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StealthyMC

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Everything posted by StealthyMC

  1. @Alex To be honest don't be silly like I did and make a 2D Sonic Unleashed and slapping the name Sonic Advance 4 on it. The only reason why it was called "Advance" because the game was on the Gameboy Advance. If you're aiming for a sequel to Sonic Advance 3, try to go off the same gameplay of the Advance games rather than putting boost and adding the peelout. Plus I think you putting in boost counters the fact of needing a peelout since it's hardly going to be used. The peelout was only added into Sonic CD to make up for the spindash to being not as useful (well that's what I think). In short, if you're gonna use boosting and other mechanics from the recent 3D Sonic games, why not name it something original? =)
  2. Set up with timelines?? You've got me really interested now, I've never seen a Sonic engine use timelines for handling animations. Does the engine still run off state machines?
  3. Well yes I will complete Edge of Darkness before doing any switching of some sort. ^^ But does it still use the same structure in some form?
  4. I really liked the engine Aero, but right now I don't think I have the money to purchase GM Studio at the moment, and plus I'm really far into using the DASH engine. Hopefully if I ever start a new project, I'll most likely upgrade to GM Studio and experiment with this engine. Apparently I can't access the source file with the free version, so Aero, is this engine any similar to DASH or would you say it's easier to use?
  5. @Mr. Poe @Infinity Alex I've had this idea unfortunately a few years ago.. Well this video is on a backup account. The original one I uploaded to got removed. These videos I made were actually from somewhere in 2009ok bye
  6. It could also be the fact you're loading music and lots of graphics at one time. Do you deactivate objects when they're out of view? It's a very useful memory saver. And games are normally supposed to be under 100K, because 170K is a bit too much. And I wanted you to address this because this is only a demo and it's already consuming a lot of memory. I could direct you to a topic on the GM forums so that you can make the game not take up a lot of CPU power. And if you don't deactivate objects that are out of view, I think you should use GSI, short for Grid Spatial Indexing, to make the game run a lot smoother for people with less powerful systems. The GSI extension was posted by Overbound on this page. Don't worry though, aside from these technical things, your game is really impressive. Keep up the good work!
  7. I feel that if a player is in a level where there is a sense of being at a high altitude the player should expect there to be bottomless pits i.e. Radical Highway. It really takes the sense of danger and anticipation away from the player to be honest... And to add on from my first post, you seem to have a memory leak in your game, Nefault. You should consider looking into it: It's not too much of a problem for me, but there are probably other people on the forums who can't afford to sacrifice that much memory. (x
  8. For me I didn't experience any glitches. Alright with that out of the way, Nefault that was a pretty amazing demo! The gameplay was smooth and responsive and it felt really fun to play. Although I kinda suck at some parts lol, like in Salom's level when I get chased by the ball and I had to jump over obstacles I kept dying over and over xD Although I have one small complaint: In my honest opinion, I don't think you should use these signs in pit areas. Why? Because this prevents the player from learning that there's a pit there, and this basically warns the player of death without the learning experience. It's basically holding the player's hand as they play the game. However, this is just a small nitpick mine, my opinion (I'm saying it's an opinion before someone blatantly bashes me for some stupid reason) Also, I think some of the graphics in the stages loop over and over too much: I'm not sure how noticeable it is though when I'm blasting through the stage at several hundred miles per hour! xD Stupid complaints and nitpicks aside, I really enjoyed this demo. Each character has their own stage that tests their abilities. Each stage was really fun (aside from Salom's, I kept dying too much lol) and Radical Highway's chase scene with the jet and helicopter WAS PRETTY DAMN COOL. Alright, I think I'm done here. Good luck on your building your game, Nefault.
  9. With SAGE being around fairly soon, the demo for Sonic: Edge of Darkness is nearly complete. All there is to do is add an options menu and fix a few last bugs. Here are some screens: Title Screen: Temporary Menu System (most likely will change after SAGE demo release): And the typical in-game screenshots: In the coming weeks Delta and I plan to release a SAGE demo trailer as well. Stay tuned guys. ^^
  10. Actually scratch the last thing I said, I'm not sure if finite state machines can be used in MMF2. Unless you have a good sense of how to code in MMF2, I'm not sure how you could implement them. I only said finite state machines because I know that Game Maker can do it since many games run off of scripts. I never really understood how to use MMF2, but there might be some kind of partner system tutorial on the net.
  11. I'd say use finite state machines to program the AI, so you should look into that. From what I know, state machines are VERY useful for programming AI.
  12. I gotta say I was blown away by the gameplay video. Everything looks very fluid and responsive and the graphics & interface look great! Looking forward to playing the remixed Radical Highway. ^^
  13. Yeah, the graphics for this stage aren't 100% done yet. Delta has to get a new screen for his laptop (which he won't be getting for another two weeks) so this will have to do until then. Don't worry, we're aware of the issues we need to address.
  14. I added some breakable walls to the engine. (These sprites are placeholders, and I got these sprites from the Sonic DASH+ engine.)
  15. I sort of understand what you're trying to say, however that seems like it would be more in my friend Delta's department. I'm not much of a graphics guy I just do the coding and "putting together" of things. I'll definitely show your post to Delta. 1. No it's not. xD If the player sinks into the quicksand too far, then yes, it would be an instant killer. 2. Six, since there are six rocket pods. Yes, pretty much like that.
  16. I really like the sunset effect you got going there Jassbec! And now I just wanted to show some progress on the 2nd zone for the SAGE demo, Corrupted Canyon. Now, introducing two new things, quicksand and a new enemy titled "Missile Mouth". I circled the rocket because I felt it was a little hard to see in the screenshot. Any input or thoughts on this?
  17. I didn't want to upload a video just for a title card, but yeah you're right, this doesn't do justice lol
  18. Yup it just happened. Built my own title card system from scratch
  19. Oh yeah I read your post, just forgot to reply. xD But you're right, the first stage should be more like an introduction stage.
  20. And don't worry guys, this will definitely have some gimmicks in here.
  21. Thanks dude. And SonicFan I forget to ask you but what is your take on all of this?
  22. That's actually a really good idea Chronic! That suspense stuff you were talking about can actually work in this situation. I have more learning to do then, because Delta has a few gimmick ideas up his sleeve. There's still two other levels to show for the demo, so I hope to finish it soon.
  23. @Sparks Delta and I have talked about adding a gimmick where you could use certain trees and use them as a catapult sort of mechanism. If we decide to use that, I'll probably use it in Act 2 because Act 1's structure is pretty much finished haha.
  24. After lots of procrastination, I finally got the chance to record and upload footage of the first level of Sonic: Edge of Darkness, Shimmering Shores Zone. Can you guys check it out and leave some input? That would be really appreciated.
  25. You guys should probably make a thread instead of flooding the screenshot thread. To me, it looks sort of like a concept storm, but mostly feels like an IM.
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