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Damizean

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Everything posted by Damizean

  1. XG also did have parallax like these, so what?
  2. The skin show/hide routines are located with the character animation group, like all the stuff of such nature. It simply checks the character and hides/shows the skins according to it.
  3. *High five!* Good to see you're back to the scene, the gameplay video looks very pretty
  4. Damn, True Sonic. You should use a box wich envelopes the boundaries of the corkscrew, instead of just the corkscrew sprite. I also suggest you use the main collision sphere for the tests instead of the Sonic sprite...
  5. Ow, I just noticed Blyde already pointed it out. Sorry.
  6. The pixel art was done by either Ahruon or Orkimides, from their Card Battle Sagas website.
  7. Yeah, you should change the number of iterations the angle detection loop performs. It initially is at 20, but you can change it to more or less depending on the new size of the masks. (For example, I've been doing some tweaks for boredom to make use of a giant Sonic sprite, and I've increased the size of all the masks by 1.5, and had to increase the angle iterations to 40).
  8. The value used in the Y position refers to the rotated X position, so you'll only see the changes in the sensor when the character's at 90º.
  9. Some compression algorithms have been improved with the years, I think this is the case
  10. How are you managing collisions? Just curious. Also, random advice. I've noticed you use way too many redundant variables that could be scaled down on a single action state variable, wich is the best way to handle characters and such. I suggest you try to make it work more like a states machine for the best funcionality and better debugging.
  11. Fixed. Happened with Next, played first stage and left it behind due over 9000 loading times. So yeah, I don't know the real extension of it's shityness
  12. I'm pretty sure I meant the open standard container with the open source lossy codec.
  13. Best way to do that would be using primitives. Keep storing trail sections and their angle to the player, and with a loop, render those trail positions until you reach the player. I've been able to make this effect in Game Maker, but I think it's fairly difficult to have it done in MMF (fairly difficult to make it without doing nasty workarounds)
  14. Yeah, but we attempted to create a SFGHQ chatroom, and it died in a few weeks.
  15. This, and Synergy. I never ever imagined playing HL2 cooperative would be great amounts of fun, too bad I only have precached the HL2 content, can't play EP1 nor EP2.
  16. Okay then, people. It's about time we start using OGG/Vorbis
  17. Is it something like The Incredible machine? If so, I'm so buying it right now. Edit: Okay, WHAT. THE. FUCK?
  18. Edit: Nevermind, I actually don't remember where that propeller is from.
  19. Low-res High Europe. It looks like it's identical to the 360 version (toned down, of course). Not that the gameplay looks any better, though.
  20. Hey Blue Emerald, out of boredom, I've tweaked up your badnik sprite... Even though I didn't know it was supossed to be a slug (I assumed it was some sort of caterpillar, like in the original games), so well.... I only realized that after I had made this. Use it if you like, anyway: I have one big suggestion for your future works, though. The colors you choose didn't have enough contrast between them, so they're pretty much unnoticiable. Try using more contrasts on the colours if you want to make shadows and highlights.
  21. You can DIY. All the operations the Fast Loop extension did are in MMF2's System object. Just mimick the events using the built-in system. Or download the fast loop extension for MMF2.
  22. How about we start asking credit for people using over and over MistaED's skeleton animations, then?
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