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SoaH City Message Board

Kain

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Everything posted by Kain

  1. Isn't E3 supposed to not exist (at least not as it did before) anymore? I'm kinda surprised that E3 was even brought up.
  2. You might want to check this site out before opening or (if possible) before purchasing an bluetooth adapter to make sure that it is compatible with the Wiimote: http://www.wiili.org/index.php/Compatible_Bluetooth_Devices Although, actually, now that I look at the list as it is now, it seems that all the new adapters do work with some driver setup.
  3. Hmm... you know, I actually didn't all that love the first few Mega Mans... Men... for their limited-by-hardware gameplay mechanics. I hope they aren't going too faithfully retro on this. But WiiWare MegaMan 9 is just what the doctor ordered.
  4. I personally don't see why you would need more than eight, but who am I to judge? Happy able-to-vote-and-die-for-you-country day!
  5. I personally have no problem with them introducing however many story characters (one-off or recurring) they want so long as they use them to further the development of the fairly concise cast of core characters and don't just make it "the story of X v Y featuring Sonic." Sure, with one key core character being a villain, there are some limitations with what you can do, but that's never stopped Mario from having his Bowser/Peach/Luigi/Toad/Yoshi and introducing/phasing out new characters, too (not a great comparison, so don't look into it too much). But when you've accumulated 20 different primary characters who are all poorly-detailed caricatures, then you've skewed off course somewhere along the line.
  6. For a semi-complete game/demo, maybe, but I only have an 80GB hardrive, myself, and if every fangame demo and engine test was 50MB big, then I wouldn't be able to keep much of a collection. Besides, "X is no big deal by today's standards" is no excuse for unnecessarily excessive use of whatever resources (not entirely directed at this demo specifically, even though 33 MB for 3(?) songs, two of which you only hear for about 10 seconds is rather excessive).
  7. Not to be condescending, but where do the 33 MB come from? If a 15 second demo is 33 MB, then how big is the final game going to be? Anyway, pretty interesting homing attack and chaos control mechanic. I can see your home attack is SSBB inspired, but you might want to give a little sound effect recognition when you start so the player doesn't think it's being unresponsive.
  8. Was a good show. Lots of European accents. Lots of not-too-violently-colliding opinions.
  9. A few problems I notice with your code: -First of all, you create an unneeded particle system with "particle1 = part_system_create()" because you re-assign that variable to a particle type. -Also, you're creating a new emitter and particle at every step without deleting them. This will create a memory leak that you probably won't notice at first since particle types are so low-memory, but will eventually prove to be very bad. What you should do instead is create them in the create event, and only modify them in the step event. However, since the particle type doesn't have any information which changes depending on object state, there's no need for that. Also, since you're going to be using the above function to shift the entire system, I don't think there's any need to move around the emitter either. So you can put that in the create event as well. Create Event: Sname = part_system_create() particle1 = part_type_create() part_type_shape(particle1,pt_shape_flare) part_type_size(particle1,0.16,0.66,0,0) part_type_scale(particle1,3.01,1) part_type_color3(particle1,8421504,8388608,16711680) part_type_alpha3(particle1,0.63,0.38,0.08) part_type_speed(particle1,4.74,6.14,-0.08,0) part_type_direction(particle1,0,180,0,6) part_type_gravity(particle1,0.50,200) part_type_orientation(particle1,0,0,0,0,1) part_type_blend(particle1,1) part_type_life(particle1,30,30) emitter1 = part_emitter_create(Sname) part_emitter_region(Sname,emitter1,0,0,0,0,ps_shape_ellipse,1) part_emitter_stream(Sname,emitter1,particle1,4) Step event: part_system_position(Sname,x,y) Destroy event: part_emitter_destroy(Sname,emitter1); part_type_destroy(particle1); part_system_destroy(Sname);
  10. What do you mean vertical and horizontal axises in a 3D space? Do you mean you have a vertex on the XY plane (assuming you're oriented such that Z is up/down) indicating its speed on a flat ground and you want to convert it to a vertex on the angled plane of the triangle? If that's the case, then you can use any number of formulas to fit the z position of the vertex to the triangle. One relatively-easy way to do this is to find the normal of the triangle and set the points projection on the normal to 0. // Determine the normal of a triangle where (x#, y#, z#) are the points i = (((y2 - y1)*(z3 - z1)) - ((y3 - y1)*(z2 - z1))); j = (((z2 - z1)*(x3 - x1)) - ((z3 - z1)*(x2 - x1))); k = (((x2 - x1)*(y3 - y1)) - ((x3 - x1)*(y2 - y1))); // Determine the z value of an x, y value such that it's // flattened to the plane determined from the triangle zp = ((x1 - xp)*i + (y1 - yp)*j)/k + z1; (note: when k = 0, that means you have a plane that's standing straight up like a wall. There's no real way to flatten the z value in this case, but you still want to do something to avoid dividing by 0) As for what you should use as xp, yp, you should use it as the vertex of the speed (easy to determine from magnitude and direction) plus the position of the player <xp, yp> = <sx + x, sy + y>. Then after you find zp, you should subtract the position of the player from all three components to get a speed vector <sx, sy, sz> = <xp - x, yp - y, zp - z> which you simply add to the player to get its new position. If you want to determine his rotation from this vertex (so that you can rotate the player model appropriately), it's just arctan2( sz, sqrt(sx*sx + sy*sy)) Edit: This will give you a form of slope detection which does not parallel 360 2D Sonic games (in that you will not be able to run up walls and it will get kinda weird at extremely steep slopes). To do that, you will probably need an orientation vector for the player which is determined from the normal of the triangle and then you could rotate all those calculations to that orientation.
  11. You can train the auto-complete just like you used to (and had to the first time). The only big difference seems to be that it acts more like a search than an auto-complete (for example, typing "son" brings up a page I was looking at which has sonic level maps, even though its url does not start with "son"). This is both good and bad. Edit: Looks like "Open All in Tabs" opens them as new tabs instead of just closing the old ones. Finally.
  12. We all luvs you, Damizean. Happy Birthday. Always nice seein' you.
  13. You have the right idea with the branching paths, sometimes splitting off from obvious choices, other times branching off from failure or success of platforming, but as it is your level is mostly just full of loops, boosts, and springs which all point you in the correct direction. Plus it's a little condensed for my tastes, but that may just be the resolution talking. I would suggest implementing a nice spike gimmick and maybe a moving platform gimmick (and maybe a nice jump-through platform mechanism). Then you could space things out with a few more difficult platforming jumps and obstacles leading to a longer, more hazzard-ridden lower path if you fall. But it's really quite a nice start and I'd understand if you'd rather get something complete in than tear down the level design and start over a dozen times.
  14. Kain

    internet

    No need to assume feelings were hurt and nerves frayed. Like you said, it's the interbutts and I know that plenty well. You made a silly little aggressively-worded comment and I called you on it, 'sall. 'Cause it's a help topic, after all. Makin' appearances and whatnot.
  15. Kain

    internet

    I don't doubt it. But do they have to be so... indecent all the time?
  16. Kain

    internet

    I take it you're referring to my WoW post? That was just a failed quip. I always found it weird that so many tooltips were recycled from Warcraft 3, but I meant no insult to the game if that's what you're thinking. Epon's post was out-right obnoxious and unhelpful, though.
  17. Kain

    internet

    Love how you lord your technical, self-indulgent trivia and anecdotes of varying irrelevance over the "idiotic masses," yet do not even attempt answer his simple, non-technical question of "what speeds do you guys have and how do does it suit you?"
  18. Kain

    internet

    When I had DSL, I had about 1.5 Mbps (right now I have ~6 Mbps cable, but only because we got tired of the DSL companies and that's the lowest cable option in the local cable ISP). 1.5 Mbps was and still is plenty for me. The lower option was 256 kbps but has since been upped to about 0.75 Mbps. 256 kbps would probably be a little low if you were sharing the internet with anyone, but 0.75 Mbps seems plenty fine, especially if you're used to dial-up. 100 Mbps on DSL? Isn't 100 Mbps the transfer speed of a standard Ethernet cable?
  19. Kain

    @Smidge

    I was referring mostly to the tool tips, parts of the interface, font and such. Well, half of the graphics by screen real-estate.
  20. Kain

    @Smidge

    You can tell it's WoW because half of its graphics are re-used from Warcraft 3 (also Quel'Danas is so a Warcraft name). I would wonder how come people might hadn't played Warcraft 3, but it's really no Starcraft or Diablo 2.
  21. Looks pretty interesting. For the most part, pretty good construction. Looking forward to the demo. One thing that bothers me (and this is a pet peeve of mine) is that I think the resolution might be a tad high. You don't have to stick with the tiny (for today's resolutions) 320x224 resolution that the graphics were intended to be used with, but I wouldn't go much higher than 400x300 if you want to traditional sidescroller effect. Otherwise it becomes very either very sparse or very noisy and the physics feel rather strange.
  22. You mean it's not supposed to? Heh, but I'll give it a look when I once-over the rushed sonic half of the rolling sprite (i.e. the half where you can see his form). It's admittedly a little weird as-is. I promise to submit whatever I have done whenever I go three or more days without creating a new frame of animation. There. That gives me room to not feel like I released an unfinished sprite and also makes sure I'm not hoarding potential new content because of perfectionism. (which isn't to say that I'll definitely stop working on it after I submit something) Today's frame (part of a skid -> turn around transition):
  23. Whooo. Third worst with honorable mention. Now to focus my attention on a possible SAGE entry. For reals this time.
  24. Working on these some more. I have slightly tweaked the running and spin dash animations in addition to adding ducking, looking up, hurt, die, and edge wobble. It now contains all the 100%-necessary-for-use animations, so feel free to use them (which is why I'm posting the update). But I'll still be working on them to add gimmick-related animations (push, grab, spring spin are among the planned), add a couple of transition animations, and tweak the standing, roll/jumping, and skidding animations. You'll note that fast roll is missing. I haven't given up on this animation, but I've tried like a dozen times to get it right and still haven't gotten anything that wasn't a sloppy mess, so I'll still be working on that. As per usual, comments and especially criticism (in particular, any specifics on inconsistent style) is much appreciated. As well as suggestions for reasonable gimmick animations.
  25. We have a very nice new site with only a few, extremely minor "Not implemented" spots (in particular, ability to rate content, though I'm sure people have differing opinions of that feature). There's not really much of an issue with the forum. Sure there is no huge, obvious degree of moderation, but that's because it's a small forum with very few remaining problem members, not because we have inactive mods. As for new members, beyond the rash of OMGBlazefires we had back near last year's reform, we haven't had much of a problem with new members (either from their behavior or from how they are treated and potentially scared off by old members). Other than the fact that I guess we don't get very many. So if there's any issue that might be worked on, I guess it'd be the popularity of the forum (though I'm sure everyone has their own idea on how they want this forum to be in that regard). What ever happened to that movement to update the affiliates list? Edit: I suppose the "last updated on the 11th of January" main page isn't very inviting to new members.
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