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Professor-J

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Everything posted by Professor-J

  1. I suppose I could have done that but it would mean somehow getting all of those damned mini-sprites finished, and no-one seems to want to do that... Offtopic- LarkSS, I'm submitting a sheet with all of the mini-sprites I did into the Mystical Forest Zone, mind if I add your Tails to the sheet? Credit will be given.
  2. Meh, thats good enough for me, superminis = teh gone. I'll save them all to use as objects and remove them from the list when I get home. Although, if you did sprite a super-mini character and would like to give it a home The Mystical Forest Zone's Damien already accepted mine into the achive and people have said they'd like more variety so as long as I'm credited for the base (if you used mine as a base) then why not try to submit it?
  3. YAY! Thanks Someone2040, though I can't update the list until tommorow, this damned computer won't let you save anything:no: Battle running can be fixed by upgrading the character's class when their agility reaches a certain level. Just remember battle now has 8 frames for uber-smooth animations, it's alot of spriting but it'll be worth it. Next section of this message is for EVERYONE If you want to sprite battle sprites please, for the love of God give the characters custom attack poses, no-one wants to see Tiara using Amy's hammer or Sonic's punch. Also heres something I'm going to run a poll for, the super-minis, I don't want them to be playable but I would like them to cameo on posters and stuff like that- and also in a top-secret level I have planned. But yeah, I'm putting this to a poll because I know some of you guys will be gutted if the minis arn't playable. The main reasons I want to scrap them are- 1) No-one wants to sprite the remaining minis because they're not a major part of the game. 2) I'll have to add about a month to the time it'll take to get this finished going over every single map with forked conditions eg: @ If switch_superminisonic= on/ @ change hero graphic= minisonic Yes I know it doesn't seem to much effort to just copy and paste it onto the oh, say 250 maps I have planned, but for every supermini? Thats gonna take ages... Time I could be spending improving the actual game. EDIT- 'Kay, I can't seem to be able to make a poll, at the end of your next post just say if you're for or against canning the minis as playables and not as scenery objects.
  4. Not sure, I suppose it's a sort of .exe, it just requires this one certain file to run...
  5. It's ok, but for a real challenge why not edit the existing SADX charcaters into new ones eg. Knuckles as Rouge, Sonic as Blaze, Tails as Wave ect... Not too sure if it's possible though... 'K, after reading Supa's post I think it's safe to say this is impossible...Darn
  6. Well, actually, all I have to do is include the RGSS file in the next demo, that should work all the same right? Don't worry about it, I've got ages to get this done.
  7. I'm away for 1 day and this happenes to my topic This damned computer is so slow compared to mine as well, I wanna go home... Thanks for providing the missing files DittronX, much appreciated. As for the map movement frames, I noticed at as well whilst test playing the game but it was like 2:00am in England when I posted the demo and really couldn't be bothered to change it at that time. It'll be fixed by the first proper demo. As for the enemy movement speed, I thought it was a glitch as well until someone on RMXP.org told me what it was- The running speed is determined by your agility level, I set the enemies stats to 1 on everything except it's attack. Hence the reason why it's so slow. All the stats in that test are so mucked up it's unbelievable, by the next demo I'll set everything to normal, hero starting with 200HP ect...
  8. My God thats perfection! I'd love it if you could make the sheet like that. Below is a double post that has been automagically merged into the original. Sorry for the double post but I've finally got that test done for Someone2040- Download it here Any problems let me know. If the game doesn't run for any reasons then you'll have to wait 'till monday until I can re-upload it. I'm going away this weekend but will still have limited access to a computer, just not mine.
  9. I really should've tried that myself... If you mean that the srpites arn't alligned properly then don' worry, I'll do that myself. But if you mean the fact that Sonic has one foot in a walking position, trust me it looks better ingame otherwise it looks like hes sliding...
  10. YAY! Finally a decent Sonic!!! *Edits first post* Thanks alot!
  11. Yeah, sorry about that, I just ddin't know how awesome RMXP was compared to 2K3. There are so many 2K3 games developing on the SSMB, mine had to be better or it would end up a mediocre game that plays identical to everyone elses. At least with RMXP you can edit the core scripts and add new ones. I only just discovered this battle system, I thought the one I was currently using was the only one, and I did ask for someone to repair it multiple times on RMXP.org but no-one would help, at least this system doesn't need repairing. And like I said before, no-one is really effected by this, Tapika already has a Super Battle sheet (with poses other the ones for this project) on it.
  12. yup, the new animation poses are a nice addition I think. It'd make for smooth animation, but I'll see what everyone else thinks. Regardless of the fact that you, me Tapika, Someone2040 and Rael (occasionly) are the only ones who post in this topic... The old battle system worked incredibly crap and was very laggy, I had no choice but to upgrade, heres a list of unrepairable flaws with the old system- Death Animation plays whilst using a magic attack. All sprites are made transcluent for no apparant reason. Animations occasionly decide to change eg: casting animation whilst attacking. LLLLLLLAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGG!!!!!!!!!!!! No ability to change the sprite sizes or frame limit. Features the new system has- Alterations between two normal attack poses for variation. No lag (yippee!) Lol, turnbased battles, you can land multiple hits on an oppodent if you have high speed stats. By changing the idle poses to a weakened one you can see when the enemy is near to it's defeat. Ability to change frame limits. I know you hate changes but it's for the best, I'm 100% settled on this system now, so I can (finally) start work on the bulk of the game and not just having to cut out battles because the system was so bad. Nobody has actually sprited a complete set of battle animations so no-one is effected by this anyway (bar Tapika, but he has a complete Super Sonic sheet anyway so I can't see any problems there)
  13. I never though of that... I'd say theres a 90% chance of me having this test game for Someone2040 in the next few hours. I've got a new battle system (unlike the old crap one I was using) and it allows unlimited movement frames during a battle, only problem is every animation has to the same number of frames, the default is 4, can anyone think of a decent number we could have? Also this system uses move sprites (hoorah:no: ) extra battle poses required are- An alternative attack pose (it randomly varies between the two, makes sense) A low HP pose Here is an example sheet- DO NOT USE THIS SHEET AS A TEMPLATE! The sprite sizes are all wrong for the game I'm making, this sheet exists only to show the poses that are required.
  14. Ahh...we don't get FMA here in the UK... Shadow looks good I'm loving those walking sprites, the only problem I can see is the exact same problem that makes the Sonic forward sprites so dodgy, the head is not an even number of pixels so it looks like it's deformed or something. If you could add an extra pixel in width to both Sonic and Shadow the sprites will perfected.
  15. Awesome the bottom sprites are now perfect thanks alot, now all we need to do is fix those bas___d top sprites:no: I'll update the Sonic link when I get a chance- Sonic- Sonic-Blitz/ DittronX ok for you? EDIT- I see you've edited his standing directional pose as well, I like it!
  16. Ah, sorry then, I thought you made it yourself. Sorry for all the bad things I said about you.
  17. LOL Sure there are some 9 year olds who know what a sprite iswhat you think you you're talking about, but the majority don't. As far they're concerned a game is a game, I doubt they know or care what the technical and graphical parts of it are. Like I said before, why not ask some nine year olds before accusing me of having no knowledge of the subject eh?
  18. This is just going to become a flame war... It's not sheer ignorance and I don't need to grow up. Like I said earlier MOST 9 year olds DO NOT KNOW what sprites are. The same for the other stuff I mentioned. Yeah it's possible, but very unlikely, a nine year old who can find this must be very advanced and know exactly which site they are looking for because most would just type "Sonic" on google, SFGHQ isn't even in the first 20 results pages.
  19. Yup, thats an understatement. New artwork coming soon!
  20. Well no, actually. I started this topic a little more than 2 weeks ago and look at the progress, 'tis coming along nicely. I'm in no rush to get everything done either.
  21. The majority of nine year olds don't though, infact heres a fun game for you Rael, I want you to find 15 random selected 9 year olds and I wnat you to ask them "what is a sprite", you'll either get "a fairy" or "something my mum feeds me" or possibly something else.
  22. A nine year old can host sprites and put them in their sig? A nine year old knows what a sprite is? A nine year old can make an animated .gif? Get real. Of course if you truthfully are only nine then I'm sure everyone else is sorry for their bad comments and if they arn't then I shall make them sorry.
  23. Alligning those sprites are gonna take forever...
  24. 180x180 big enough for ya? Giant animated boss fights, this is going to be fun XP Fang will also play a big part in this game BTW.
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