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StealthyMC

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Everything posted by StealthyMC

  1. Corrupted Canyon Zone Act 2 is done. :D Currently 2 zones and 2 acts are ready for the next demo, but I'm thinking of adding at least another one in..

    1. thevaleev

      thevaleev

      What about boss, SuperBliz?

    2. Sly4Good

      Sly4Good

      Sounds good so far.

    3. StealthyMC

      StealthyMC

      @valeev There are two bosses done so far as well, but they're both for Shimmering Shores. Now I just need to add a boss for CCZ and I'll have two complete zones. :D

  2. Act 2 for Corrupted Canyon is a little more than half way done. I got a few new gimmicks to work as well as getting the engine to check if the player has been squashed (it was not in the engine, originally). Once CCZ2 is done, time for its boss battle. :D

  3. Ah okay I see where you're going with this badnik. Do you guys happen to have a .gif to show it in action?
  4. Why not just keep the color the way it is now, and then make the badnik lose his color blending abilities whenever he attacks?
  5. And now for just a little sneak peek: Trust me, it looks cooler in-game and the Metal Sonic sprites are placeholders until Delta gets time to make the sprites 32x-like.
  6. Finished designing Shimmering Shores' 2 acts and boss battle. Can't believe I finally got a whole zone done for once. Now for the rest of the game. Lol

  7. If this comes out for next gen platforms, I hope it comes to PC as well like they did with Sonic Generations because I don't see myself buying any next gen consoles anytime soon.
  8. I mean I could just release a Shimmering Shores-only demo somewhere in the summer, but the rest of the content we have planned for Act 2 is a lot to get done before the next SAGE. We might release a demo in SAGE '15 if the demo can't be finished by then.
  9. @Potato, Jassbec, and everyone who liked the post Thanks guys! I'm thinking about making a trailer for Shimmering Shores to show off the slightly modified Act 1, the new Act 2 and its setpiece, and the boss if I ever get around to completing it lol
  10. So Act 2 for the most part is done, although I'm thinking of putting a surprise set piece in there to add some shazam to the second Act. Anywho here are the final screenshots for SSZ2:
  11. I think level designers should add multiple paths and secret little rooms and such to reward a player for exploration, giving a sense of replay value to each zone. Character specific paths are great too! It also adds a nice little twist on some stages if pulled off correctly.
  12. Disregard the last post, here's a better screenshot ft. Tails: http://imgur.com/DVNfofE

    1. Show previous comments  1 more
    2. Mr. Potatobadger

      Mr. Potatobadger

      Nice stuff man! Tails' Tails look a bit awkward sticking out of the water like that. What if you added another set of those tiles overlapping on the top layer to hide it?

    3. DarkVampireDee

      DarkVampireDee

      This look awesome And like the color choice.

    4. StealthyMC

      StealthyMC

      Thanks guys <3

      And @Potato Delta and I will look into it.

  13. I don't think I have the patience to practice enough to go on a no-death run LOL seriously this game made me mad also the final boss wasn't frustrating enough, just saiyan
  14. This game has successfully made me rage. Especially on the spinning motobug stages. I HATED IT
  15. Started construction on a new zone, called Riverbank Retreat! More will be added soon, and when I have enough info about the zone, I'll be posting in the Edge of Darkness thread with more screenies. For now, however, here's the first visual of the fourth zone! (Parallax isn't programmed in yet, if one of you was about to mention that.)
  16. Gah sometimes I wish I knew how to use MMF2 :S I've always wanted to try and make something with Worlds. Anyways, can't you just spawn multiple player objects with those same timers? I'm not too familiar with how Worlds works with player objects.
  17. I don't use MMF2, but the way I would do it is to just set a global variable that checks if the current frame is a cutscene or not. If it is, disable all player input. Then you can set up several events with timers and stuff. i.e. if iscutscene = true and levelframe = whatever { playerinput = false; if timer > 30 { make Sonic move to the right; } if timer > 60 { make Sonic jump; } } I'm sorry that this is written in code, lol but it should be self explanatory in a way. I have a feeling MMF2 has some kind of built-in code editor.
  18. Hey I just wanted to stop by real quick and ask which font fits in better? Old font New font
  19. Starting to learn C++! This language is pretty difficult, but to me, strangely fun to learn. >_>

  20. Whoa that was a very interesting way of doing autoscrolling bosses! I may stick with the moving camera idea for now though, however if there is ever a time I have to use a chase sequence mid-level, I will definitely use your method.
  21. Well if you have a better way of teleporting the player without making noticeable shifts then I'd love to hear it.
  22. I've finally found a solution. Since the resolution of the window is 448px wide, I made the room big enough to the point where the X position was able to go up to 9448. Basically everytime the camera collided with the wrapping sensor, I would subtract 9000 from the player's X position so that the player would still be on the same spot on the screen. For example say that the player is at X position 9128 when the camera needs to loop back to the beginning. When the camera teleports, the player will backtrack 9000 pixels, putting him at position 128. This method shows almost no visible signs of shifting on the player. Here and then you can see a little twitch but it works for me. Thanks for the help and getting me on the right track guys, I really appreciate it.
  23. Thanks for your input guys, I got the autoscrolling mostly working so far. However, I got the camera to loop back to the beginning of the room and it transitions very nicely. However I don't know how to keep the player on the same spot on the screen, as I don't know how to calculate where the player needs to be placed when the camera loops. Any suggestions?
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