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Posts posted by TailsSena
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I'm surprised nobody's brought
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...I'm suddenly very scared for my beloved series... If SEGA manages to fuck up Persona, I will probably lose all faith in them doing anything right ever again.
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I was not aware there existed a company on this earth that actually did legitimate and founded research on what people actively desire from them... Bravo to Netflix.
Unfortunately, I can't see many companies ever doing this. Why? Because it would make too much sense, and as far as I'm concerned, anything to do with the world of business is mandated by some sort of universal law to be as fucked-up and confusing as possible... To the point that not even the rule-makers understand their own rules.
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You know...since my parents took and swiftly lost my Lumia 710, the 925 is looking really nice. (I don't need the newest one, it's really expensive anyway.)
But yeah... The iPhone 5 line looks...technically bad, though I am of the unpopular opinion that the UI is very pretty. It's much...softer than the old iOS. I like that. I see so many people bitching about it saying things like "obviously whoever designed this has never touched a design class" or "as a design student, I can say this looks like shit."
Well guys... As a consumer, I can say it looks very appealing... And I'm pretty sure they weren't trying to please their critics so much as the common buyer. That's not to say I'll get one, but still, it's pretty.
What I can say against it is that HOLY SHIT that thing is overpriced! What the hell are they thinking?
EDIT: 1LT says most of what else I wanted to say, if not all or more.
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hey there, this is a generic small help thread so it seems.
Ever noticed how when you push something in worlds in looks kinda weird? Like, how sonic is far away from the wall before he pushes? I want that fixed, but I'm not sure what to do.
I'm assuming something in around here needs to be changed?
[qimg]http://i.imgur.com/6kL8kDg.png[/qimg]
As far as I'm aware, it's because the event starts the moment the edge of the sensor touches the wall. The sensor being about 6 pixels wide means that you get the aforementioned result.
Is there a way to fix it? Yes, make the sensor smaller.
Do you want to do that? No, you'd compromise the collision accuracy.
Workaround: Create a smaller (1x1) sensor for each side (left/right), and rework the push animation code to read the collisions of those sensors. Keep the actual pushing state on the larger ones though, so that the collision doesn't break. Animation can be separated from collision with no problems if handled correctly.
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I'm actually fine with it... Specifically because I'm not getting one.
Think I'll stick to Windows Phone. I like android well enough, but the OS tends to bog itself down on any single-core phone. WP7/8 and iOS don't have that problem.
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Ugh. Seriously? Animating this shit by hand? Learn a little trigonometry, it'll take you far.
You need two frames per character. One illuminated and one dark. Technically you could do this with palette tricks if you had shaders or something, but whatever. The default active character should have a value (angle) set to 0 while the other two are set to 120 and 240 respectively (each a third of the way to 360 degrees which is the full circle). As you change the active character, you'll want to first darken your active character sprite, then you start a mode where you gradually increase each character's angle by some amount per frame until you have increased everyone's angle value by 120, and then the one that reaches 360 should be dropped back to 0 and made the active character (alternatively if the player presses the other direction, decrease everyone by a total of 120 and increase whoever gets below 0 by 360) Illuminate the new active character once all movement is finished. You might also need to offset the angles a bit so that 0 is actually pointing to 270 so that zero is in front of the circle. No big deal.
Here's the fun part. Every frame that a sprite's angle value changes, set the x position to X_SHIFT * cos of that sprite's angle, set y psoition to Y_SHIFT * sin of that sprite's angle. You'll want Y_SHIFT to be slightly less than X_SHIFT if you are looking to emulate the style in Sonic 3's character select for competition mode.
Oh, one more thing. Whenever a sprite that is inactive moves to another position of inactivity (IE 120 moves to 240 or vice versa) move its drawing order to the back. That way you won't have a character being drawn in front of the active character.
Thaaaanks. I knew it involved sin/cos and two shift values, but I forgot that setting Y-shift lower would actually solve the problem. I was about to go and apply an after-the-fact fix to it that would force them to the proper positions.
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I'm updating a character menu for SLWC, how can I make the character sprites rotate like in sonic 3's competition mode. Is there another way I can do it instead of the one on the main site?
Umm... Okay it's almost midnight here, so can I get back to you sometime? I'll try to work something out tomorrow.
Best thing I can think of at the moment is to tell it what angle it's supposed to be at and then create a method that rotates it to it's desired position, based on where you told it it needs to be... I'm probably not making much sense, I know...
So the selected character should be at 180 degrees, while the left and right should be at... Oh boy... 60 and 300 respectively. The hardest part about this would be flattening the circle into an oblong ellipse... Again, I'll get back to you on that.
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If you want help with this kind of thing, Jass, we could work together on it. I'm honestly better at menus than gameplay engines. Along with AI, it's one of the few things I can do by myself in MMF2.
EDIT: More detail, I suppose...
I can do multi-tier menus in one frame and X/Y navigation through menus. I can't think of much else, menus aren't terribly complex.
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So I wanted to know how big the death egg is...
You know, Sonic was like... 2 or 3 feet tall back then. Just so you know.
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Mr. HARINEZUMI... (Mr. Hedgehog)
Huh, never saw him on design sheets.
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If I recall, Cream was a rework, or at least inspired by one of the old mascot candidates... It was a purple rabbit whose ears could stretch and grab onto things. The concept of stretchy limbs was instead shoved aside and later used in Ristar.
Could've played a part in the development of the Werehog's moveset, too, but I doubt it.
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Well, it's not wrong of him to tell us, is it? I mean, it's something that's better said upfront than hidden, only to be utterly lambasted for it later. To that end, you can't blame him for defending himself, either. How often do you come across people who are civil enough to simply not care? Very seldom, I'll bet.
All that said, I do like your art, Jiyako. I wouldn't exactly call it polished, but I can say you're a lot better with your tablet than I am.
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Er, I'm not sure if you interpreted that right, though it would be my fault. What I mean is "I may use it", not "may I use it?"
Sorry about that.
And why not? Because I'm terrible at classic level design.
An easier way to clear that up would be to say "I might use it at some point."
Also, those screenshots look nice, though that's all I can say as I don't use GM.
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Oh, wow. Sorry I didn't find this thread earlier... But in case anyone else needs a partner AI, I salvaged the remnants of my old custom Worlds engine. It includes the AI and some unfinished code for the basic five characters. (Sonic and Amy are relatively complete)
EDIT: The AI does attempt to keep up with you, but it's not terribly smart and struggles on complex terrain. Feel free to modify it to suit your needs.
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I suppose you could be super lazy and glue Sonic to the left pane if he hits it and the player isn't pressing anything. (Then force him into his running animation.)
Also, just from my experience with MMF, if Sonic is clipping through the sensor, make the sensor bigger. He's probably clipping through it because he's moving so fast that the distance he travels in one frame is wider than the sensor.
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That's an "S" and it's the initial of each player's name; like in Vermin's gameplay it said act V.
Oh, then it might have been a "V," because I played as Vermin. I just remember it as "5" because I read it as a roman numeral.
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...Glad I never made it that far.
I confess, I walked left and wound up in Act 5 of a Zone I don't remember the name of. Or at least, it looked like a "5."
@Valeev: Yeah, I figured... And ohgod... That sounded like my dad on one of his web-safety rants.
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Okay, so I've had this sitting in my downloads for a few days and I finally buckled down and played it... Bear in mind that I didn't get very far, but here are my thoughts...
- First off, there was this... It's not an issue, but I thought I'd let you know. (Fairly large image.)
- Vermin is adorable. As cool as he tries to look, he's just too cute.
- The controls are somehow both slippery and stiff. What I mean by that is that on land, your acceleration in pretty high, but you can't stop for shit unless you can jump and ground-dive instantaneously- an art I had to master. Meanwhile your jump has a similar problem, you cannot affect your momentum in any way while jumping unless you hit something or somehow trigger another action, all of which will send you careening off in a direction you didn't want to go.
- Getting that token in town was a pain. It was doable, but ohmygodfuckyougame.
- While the overall presentation was nice, I have to say it was inconsistent. Very seldom did the art styles of two assets match each other or flow together cohesively.
- I would like to be able to configure the control mapping, but I'm fine adapting to this layout, since it's not too odd. (I'm using a laptop keyboard.)
...I think that's it. Overall, very nice, but like all things it could be a little better.
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Er...I don't even know what they are...
Sprite rotation and 8-directional pre-rendered rotation.
In other words, how Worlds handles it, or how the actual Genesis games handled it.
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As long as you don't use that trainwreck "Combi-Catcher" from Knuckles Chaotix, I'll be fine with the partner selection method. Just let me pick them willingly, not via a stupid luck-based minigame.
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Tails, Knuckles, Amy, Gamma, and Big were not accessible at the beginning of Sonic Adventure, and were literally unlocked as you played through the game, regardless of who you played as.
Yes, I'd say they were unlockable characters.
What you've got there sound like unlockable bonus characters that have zero relevance to the plot.
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Trust me, if we of all people can emulate Classic's physics, I'm sure every programmer on Sonic Team could do it if they wanted to. Problem is that they don't seem to see any reason to.
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Actually, some SEGA guy said in a statement that for Classic's voice, they would either have "Jaleel White or no one".
...Why...? That voice was either enjoyably horrible or just plain awful, depended on the line.
Happy Birthday to the greatest person you all have ever known
in General Discussion
Posted
Wow. I'm impressed you even remembered me.
Uhh. Happy birthday, I guess.
//back to doodling.