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BlazeHedgehog

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Everything posted by BlazeHedgehog

  1. Will E02 support all this fancy high color stuff? That might be a better outlet, and will have the added benefit of being playable on more than just Windows. Because I love a lot of these graphics, but I'm not entirely sure about some of the new stuff. The worst is when it feels like they couldn't replicate a certain effect or game mechanics so they had to replace it with something else. Where are the lava falls in Marble Zone?
  2. No problem, Ironrind. Here's hoping the next release is cool. I have confidence in you! I'm also posting to say that the review briefs have begun! On the chopping block: Time Twisted, Sonic Babies, STH3D, and more! Paul's SAGE reviews from yesterday are here, for those interested.
  3. Missed a live chat? Maybe you should check the event schedule. Mike Pollock Live Chat (July 29th, 2009, 10:00pm EST) Spencer Nilsen (July 30th, 2009, 2:00pm EST) Tom Payne (July 30th, 2009, 9:00pm EST) Hopefully I'm editing these right. I plan on leaving a little bit of the lead-up to the guest of honor joining and a little bit after they leave.
  4. Review #2: Sonic Nebulous I'll start the review briefs soon, I just wanted to go through some of the more substantial fangames first.
  5. I did these last year for TSSZ News and I'm doing them this year, too. Though this year I am not alone - review duties are being split up between me and Paul. Paul has not yet gotten back to me on who is reviewing what, but he said I get first pick, so... Review #1: Sonic Robo-Blast 2
  6. I'll be honest, Violet. You kind of went a little bit over my head with all of that! I'll have to fool around a bit. In the mean time, I've just posted this month's TFH update. Most of it you guys already know about, except:
  7. Not so sure I like the bigger body.
  8. Did he put you up to this Or are you him. Edit: Because, I mean, I speak to "Fiddlesticks" on a daily basis and his SFGs have become something we rib him with. I doubt he has them anymore. I think he mentioned losing them all in a HDD crash or something weird like that. I think he's mentioned wanting to ask Smidge if he still had whatever was on SFGHQ at one point, but never has.
  9. I think we get comments from that Osnic guy on TSSZ, too. The whole internet needs an age gate. Or, at the very least, an IQ gate.
  10. The models don't look half bad. Maybe they could do with a little less muscle definition, though, but that's just me. What will really matter, I think, is how well they animate. Animation is often the hardest part.
  11. I really shouldn't be posting these here because then when I post the July update on Moddb you guys will already know everything, but... You are looking at the ground floor for code that will hopefully allow fully-customizable controls in TFH for both keyboard and gamepad. If you were the kind of person who is sick and tired of MMF forgetting your control setup every time you launch the program, this is for you. I just hope my tendency for slightly sloppy code isn't the achilles heel. Edit: In the interest of knowledge, if you want to know how this works... at minimum, it takes two objects. Every key on the keyboard is assigned a number. 1-52. When a keyboard key is pressed, it turns its numbered flag on, on the "Keyboard" object. Then, you use a fastloop to run through and check all 52 flags to see which ones are on and which ones are off. If a flag is on, it checks a list object. The list object has 52 lines in it. The number of the flag corresponds to a line in the list object. For example, if I press the "A" key on my keyboard, that turns flag 17 on, which in turn points to line 17 on the list object. This could probably be done with a different object better suited to this stuff (I'm open to suggestions!), and maybe I'll convert it over to that later, but for now it's a list object. The line on the list object has another number in it. This is the "button". If that number is four, for example, then that's Button 4 in MMF terms. This turns on "Flag 4" on the "Controls" object. So instead of checking button presses for "Player 1", you check for which flags are on, on the "Controls" object. So to keep it straight, this is the chain of events that happens here: I press the "A" key on my keyboard. This activates Flag 17. With a fastloop check, this points to Line 17 on a list, which contains information that activates a specific "virtual" button. This means customized control configs can be saved to and loaded from files (the list file).
  12. More or less. I mean, I haven't exactly sat around with my thumb totally up my ass or anything like that, but on the list of "really big things I still need to finish coding in TFH", I basically stopped at Sonic's equip menu and went through doing a bunch of other little polish stuff based on the feedback I got from the SAGE demo and such. Basically, everything but Sonic's equip menu. I was working around it, intentionally avoiding thinking about it. Then, around March or so, after lengthy discussions with it with a few people, I was like "This equip system nonsense is retarded and is holding me back." So, slowly, but surely, I've been tweaking the game away from the whole stupid gems/shoes equip system.
  13. Guys it's not the fact that Wall kicking is in the game. Wall kicking was even in the SAGE demo a year ago, so acting like it's new actually makes me a little bit sad. It's the menu! Sonic's status menu thingy is, at this point, basically done. The thing that's been holding me up since August of last year, more or less. The last big thing related to Sonic's status menu was a sub-window to display what skills the player has acquired.
  14. Writing the current menu wasn't that hard. Not compared to the twisted nightmare that would have been Sonic's old equip menu and Amy's old buy menu. The entire reason I threw out the old menus is because they were too complicated, and I wanted to simplify the game and their functions a bit.
  15. The version of Sonic Worlds I started out with was so basic that it didn't have anything in it besides just the Sonic physics. Everything from the spindash to the springs to the rail grinding, underwater physics, shields and more were all hand-written by me. Sorry to say, there is no magic engine you can use to make a good game. Even the versions of Sonic Worlds that were linked on this page of the thread will take work to use effectively. Making a cool game requires a lot of work.
  16. When I do the next demo, it's not going to be some random detached level like it has been in the past. So no, no christmas level.
  17. Sonic's acceleration really does feel a little too slow, even with double tap for run. It's gonna make slight adjustments for platforming really annoying. Maybe... faster acceleration but lower top speed unless you double tap?
  18. Squinting at it, their Sonic sprite looks kind of okay. The graphics they use for levels are kind of bland, the screen resolution is too big, and , they shouldn't be remaking a bad game. Especially not as closely as they are - it looks like a verbatim translation of the 3D level design in to a 2D plane, warts and all.
  19. I didn't post the May update in here, because, frankly, it sucked. But June is here! June is much better.
  20. I had a bug where Sonic would get stuck in one of his punching animations too, but I redownloaded it just now to record a video of it and it appears to be fixed.
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