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Techokami

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Everything posted by Techokami

  1. Primary mirror of 1.3.1: Download [14.8MB][7z]
  2. In short: I hate my fucking job In long: I resisted the urge to perfect the sprite and instead just used the palette from kessler12's rips (which is rather dark but WHATEVER) so that was done. But I wasn't entirely sure if the other half of the high speed run animation was used in the regular run animation, so I figured that I'd add it in just in case. Apparently it wasn't needed and Lark fixed it while I was afk at work slaving away on what should be my day off for an extra long work day. I hate my fucking job Primary mirror of 1.3.1 will be up when my web hosting stops being a bitch.
  3. Assuming the vending machine will properly vend the disks, you can now buy Minecraft MS-BASIC V1.0.120602 disks from the Techokami Labs Outlet Store for the RPC8/e computer system. System requirements: at least one 8K RAM module installed. You can learn more about this version of BASIC at this page. Disks formatted in BASIC can't be read by FORTH, and vice versa. If you need a RPC8/e system, they can be crafted on order. Just talk with me on the server and I'll get you a system put together.
  4. Did Tails always have such a jumpy run? I'm going to check in Sonic 3, then redo the hotspots as needed. After that I'll package it up and release it as Delta 1.3A, after the others get a good look. EDIT: Buttocks! I had to rerip Tails' run animation (you missed frames), but in doing so I got a palette mismatch. The easy solution is "recolor new sprites with old palette" but the ones I got have better colors aaaaag trying to hold myself back from redoing all of Tails' sprites
  5. I haven't made any complex machines, so no. Also, Smidge, I figured out a better solution to your problem. I'll tell you on the server laters
  6. They haven't given a release date yet (probably soon), but GarageGames is open sourcing the Torque3D game engine. It'll be released under the MIT license on GitHub. What once cost $140 for a single license will now be FREE AS DIRT. Announcement 1 Announcement 2 Might prove useful for people wanting to make a new 3D Sonic fangame but don't feel like using UDK, Unity, or Blitz.
  7. I have it all. Going to make a bigass 7z archive and upload it somewhere.
  8. Hey Instrutilus, the computer is crafted. Just let me know where and when you want it installed and I'll put it together for you. You're going to need a space about 8 blocks deep for the RAM... EDIT: May I make a little proposal? Tekkit is lagging behind on ComputerCraft. 1.41 (which is for Minecraft 1.2.5) is out, yet Tekkit is 1.33. The update adds some cool things and bug fixes. Maybe we can manually update this mod? All you'd have to do is download this and extract the contents into the mod's folder in Tekkit (generally, C:\Users\[your name]\AppData\Roaming\.techniclauncher\tekkit\mods\ComputerCraft\), and all DW would have to do is download this and install it over the existing ComputerCraft mod on the server. I tested a maunal update in Tekkit and everything worked perfectly. Good idea Y/N?
  9. Try updating DirectX? :/ About distriubuting ghosts: As-is, there isn't a distribution method. That's something left for the developer to implement his/herself.
  10. Things you can see... well, can you see the ghost of your previous playthrough?
  11. You need a legit copy of MMF2 to install the bonus packs. If the extensions were given out, people with pirated copies of MMF2 can use the extensions, which is No Good. It's also against the EULA for the packs and whoever is distributing the extensions standalone could possibly lose their MMF2 license :X
  12. Just like with the Zip Object, it's from a Bonus Pack, which requires a legit copy of MMF2 to install. Here's the Bonus Pack download: http://www.clickteam.com/webftp/files/mmf2/Exts/MMF2z33zExtPack.exe
  13. I'm... not even sure. DarkWire's list usually tells you what pack it is in, but this time all there was is the extension itself, standalone. Strange.
  14. This has a workable homing attack that can be adapted for use in Worlds. However you can't just copy-paste the code, it won't be compatible. You'll have to take the time to study the code and create your own implementation of it that works in the Worlds engine, using the existing Actions system.
  15. We only included extensions we could redistribute. Zip object is apparently part of a Bonus Pack, which we cannot include parts of because it requires a legitimate installation of MMF2. But apparently it's discontinued in favor of the Archive Object, and you can easily grab it off the site linked to in \Dependencies\Readme.txt, so... I dunno.
  16. Wow, so, holy crap what has been changed? A lot. The first major change is the release of Lark's input system! As seen previously in Sonic Zero: Remastered, it allows for true gamepad support, analogue stick support, and rumble support, among other features. Next are the addition of two more utility systems, the Positional Sound System (PSS) and the Family System (FS). PSS allows for ambient sounds with stereo panning. FS allows for easily creating and managing chains of linked objects. Examples of these systems have been provided for you to examine and learn from. There is also a Ghost system! It records player input to have ghosts run through the level. The fastest ghost is saved. If you die, respawn at a checkpoint, then clear the level, your gameplay will be stitched together to create a single input sequence. However, if you get a Time Over, ghost recording is disabled for the remainder of the level. You will have also noticed that the test level was completely redone! I made a new tileset that featured more curves and loops, and Sparks crafted together a big open level that showcases all the different gimmicks. Along with this, MCKaosu redid the sample music with awesome new Genesis remixes. We also have a few new gimmicks! Button switches that control doors, automatic shutters, corkscrews, swing poles, and breakable walls are provided, in addition to some things added in 1.2C (pinball bumpers, lava). Sonic also has the ability to run on water at high speeds! It is modeled after the effect in Sonic 3. There is also an object to facilitate in creating ramps that you can be launched off of! And all of this is on top of a metric ton of bugfixes and optimizations! Sonic Worlds Delta V1.3 is the cumulation of a lot of hard work. We hope you enjoy this release, and use it to create high quality fangames!
  17. That's not a full rip of the airship. THIS is a full rip of the airship.
  18. ughhh people fucking up on terminologies 1) No, don't use processor word sizes for describing graphics. Genesis, Game Gear, Master System all used 4bpp (bits per pixel) graphics. 2) Now this is a key fact about the Game Gear: it can produce the same quality of graphics as a Genesis. The only difference is that it only has half the available palette space; 2 sets of 16 colors instead of 4 sets. Therefore, you can't make something that is comparable to Genesis graphics more comparable to Genesis graphics. It already is. Therefore I suggest you try to scale the tiles up a bit, since everything was smaller in Triple Trouble. (Also sorry for sounding angry about your wording, but I do want to push people to break out of these bad habits)
  19. Level tiles? But for what kind of a level?
  20. Will you be releasing it so that others can use it? Would be silly to have a splashscreen for a community that only one person can use.
  21. So you could use it for, say, bouncing off Eggman? EDIT: Wow I am a horrible person for not reading dates. Might as well say that this was recently updated and Delta 1.3 is in the works, with some nice goodies.
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