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MrKsoft

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Everything posted by MrKsoft

  1. The HJT exe might be being detected as a virus because it's being infected almost instantaneously. A couple of years ago I had this virus that infected all of my exes, and whenever I'd replace the infected files with uninfected versions off game CDs and other things they would be reinfected before I could run them... could be a similar occurance.
  2. Did mine ever get received? I never got confirmation so I need to know whether I've got to resend it before the deadline.
  3. So can we submit our stuff ahead of time or something? I have a backload of several things (fangame and non-fangame) to throw in. >=^)
  4. Haha this is great, pulling up some old stuff from my first few months with TGF. Now actually finishable and BUGGIER!: -RUN AWAY! MECHA TOWER! -Sonic (yes that's the full title) -Sonic VS Megaman -Tail's Revenge (no that's not a typo) xD this is great.
  5. omgawesome *pulls out 2001 sources and bases new works on their crappiness*
  6. I am decent at composing instrumental music. I could give that a shot and see if my style is SFA worthy.
  7. I was screwing around with the engine a bit and discovered a bit of a mistake in the code. At the start of the frame, certain objects are moved to the right layer. However, it's hardcoded to send them to layer 2-- meaning that when I added another layer it wonked out. I came up with a quick solution-- I made an active object that I placed in whatever layer I wanted all those objects to be on, and set it to move the objects to the layer that object was on instead of simply "2". You might want to incorporate this into the engine so people don't wonder why it stopped working after adding a layer.
  8. IRC is awesome, therefore this is awesome. I love it.
  9. Holy crap that was EPIC WIN. Keep up the excellent work! Are we allowed to use this as a base for our own fangame or does it have to be used for SW levels? Because my own fangame's engine was so horribly structured and buggy that I want to replace it with this when it's eventually finished. =P
  10. But we don't have a source release yet! ...or do we and have I missed it?
  11. Hey, don't diss 3D Blast! >=/ But I agree with Labyrinth and Heroes sucking.
  12. It means he is using an illegally obtained copy. Dude, go buy it like you know you should. If you put MMF1 extensions in a certain folder in MMF2's extensions folder (I can't remember the name though) you can load them and delete the offending extension. You'll need to find the name of the folder though...
  13. Heh, this is awesome. And it'll be opensource later? Maybe then I'll be able to practice level design more. =D Plays very well on my Athlon 64, but then I tried to use it to test full screen display on my old Pentium 2/450mhz which is currently hooked up to a TV =P. And it runs horribly. Around 5 fps, I think? I know PCs are getting faster, but I know a couple people who still run old ruins like that thing and they'd be left out of the fun.
  14. Oh god, another Dust Hill clone. (I'm making it anyway)
  15. Ah, crap, it is a Nexus thing. x_X Maybe I should go for something more unique... Well I'll work on it when I get back from my 3 day trip.
  16. I based mine off your tutorial, Lark. It's just that Sonic doesn't want to stick to the platform now. After adding in the collision from the moving platform code, Sonic would first just fly off to random x coordinate, and it turned out to be an alterable value conflict. But, I fixed that and it still didn't work. So I just made it solid, removed the sticking code, and left it until later. >_<
  17. Already off. I'm on Standard display mode, it seems to work best. BTW, my development versions have most of the performance problems solved. BTW, progress update, I'm working on Radical Rainforest, and assembling graphics to start some other levels as well. Rainforest is getting gimmicks like mushroom hill mushroom spring things (I know what I mean) and possibly swinging platforms... if Sonic would just stick to them. =P
  18. I think RC changed the name of it. I've got an engine test somewhere and it was awesome... But on topic, I thought this was pretty fun. However it does have some spots that need work. I lost at the special stage and while the Got No Emerald screen was showing I could hear the special stage sound effects still going on in the background. When I die and restart, the score and time counters reset to 0. It's kind of annoying when you're running and suddenly an enemy appears and you can't dodge it. Keep them out of the way. I think you've got the camera panning backwards. When I run right, the camera shifts to the left so Sonic is on the far right of the screen and I can't see what's coming up. It should be the other way, so Sonic would go to the far left of the screen and you can then see what's coming at you. But all in all, very good. I hope to see it finished.
  19. I wanted to take advantage of MMF2's rotations, methinks, so I slapped another atop the original. IIRC, it was a lazy hack I'd planned to fix later but never did. X_X Kill me now.
  20. Mine was based off the normal MMF1.5 version, with modifications to make it MMF2able. So it won't really work with the MMF2 360 beta. I did it in a somewhat cheap way, leaving the old Sonic sprite and changing the angle of the new Sonic sprite when the old one faced in whatever direction it's facing. ...I probably didn't explain that right, but it's a start to getting my idea across.
  21. Last time I tried a team effort (the original version of this game) it collapsed three levels in and sucked. I'll see what I can do with the level art. The background will be improved and I might just re-do the foreground bits since the depth parts were made using the bevel option in Paint Shop Pro. =P
  22. Almost. It was not totally from SCD. Just inspired by. It was a background library at SFGHQ (might still be now) by Blue Frenzy, with different time zones. Nexus is using the "Bad Future" variation and I'm using the "Present" variation. I believe it's a coincidence.
  23. It is somewhat better. It will go full speed with Machine Ind. Speed on. It hovers around 50 without. I think that it'll do, as optimization is driving me a bit mad right now. EDIT: Just tryin' things.
  24. I guess so. I'll see what I can find that'll work better.
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