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SoaH City Message Board

Goshi68

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Everything posted by Goshi68

  1. Right now, I'm listening to Sugar by System of a Down: The video is pretty damn funny.
  2. It isn't bad, but the "Shadows Fall" Text blends into the background quite harshly. I would either brighten up the text, or darken the background, or both. If you're working on that big a screen, I would tone it down. Anywhere over 1000 isn't good for me. Hell, it'd be covering a lot more than my screen can handle. If you're going to make it big, start it out in Fullscreen mode, and make the windowed version like 400X320. But that's just me.
  3. I don't know the answer to that request. Also, I don't recall the .ANIM files doing anything, so delete them. (But copy the entire folder and see if it does run without said files beforehand!) Also, be sure to Rep+ people who sucessfully help you out. I'm not entirely asking for you to rep me, but just throwing that out. [OFFTOPIC] I appreciate the compliment about my signature. [/OFFTOPIC]
  4. I'll help with the "go to next act". Anywhoo, if you want to go to the next act, after passing the signpost, using the term "global.roomtogo" in the Creation Code of the room will make it loads easier. If you have a loading room, just have the signpost throw you back to said room with the "global.roomtogo" variable in hand and have it take you to the next level. (Due to the fact that I'm not the best at GML, it may be better for someone else to simplfy this.) If you put: room_goto(rmLaunch)[/CODE] In your level end code, than in the Creation Code of the Room you're in, you put this: [CODE]global.roomtogo(rmTutorial)[/CODE] See, when you pass the level, you'll be sent back to the Launch Room, and then you'll be sent to the room you specified. I hope this helps somewhat.
  5. I like the Rush feel that the ringbar has, and the item bar just looks like an technical addition, just to tell you how long your powerup will last. Oh, and if that is the screen size we'll be playing it at, then it would be a very good idea to size it down. The last thing a good fangame needs is screen blockage when it needs it most. But overall, I like it! Nice job.
  6. ...Holy shit. I totally remember downloading a previous version of this off of GMC. Anywhoo, this engine packs a fuckin' punch. It has a slew of features that can help create almost any Mario-oriented fangame. However, there is a negative about this. Enemy collision - I never really liked it, everything is pretty damn easy to hit thanks to Mario's occasional slippery feet. (And I mean on the ground, not on slippery blocks) Negatives aside, if you're looking for the next best thing to a Mario game, this is the game for you.
  7. I would very much love to help with this project, but sadly, I am not experienced in any of Click-Team's Products. However, I can offer suggestions for rules. It could at least impact how this project becomes. Obviously, there should be a group of people who will judge the levels, to see if they meet the expectations of the project (Length, Difficulty, Enemy Placement, Level Design, Graphical Aspects, the list goes on and on...), but it should be placed upon a deeper level than 'yay or nay'. I honestly think that said judges (and participants) should be accustomed to both the developing aspect of Click-Team's Products, and also be experienced in the various aspects of Worlds. It might also be helpful to create a template to track the progress, like: ZONE 1: "ZONE NAME" DEVELOPED BY: "DEVELOPER'S NAME" ACTS: "# OF ACTS" PROGRESS: "00%" (so on and so forth...)[/CODE] [size=1](If I sound like I'm repeating stuff, or am saying something that is obvious, just blame it upon the fact that I'm new to SFGHQ.)[/size]
  8. Since you mentioned (on the SSK site) that it isn't Arcade Mode, it is difficult to guess what it could be. Now, because it shows the screen of only one player, we can count Multiplayer out... My honest guess would have to be some kind of Challenge Mode. Ya'know, like in Sonic Battle? Where you would have to go through a handful of opponents to beat it, and you would get a Rank and Time, and you would always try to get a better time. If it isn't, awell, I tried my best. The cutscene is great and is flawlessly performed, and it definately gets your blood pumping to fight against the ol' knucklehead. Nice job.
  9. Actually, UnlimitedChaos, you would be right about that being in Sonic Dash. Regarding the areas that have the wavy parallax are set in the 'Draw' function of the Parallax object. The version that has that is the most current of the Dash Engines. Actually, the sticky on this forum that has all the other major GM Engines has it there at the top of the post.
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