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Nemox

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Everything posted by Nemox

  1. Just discovered a new prototyping tool for Unity. I think I'm in love.

  2. Actually I think the vehicles did feel rather nice. The main problem is that the rest of the game was not designed to suit them. Insta-death from touching water, insta-touching-water from being hit by debris you can't avoid, bad level design for buggy and motorcycle segments. But the vehicle physics themselves were pretty decent, especially compared to ShTH.
  3. Wow, I really don't know what I'm doing with camera controls. The camera I've got now feels nearly playable, though a tad barfy on certain surfaces. Moar testing is required.

  4. http://youtu.be/Md5IXNdRV44 Dreams of an Absolution, at the 0:43 mark or so. You'll recognize the part from Green hill this kinda reminds me of. Not the best comparison out there, but I think it may kinda allude to it a little. I was mistaken on the other though. I had gotten Spagonia and Apotos' music confused. Turns out... http://youtu.be/jqkCTmhd1cg?t=26s Frozen Factory, at 0:26. Sounds like: http://youtu.be/rDhIJV8L_sI?t=28s Apotos Day Stage at 0:28.
  5. Frozen Factory Act 2 sounds quite a lot like Rooftop Run in some parts, and it's why I chose it for my recent ice physics demo. There's also a small phrase in Dreams of an Absolution that sounds like Green Hill Zone.
  6. Ooh, that'd be awesome, thanks! I have wanted to do something like Unleashed with a fair amount of camera control, but I also wanted some compatibility with Generations and Unleashed splines and such, so this would be great. I am going for a more free-roaming type of gameplay in general for any levels I make, but I have to keep other styles in mind as well.
  7. Dat feel when your amazing new system has a horrible bug. Urrrgh. Thankfully it's merely my sloppiness, and will get ironed out soon.

  8. Heh, I guess the camera does need a lot of work. I've only been focusing on character physics, but some proper camera controls would help with testing that too. I suppose that'll be my next goal, then. After that it'll be water and crouching physics.
  9. Hey folks, just released trailer #2! It's posted on the front page.
  10. Sometimes I just can't stand geometry.

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

      Mr. Potatobadger

      I love geometry, sucks for you guys.

    3. Nemox

      Nemox

      I'm trying to perfect my slippage physics but it's really screwy.

    4. Light The Hedgehog
  11. Mine is too. And relations are not good between my dad's family and me, so I have nobody to learn from. Stuck with books instead.
  12. Good news everyone! I've been having trouble with my app so I decided to do a little more on my Sonic fan game. I've now almost got perfect continuum-based slippage physics and will be putting up a new trailer soon!

  13. Ice physics. Urrrrrrrgh. The hard part is accounting for walls. 'specially in 3D space.

  14. I have self-taught perfect pitch, just started composing, I can sing songs backwards in my head if they're simple, and I can typically predict what note will come next in a song, even if I've never heard it. Sometimes I hum along to songs I've never heard. Music is pretty predictable, nowadays. I'm a singer, I ranked number 2 (maybe 3?) in Florida one year for All State. I used to go to a fine arts school, but switched over to a public school with an amazing technology division. I'm pretty good at sprite editing. That's the no way sprite at double the res, smoothed out. Harder than it sounds, I swear 0_0 The second one is a beta map made completely of re used assets: The volcano is the peak of angel island pasted in different orientations. The grass is from angel island act 1. The base on the volcano is made of chemical plant tiles. Uhh, I can eat a lot of food? I can read hirigana, but I have no idea what most of it means I really enjoy consuming potato products. The end. 私は日本語が勉強している。 あなたはカタカナを習うほうがいいです。  
  15. C# programming, with heavy focus on 3D character physics and gameplay. I've still got a lot to learn about general programming, but I know I'm onto something with the physics. I hope to make a library of functions that people can use in their own games. Additionally, I'm also a... reasonable 3D modeler and animator, given my total lack of artistic skill.
  16. Sixty seconds with the controller and you'll understand. My specialty in fan gaming is 3D physics, so I'll describe a couple of specifics. Characters' turning is immediate and not gradual, yet slowing to a stop is still very gradual. This makes it difficult to control one's direction and to stop in a particular spot, and creates a horrible disconnect between player and controls. Jumping does not conserve horizontal momentum; in other Sonic games when you jump you still go the same speed, but in '06 you're slowed to a max speed. There is also no way to slow to a horizontal stop while jumping, thus forcing you to rotate in circles just to stay in one spot. These two details alone could have done SO much to fix the game's feel, and it would only take an hour or so to do. But there's yet more. Instead of nice ground detection, they had to revert to a "tag" system. As long as you touch something tagged as walkable, you will stand on it at the exact angle of the ground, even if it's a ceiling and you're standing perfectly still. This would have taken a few days to fix, maybe. If the folks hadn't done a platformer before. The game has no momentum, and the controls are weird as hell.
  17. My interest comes and goes. Sometimes I'll be really into the series, sometimes I can't even focus on it. It can be rather maddening at times, not being able to dedicate myself to something. But I'm starting to find more balance in life either way, and my fan game may see fruition after all. Once I get my app done. Urgh.
  18. I tend to like really quirky musicians like Modest Mouse, Gorillaz, おもだか, and Ken Ashcorp, but I'm also fond of anything really emotional and moving. Assemblage 23, Linkin Park and Nightwish for example. If I had to narrow it down to an actual genre, my favourite would probably be Futurepop.
  19. We've got FiOS here, so our service is great. However, they could pull it out from under us at any moment since it doesn't function as a public utility like it's supposed to. This crap Comcast is pulling is a sign for everyone.
  20. As it's more of an action-adventure RPG toolkit I'm creating, I definitely want a party system of some kind. The effects of different abilities will have to be done through scripting, but the button mapping should be manageable within the game. I'd really like to learn how to implement some sort of macro system so players could put as much personal preference into ability mapping as they want. In my mind, the default macro for the jump button would be something like, [mod:bubbleshield] bounce; [mod:jumping] doublejump/fly/glide; [mod:crouching] spindash; jump. But if somebody wanted the homing attack on the jump button instead of the double jump, they'd be able to write their own macro with the homing attack instead.
  21. Yeah, easy-peasy. Not only that but I plan to create a really flexible action system like something you'd see out of an MMO, but mapped in a way that actually plays well. That way abilities aren't hard-coded into the character itself, and will also be usable on other characters as one sees fit.
  22. Actually Unity uses a handy prefab system. If you create a character prefab, you can load it up on the fly I believe. If I understand it properly, you should be able to point to a particular folder, search for all Character prefab objects, and instantiate them. The only issue I can think of is whether this counts as asset streaming if it isn't straight from the build. Streaming requires pro, but I don't think that's what it is. I'll come back to this subject eventually. Got a big project to work on, then an app I have to finish, school registration, oral surgery, and it looks like my laptop has to go get fixed. Bugger all.
  23. Bit of an update. As much as I'm actually driven and engaged to get this project rolling around at the speed of sound, I have to focus on some other things for a while. Gotta be responsible use the rest of the summer to build a small app so I can start earning a proper income, and take care of some important things I've neglected. If things turn out well though I should have a fair amount of time to work on this project.
  24. I'm not sure I'll be able to get to it with all the other stuff I've got to work on first. I'm not even quite sure whether the raw file formats could function without some work inside Unity itself, at which point it might be easier for users to simply build levels from an asset library I intend to develop. I'll do a little research once I get stable gameplay and a Unity Pro license, since both of those are necessary in the first place. Addendum: Scripting is really flexible in Unity, so if anyone else develops a level importer before I can get to it, I'd be happy to include it by default.
  25. I'm not sure what BlitzSonic is doing to turn characters, but I think they accelerate characters in the desired direction. Instead, their velocity should be rotated. You have a current velocity and a desired velocity. Find the rotation from current to desired. Clamp that angle by however much you want the character to rotate over time, or else it'll be like '06. Then rotate the current velocity by that rotation.
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