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DimensionWarped

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Everything posted by DimensionWarped

  1. I agree, we should. I've searched for it myself, but every time I find something that references it it just links to the Clickteam home page where clearly there should have been at one time a download for it. As far as I'm aware it isn't contained in any of the bonus packs. I think I ended up having to get mine from another community member.
  2. If you can't find a use for the new features in CF2.5 (which includes general performance improvements for loops which are used a lot in Worlds as well as some fundamental differences with object iteration which can have a serious benefit for programming complex objects), chances are you probably wouldn't get too far into your project before giving up any way. That said, I notice it's remarkably difficult to find a copy of the for each object these days. I found it a little sketchy.
  3. What we do in Worlds if what we want to know is just that a sensor is colliding with something we've denoted as solid is that we do something similar to what you have above as far as the conditions are concerned, but once we've done the collision check once, we don't use it accross multiple events. Instead we simply set a variable to 1 if we determine there has been a collision this frame and then use that value from then on to determine whether that sensor is colliding with any solids. Of course, if you need more specific information that may or may not work (like that the ground sensor is on a moving platform for instance). Of course, prior to making all those checks each frame, some other action must take place to set all those flags to zero.
  4. It's free in the sense that if you own MMF2, you own HWA as well.
  5. I could have sworn you said Attraction Attack wasn't supposed to be the first level in final. Hmmm. Honestly in that case I might have to agree with him a little. It does seem a little higher on the curve than the subsequent stuff right now and it doesn't really fit with the whole idea of easing into a new game. It still stands to reason that if you are playing fangames that you should be at a higher skill level than what you would expect for someone just playing the originals of course.
  6. Eh? I'm pretty sure Sonic 3's final boss takes place on a stationary platform. Sonic and Knuckles boss (non-super) does resolve in a segment that may be able to go on forever (or at least until the time runs out), but it also happens to take place on an odd little line of small blocks that can fall and the actual fighting portion of the boss moves quite slowly.
  7. I assume you are referring to both Mushroom Hill zone bosses right? Yeah, ok, I forgot some. In any event, they should be used sparingly at most.
  8. You know what is absolute shit is that the vast majority of fangame demos start at the easiest level they will ever include and then never get finished. I disagree with you completely here. Most people who play fangames should be at a level of skill that they shouldn't mind playing a mid or late game level when they play a fangame demo. Also, starting from the middle and working your way towards the outsides of the game is a good way to ensure that you don't end up phoning in large portions of the game by following the usual strong start and strong end patterns of development fatigue. That said, when large portions of a project don't work properly, you should probably dispense with the life limits. They are rare in S3, but there are a couple in the cave sections of Ice Cap Zone. You can also argue that Angel Island's boss fight arena has a couple. S&K has a good number more with them showing up in Flying Battery, Sky Sanctuary (though you have to go on odd paths to get to them) and also being part of the run to the boss fight area for Lava Reef 2.
  9. That's a tall order. Have you tried the wayback machine? https://web.archive.org/web/*/sfghq.emulationzone.org You might have a little luck if you go back to ~2005 or so.
  10. It should hardly be surprising that there isn't any real documentation. Most gimmicks have some amount of explanation for how they work and so to do a lot of the various actions that characters can perform. Really, the fact that everything is grouped is about as good as you can expect. Most stuff can be understood fairly readily as long as you use the group to glean some context. If that's unacceptable, then... well. it's a fairly open project. Start writing some. We are supposed to be starting a wiki of some kind before too horribly long and this is the ideal type of content to go into it.
  11. Most platforms that people use for this kind of stuff aren't actually capable of that though Sereph. You can't move the various static backdrops and tile maps that you have in MMF2 and GM. Even if you could, things get wonky as you start to extend past the normal frame width in MMF. Moving one object and tweaking some values is generally a lot easier than dealing with everything else.
  12. You might need to fudge the camera tracking values when you push the player back as well. I can't really provide too much insight into this since I'm not very familiar with your code base or how you are attempting to solve the problem.
  13. There are some whitish fringes along the primary part of the logo that need to be cleaned up a little, but it certainly looks interesting in motion.
  14. That's a terrible way to do things. What you really want to do is you want to get an open area that has repeating terrain elements and whenever they cross a certain distance, you snap them back to the previous identical segment and adjust the parallax background values to compensate so that you don't see the background shifting. These kinds of bosses have a bad tendency to suck by the way. There's a reason the originals never used them. *my apologies to Overbound*
  15. Ok, so there are some rules to using the fangame assistance forum for recruitment that you need to be aware of... that unfortunately don't appear to be in stickied topics anymore. In order to be allowed to make recruiting threads, you should either be a member with a proven track record of participation in projects or else have a project that is currently publicly visible. What you absolutely aren't allowed to do under any circumstance though is make a request for a team to make large amounts of a game for you without describing what it is that you bring to the table. So if you aren't going to show a project, you should at minimum have a description of your skills and some material showcasing that you have them. I'll leave this topic open for a little while to allow you to amend it to include this information. If it isn't here by Tuesday, I'll be binning this thread though. Perhaps even more important than just following the rules, this is also a good way to make people take your requests seriously in the first place.
  16. Basically, think like MIDI files... you don't have a single audio file with all of the audio done as a single track that lasts for 3 minutes. Instead, you have a bunch of audio files each of which is one note for a single instrument that can be played and you have some kind of plain text file or something indicate what gets played and on which frames. It's a little complicated... but you could use how many frames have passed in order to play the sound effects and that would form the basis of your music. MIDI is actually a little bit more complicated than just that btw.
  17. It's a pretty neat game Lake. Really something to take pride in.
  18. Performance is fine on my end, but I have fairly high end hardware, so that's probably expected. I was under the impression that being open source is sort of a prerequisite for hosting on Source Forge. You might not technically be allowed to host demos on there without also holding source. Of course, the worst that'll happen is your demo might get taken down, but just something to keep in mind for the future.
  19. What you are describing is very complicated and generally requires more fine grained control than what you will ever have in MMF or GM. You can get close, but there is no magic trick for getting it to be exact and the guess work involved is massive. I can't even guarantee that if you go to the pain of tweaking everything to have the right timings yourself that you'll even be able to sync it up across every box due to variance in loading times for sounds, slight delays between sound processing and hitting the speakers, and also the video delay. This might be a good opportunity to learn a little C++. Stepmania is open source and has handled all of these problems. https://github.com/stepmania/stepmania/tree/master/src If you really must stick to MMF/GM/whatever for this though, you might consider looking into making your music play procedurally from wav files in engine. It's a lot of work, but it might even lead to better results in the long run.
  20. if I have my way we'll have bosses in every level eventually.
  21. Oh, the link for this is down and it's still a good example for people to look at, so I'm going to go ahead and attach it in here. madcap_grotto_c25.zip MADCAP_SAGE2011.zip
  22. I got to feeling extra creative this evening and made some significant improvements on this example. Now it has the traditional homing attack bouncing and resets the instashield and homing attack abilities on impact, it targets the enemies a little higher on their bodies, it works much better on Metal Sonic, it has a time limiter on the homing attack portion to prevent getting the player stuck in a homing attack state, and even comes with a fancy blue glow. EDIT: Also attached executable for people who just want to try it out. SonicWorldsDeltaV1.4.3_homing_v2.zip SonicWorldsDeltaV1.4.3_homing_v2_exe.zip
  23. Spotted a minor bug with motobugs today. Motobug exhaust gets created without being destroyed and this leads to an object leak of about 1 per second from what I was noticing. That could end up crippling performance and/or overrunning the object limit after a while depending on how many motorbugs are in play. Fix is simple. It should just be destroyed on the same frame that it is created and it can't be allowed to deactivate since that keeps it from being destroyed.
  24. Hmmm, that might do the trick if it isn't a pain in the ass to actually use in practice. Still, we are kinda stuck at a position where the lack of people working in C2 makes it impossible to recommend it to anyone starting a major project. Someone's gotta actually take that first step to get the ball rolling you know?
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