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DimensionWarped

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Everything posted by DimensionWarped

  1. Well, going by intellectual property laws, Mickey Mouse will be entering public domain in about 10 years... so going by that, we'll all be dead before Sonic becomes public domain. Going by reality, 9 years from now congress will just extend copyright duration and Mickey Mouse will perpetually serve as the dividing line between things that eventually enter public domain and things that are eternally corporate in nature.
  2. That's rarely an issue with software though anymore. There aren't a whole lot of programs these days that don't just work on Windows computers. It's not like the old days where everyone had to set IRQs and shit on soundcards and stuff anymore. Same goes with Android phones really. Yeah, you have to worry about performance and resolution and stuff, but you can generally count on most stuff working, at least on the popular phones that aren't made by vendors who just broke the operating system. Basically if you just develop with Google Nexus phones and Samsung's Galaxy line in mind, you'll have your bases covered.
  3. Honestly, if you can't think of all the things you need to do to handle this sort of thing yourself, you aren't ready to take on this kind of project. Isometric is tricky and it's trickier in a program that doesn't really have the editors to handle it. Your questions are far too general to make any suggestions and MMF2 in particular doesn't have any tools which would equip you for working on an isometric engine. You would pretty much be stuck faking all the image work and then having to programatically create all of your level geometry that is actually used for collision.
  4. Willing or able. Take your pick. Not a whole lot of people do UDK around here. For me it's both. Ugh. Sonic Xtreme.
  5. Android and IOS are both just awful. Android less so from an operating systems perspective, but more so from the perspective of having few good apps... not that most IOS apps aren't garbage. So are Windows Phone and Blackberry OS. If I were going to get any particular phone, it'd have to be an Ubuntu Edge purely because it doesn't treat you like an infant. In short, I hate phones. That's rapidly becoming an issue with IOS devices now too since you have late model phones and earlier model phones as well as the various tablets all with wildly different capabilities. With both platforms you have to put a wall down somewhere. Sure, there are more devices that are current at any given time with Android, but it's not like everyone keeps their IOS devices current.
  6. I have this odd condition where whenever I see stick people shooting guns with no context I instinctively frown. I think it's called being a jaded cynical dick. It also applies to those funny looking people from those old flash videos with the disembodied hands and the faceless heads with lines where the eyes should be. Keep on animating though. It's a great skill to have.
  7. 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. For more fancy orbiting effects like this, feel free to take a look at the boss I made for Madcap Grotto a couple years ago.
  8. * Find the code that handles sprite rotation (this is distinct from the physical rotation of sensors and things). * Change it from one event that sets it based on the physical to 8 separate events constrained by angular windows. Set the sprite rotation to a constant for each of those windows.
  9. Just stick them where ever you are actually raising the level value.
  10. I just compared it to the Chaotix sprite. Made from scratch you say? Well I say bullshit and lies. You took the existing sprite, made mostly shading changes, and maybe swapped some of the lower body pieces with another sprite... possibly a regular Sonic sprite from an earlier game. This is fine, but don't try to pass it off as made from scratch.
  11. on loop: 'level_up_func' level = level + 1 exp = exp - exp_needed_to_level exp_needed_to_level = (exp per level function where level is the argument to the function) //Do whatever you say you need to do on loop: 'level_up_loop' if exp < exp_needed_to_level: break loop run loop: 'level_up_func' //meanwhile... somewhere in the normal code if (exp >= exp_needed_to_level): // Yeah, this is never really going to run 99 times in a single frame in all likelyhood, but the loop is self canceling. run_loop: 'level_up_loop' 99 times If your character can level up more than 99 times in total, you may consider upping the times the loop runs. It shouldn't make any difference in the performance, but eh... we are talking about black box closed source programs.
  12. It's generally better to work in whatever units your functions use.
  13. http://www.dimensionwarped.sonicfangameshq.com/ I solved this problem in the Madcap Grotto demo. I don't know if it's a perfect solution, in fact, I'm pretty sure it isn't, but if you want to peek at the code for it, check this topic: http://www.sonicfangameshq.com/forum/showthread.php?t=7925 The idea is pretty simple. Upon entering the glide animation the height of the player is stored and then on bouncing, the difference between the jump height and the bounce height is used to determine how much strength the bounce should have. I've tested it a decent amount, and I think it's generally pretty accurate in that you'll bounce up roughly as high as when you started gliding.
  14. I can't read your mind and these days I can't even really be bothered to look at code written in MMF, but the method I suggested absolutely will work if you do it properly.
  15. Do the opposite of what Seraph said. Scratch the 3D element entirely leaving only 2D in place. Have physics that actually legitimately resemble classic physics at least for classic Sonic Leave the 3D visuals in place With 3D out of the way, there would be no pressing need for classic Sonic and modern Sonic to have different levels, so... Each game gets two distinct zones represented in one act apiece instead of two acts per zone. But the characters play through the same levels Add unlockable characters that also play through those same stages. Classic Tails and Knuckles with flight and gliding, possibly Shadow and Blaze as an alternative to modern Sonic with them doing... whatever it is that they can do to be different.
  16. Having already played with it a little, all I have to say is it is a well made engine and is a decent fit for anyone wanting to make something in Game Maker.
  17. No, he's going to keep having trouble with it. He's still on build 251 for a reason. Chances are his MMF2 doesn't even really work at all... not that it's an insurmountable thing to get around or anything... Stay tuned. I'm still working on CWorlds and hopefully I'll be able to get somewhere with it over my vacation which should be starting in a couple weeks..
  18. What version of MMF2 are you using? EDIT: Oh, I see, you say new code. So in other words, it's something you've programmed. No one is going to be able to tell you shit if you don't post the source code and frankly, even then it'll be hard because isolating the exact changes you've made is nearly impossible.
  19. Nah, his account is clearly afflicted with some sort of dark voodoo. He doesn't show up in the ban list, he doesn't have a special member group applied, and as far as I can tell everything is normal outside of his posts being muted for some reason.
  20. I looked at his profile and I have no idea why it's broken.
  21. I'm still not into it. The fact that you have to register each game online with the console before you play it seems a bit fishy to me.
  22. I always have fun when I'm screwing with people's names Mr. Jassbec. You are just lucky that your's is innately uninteresting.
  23. I've come up with a compromise I think we all can agree on. Good luck typing it in when you log in (hint, copy paste)
  24. What the heck man, from the sound of things you have a whole Potato Badger dynasty going.
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