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EightBitDragon

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About EightBitDragon

  • Birthday 03/20/1985

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    EightBitDragon

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  • Location
    Gainesville, FL
  • Fan Gaming Specialty
    Everything
  • Current Project
    Sonic Freerunner

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  1. I'm just gonna go ahead and snag a copy of that sprite as well. I needed a reference for creating a 3D model of it. Thanks for posting it! I've always had a hard time believing that it was the same air ship too. I've come to the conclusion that if its the same ship, there must be some perspective going on. The bomb chutes must be protruding away from the ship in order for the engines to appear so small compared to the ones seen on the ship in Mushroom Hill. In other words, the ship is actually in the far background, and the bomb chutes are either hanging in mid-air supported by metal girders of some sort, or the ship is so wide it hangs over Sonic's path. Another thing to consider is that the propellers are very different between the AIZ ship and MHZ ship. Did Robotnik upgrade it while Sonic was busy running through zones?
  2. Was planning on rendering a nice SAGE logo using this model, but that didn't work out, so enjoy what was done so far.
  3. Update: The BlitzSonic Freerunner engine is available for download at the Sonic Worldrunner forums, and you are more than welcome to post bug fixes and any issues you may find with the engine. IMPORTANT: There is an issue with some people getting a "Memory Access Violation". I don't know what could be causing this, so if you experience this problem please let me know what you were doing when it happened so I can address this as soon as possible.Thanks! Also, if you experience problems with your anti-virus, its only because its a stand-alone exe that has no permissions to run. It all depends on your type of anti-virus and permissions level in Windows. I have scanned the game with Avast, AVG, and Malware Bytes both before and after it was compressed and they came back clean. Just make an exception for the game and it should run fine. Sorry for the inconvenience. EDIT: With the help of Tobin's expert bug finding skills, I've narrowed down the cause of not one but two different memory access violation issues. I have also fixed a minor problem with Bloominator's spike balls not deleting when the stage ends. It's programming is still being completed. You can find a patch to fix these problems here: https://dl.dropbox.com/u/51494063/Freerunner_1.4.1_patch.rar I will upload this to a more permanent location soon, as well as to my booth. Just extract it directly to the BlitzSonic Freerunner 1.4 folder, replacing the source code and old exe.
  4. That is one of the concerns most people have. One of Freerunner's strong points was the addition of constants to Sonic's turning and acceleration. ;////////////////////////////////////// ;////////////////////////////////////// ; NEW ANTI-HOVERCRAFT CONSTANTS Const ANTI_SLIDING_FACTOR# = 2.2 ; Default = 1 ; Higher = faster acceleration in the new direction. ; 3 or more will cause faster acceleration when turning, ; then when moving straight!! Const TURNING_SHARPNESS# = 0.8 ; Default = 3 ; Lower = faster turning. This is how quickly Sonic will turn ; to face in the new direction. Not too low or sonic will look ; jerky! Not too high (not more than 4) or Sonic will take too ; long to turn around! Const MOTION_DEVIATION_FACTOR# = -0.5 ; Default = -0.0 ; Lower = less likely to skid. Setting too high will cause too ; much skidding. Too low and Sonic won't skid at all! ; The following values are the ammounts by which skidding and ; compensation effect Sonic. Think of them as the trigger which ; makes Sonic skid. Higher = more likely to compensate. Const DEVIATION_HIGH_FACTOR# = 0.4 ; Default = 0.4 Const DEVIATION_MILD_FACTOR# = 0.95 ; Default = 0.95 Const DEVIATION_LOW_FACTOR# = 1.01 ; Default = 1.01 Const DEVIATION_SUBTRACT# = 0.011; Default = 0.02 ; Ammounts by which to compensate. Lower = sharper turning. Const HIGH_DEVIATION_COMPENSATION# = 4.0 ; Default = 33.0 Const MILD_DEVIATION_COMPENSATION# = 5.0 ; Default = 19.0 Const LOW_DEVIATION_COMPENSATION# = 6.0 ; Default = 15.0 ;////////////////////////////////////// ;////////////////////////////////////// [/CODE] These enable you to tweak Sonic's handling so that he controls less like a tank. In future builds, I will add player profiles which are basically config files like stages have, but with multiple physics sets for different styles of play (i.e. snowboarding). Ideally the new profile system would be just like stages, which let you plop the pre-configured character in, and the game automatically reads the character and physics.
  5. BlitzSonic Freerunner So let me start by bringing everyone up to speed. Project Freerunner has evolved into Sonic Worldrunner, and is now under development in Sonic GDK. The old Freerunner engine is something I have been working on the last few months in an effort to make it into a better base from which to build BlitzSonic mods. The Project Freerunner team was nice enough to let me have control of the old engine, and have allowed me to release the source code! Now having brought you up to speed, here is a short list of things I have added since the last release of the engine: ==================================== BlitzSonic Freerunner Engine v1.4 features: ==================================== -New 3DS Max script for making Stage.xml objects. -Rings pan from left to right -Sounds array mkII added - A different method for loading and playing sounds. -Light dash added -Game_Options.xml added. Lets you set the spindash mode, jump trail style, and game volume. -Auxiliary object placement code - Code will read a .b3d model containing dummy meshes (cubes, pyramids) into locations for stage objects to be placed/rotated. -Moved FX and FastImage startup to Game_Loading.bb -Removed config selector so that it loads the default Config.xml again -Homing attack is in place, and homing flag added to objects -Added 2 jump trail options, blur and SA2 style -'Spider-Sonic' cheat code added -Barliesque's lens flares code successfully implemented -Lens flare can be added via stage's config file -Ring loss code is a lot faster (experimental at the moment) -Cheat codes are back in, and the source has been massively improved! -Fully functional Caterkiller Jr. badnik created -Fully functional Bloominator badnik created -Added Sonic 4 hud -Huds can be switched in-game -Moved HUD code to Game_Interface_HUD.bb -Interface source file is a little easier to read, but still needs work -Added smooth following 'Mario64 camera' (control mode 3) (buggy at the moment, but will be improved later on) -Added new scrolling texture (waterfall effects) code with up to 4 scrolling surfaces per mesh -Common objects are copied rather than loaded a bunch of times. This uses less ram and loads the stage faster! -New menu implemented -Menu code improved to make editing easier -Menu re-sizes properly in full screen and in other windowed modes -Mouse navigation replaced with selector bar -Level select loads the stage folders on it's own -Object's parse/creation/update code is self contained in individual source files -Added documentation for making stages and adding characters to the engine -Removed lots of old code that was commented out -Improved some existing code with more efficient code -Added some comments to random code that needed explanation I plan on submitting this engine, with source, to SAGE this year. But that's not all I'm up to... Sonic 3 Adventure Sonic 3 Adventure is a project I posted over at Retro which aims to create the look and feel of Sonic Adventure 2, with Sonic 3 stages and game elements. It is based off of the very engine I am submitting to SAGE. The plan is to re-create the whole game, including badniks, bosses, gimmicks, characters, and story in 3D. A daunting challenge indeed, but things are going great so far, so don't cast your doubts just yet! Just have a look at some of the screenshots and renders: Bloominator and Caterkiller Jr. Big Tree Fire Breath Sonic 3 Adventure may take a very long time to complete. My goal is to have most of it done by 2014, Sonic 3's 20th. I am very open to suggestions and contributions to this project as I need all the help I can get! In the mean time, BlitzSonic Freerunner is the main focus of this topic. After it's release, I plan on continuing my efforts to improve the engine and to provide bug fixes every now and then. To summarize, Project Freerunner has become Sonic Worldrunner. BlitzSonic Freerunner is meant to be an upgraded version of BlitzSonic for those who enjoy editing the engine. Sonic 3 Adventure will be a crossbreed of SA2 and Sonic 3. I hope you enjoy this engine, and I hope to see some mods after it's release! See you at SAGE!
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