much. I already put a water section for Act 1, Act 2 is going to be completely outside. And for editing the graphics I'm not sure how to make it more crystal, most likely because I lack the artistic expertise to do so.
  16. Would it make sense to change the color of the falling spike things to contrast it from the ground tiles? And if so, what color would be best? This is what I've done for now: Any thoughts on this?
  17. I think I might actually give the TV show a try.
  18. You could try using this: http://info.sonicretro.org/SPG:Special_Abilities Scroll to the bottom there and it may or may not help you.
  19. Got a new mechanical keyboard for the first time and this thing is AMAZING to type on. Whoever is a PC gamer out there and doesn't have this, I suggest you consider getting one.

  20. Instead of paths, you should try using vspeed, hspeed, and gravity variables on the fish object. For the chompers in my game I use this method. I also use a little more simple method than valeev: image_angle=direction; Not sure if this is all the best method to use, but it sure works for me. Using an alarm, you can reset the chompers position to where it started: // For alarm[] event x = xstart; y = ystart; Also if you want to add a little more detail you can try altering its depth too: // Arching over bridge effect if vspeed>0 { depth=-700; } if vspeed<0 { depth=1600; } This just gives the user the visual that the chomper is going under and over the bridge. You can replace the depth values to whatever you find suitable. :b
  21. Finally updated the damn website for Edge of Darkness. Lol

  22. Well I'm just putting in the enemies that Delta sent me to put in, but these are from a while ago. He hasn't been able to make new badniks recently. Same applies to the background in the indoor section :S
  23. Alright so I finally got around to finishing Antarctic Amethyst Act 1. I have to add in one more enemy and maybe a gimmick. Some helpful criticism on this would be great:
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