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SoaH City Message Board

LarkSS

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Everything posted by LarkSS

  1. @espeed: I hope your 'dude' is a general one. ;> OT: It's great to see a unique art style going around. The lighting/detail in some is done excellently as well. I need to remind myself to check back to this thread every now and again.
  2. It has been in endless 'coming soon' status for awhile now. i-i
  3. You could place the water background right underneath the water surface, but that won't look right unless your water has the Hydrocity 3D effect applied.
  4. Happy Birthday Tentril! You are now 1/5 or 1/4 complete with your life, depending on how you view your physical condition and luck ratio.
  5. That pic gives me Bioshock vibes... somewhat.
  6. You have to split the event you mentioned above DW. =/ There are other little wonky situations such as you not being able to combine the action that starts a fastloop with an action that spreads a value in the same event.
  7. Ah, I have no evidence if this works or not, but that does seem quite plausible. I've never desired such a thing though since I'd normally use qualifiers to do the job instead, but I'll keep this in mind to try out should I ever deal with lots of different types of objects using their own varied bunch of children.
  8. iirc that's around the maximum slopes are allowed to be while being unaffected to physics. If it feels that bad, I think you may be able to find the limit somewhere in the slope calculation group.
  9. Basically the same as I've mentioned, you still require ID values to loop through multiple instances of the object. I would never expect you to loop through each object and then subloop through each of its children, or each just looping through the children only for that matter. =E This is also the case in which I use fixed value comparisons, though I've never found that "Pick objects with reference to their value" comparison to help me whatsoever, but rather I have to use the alterable value comparison from the child objects to compare with the fixed of the parent to obtain links between them.
  10. @Pedro/Mobiethian: Grass does not grow upside-down. ;> I think it would be fine if the sides extended all the way to the ground to give the loop structure itself more support. I think you meant putting the grass literally on the very top of the loop, not the top of the inner circle, in which I agree so it doesn't look as flat up there. ;D
  11. Why in the world would you make an animation that's just the graphic bobbing up and down when that movement could be programmed with a much more smooth visual appearance as well as more accurate position tracking in-game?
  12. I hope the level design ends up being as nice as that last screenshot is. ;>
  13. I still find there are scenarios when you want to manipulate an object using its own personal information combined with another, and though you've established connections between each of them in the events, MMF2 still only handles one pair correctly, regardless if fixed values or ID values are used. Because of this, I find the use of either to be backwards compatible in most cases, though I still do use fixed values when I want to ensure that the bond between two or more objects only exists for them, and can never be replaced in the fashion that ID values would result in. However, to correct the issue I mentioned, you still need to loop through the object type in question to deal with each one individually, which would be difficult unless ID values were used for iteration (and MMF2 will automatically incrementally label these objects using a value spread). MMF2 does have some kind of linking system though that's somewhat hidden and isn't very flexible on top of that. If there exists 3 of one type of object, and 3 of another type of object, and you tell the first type to position on top of the other (no special conditions here, just an Always for example), MMF2 will automatically position one of the first type to one of the second based on their creation order. This same logic can be applied to pulling values from each other, and therefore can be used in certain situations to link things together with no need for a fastloop iteration. Just be weary that this type of link must be completely open-ended. If a restricted selection out of the available pool of objects is desired to be manipulated with, then the fastloop iteration is the only other option. To that note, there is actually an extension that helps make this easier, which Azu had posted much earlier, though sadly it's not HWA compatible. I personally don't find ID checking hard to set up though, I guess from having done it so much already. Just spread through your ID value for your object, start the loop for the number of times necessary (usually the object count for that object), compare the ID value of the object to the loop index, and then proceed to program conditions and actions for it as normal, being careful to keep secondary objects whom are attributing values and/or conditions linked by comparing them first to the previous object.... I guess I just made the process sound somewhat complex.
  14. I agree with everything you post in this thread, just for future reference.
  15. Those screenshots look like someone messing with the Photoshop blur tool, sadly. =/ Would be awesome if they released a handheld with anti-aliasing support that didn't kill performance. Edit: I wonder if the Pandora needs to change their slogan about being the most powerful handheld device, unless they're gonna try to lean on things like "we don't just mean hardware, but the capabilities" or whatever else they can think of as an excuse.
  16. Riptor, could you possibly apply the 3D effect used for Hydrocity's water surface on the beach and ocean of the background? Would give it a lot more depth. I wish the native flickies code could be ported into Sonic Worlds Delta btw. My version is just placeholder until someone with better knowledge of its original movement comes in and saves the day. Just realized you're actually not using a rom hack after seeing Tails rotating smoothly with the slopes. How did you program the flickies? =o @Mr.S: Do want. I would definitely give a dark shade to Mecha Knux though so he fits into the STH3 realm better, as well as give some shading to that water balloon he's throwing. (Also, I originally read your zone name as Crystal Cavern, and was a bit disappointed when I realized it was just Crystal Cave. Add an 's' to Cave and it would still probably sound a bit better.) Regarding the parallax, you could add a few different layers of rock to accent being entirely engulfed in a dark cave, and maybe throw in a few occasional crystal clusters.
  17. I created a caterkiller for Sonic Rebirth, though I don't think Leon would want me giving it away, unless he explicitly gives the ok. I just used a timer-based positional animation system, or in other words had an alterable value increase and while it was inbetween certain values, each part (linked together through IDs and a fastloop) would reposition a certain way and by a certain amount, and as the increasing value would loop back to 0 after exceeding a set limit, the result would look like an animation, except with the caterkiller slowly going forward from not returning backwards all the way (which is of course desired). Getting the darn thing to turn around, handle slopes, and die two different ways was the hard part for me. =/
  18. Honeycomb Hill makes me hunger for some breakfast cereal. Eh, sounds a bit unprofessional to me. And yes, fangames are serious business.
  19. I've never had any popups going there, nor get any "pop up has been blocked" notification. I think they don't even do banner advertising, though I may be wrong as I have ad-block. I suppose however I can upload future builds to thisisourcorner (was trying to shamelessly bring up my site points for that host). Speaking of which, I think it's still on me to patch up and complete the new version; guess I should hop on that soon. Why thank you good sir.
  20. Left is nice, but the shadow is just too strong; it's an example anyway. ;>
  21. I think it's coming along rather well, though besides the slight size adjustment to fit genesis sprites in terms of scale, I believe the only other issue you'd have to deal with is making the palette and lighting match that of your game that you plan to use it for, so you getting it to fit your game rather than it being "genesis style" is really all you need to go for. ;]
  22. The level art makes me think it's going to be a level that revolves around bees, heh. Also, I don't like the hexagons in the background layers; it looks pasted on. Might want to try lightening the shading some and applying a better shadow against the rock their sitting on/a part of to make it fit in better.
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