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SoaH City Message Board

ssbfalcon

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Everything posted by ssbfalcon

  1. I remember this... Too bad about it all, but hey, fangamming can't take priority... Wow, looks nice, and the movement was pretty nice... a better test would have been a nice wide open plane to run around in but hey, I'm not complaining, when I first saw it, I wanted to just try it, and I'm glad I got to... Great work!
  2. Negative rings? Now that sounds interesting...
  3. Take a screenshot of the event list editor of just that area so we can see exactly what's happening... Make sure the loops aren't looping infinitly... like one calling the other, etc...
  4. May I say you have the most amazing MMF project ever seen in history?
  5. Hey... I barely remember you... Was it while I was still lurking?
  6. Pretty good. For some reason, the Wing fortress one just stands out as awesome.... And such an overlooked level...
  7. The cutscenes feel... Nostalgic... It's just the classic look of Sonic that makes it so... great... ... ... ... Got that in wallpaper size?
  8. Please be good... I really didn't like Rocky 5 nearly as much as rocky 2... or was it 3... or... bah I forget... I should watch them again... Rocky 5 was as good as this joke from it:
  9. When the music becomes public domain... But that would be 70 years after the composer dies... (If I remember correctly from my commercial music class) So you can wait if you want...
  10. Wow, looks awesome... I love the pink;)
  11. Well apparantly SFGHQ is a "Non-Notable Fansite" Anyone care to contest(or come up with some site history)?
  12. Hmm... I do vaguely remember an old topic on the old phpbb's about the history of the site... from the first fangame (Tails and the Quest for 100 rings methinks), first SAGE, etc... That would have been a great time for that to happen... I could start a bit of it, minus history... (started) Oh... and I think the main site needs dancing rabbits...
  13. Oh trust me, I posted on 1up my feelings on Sony's over defensiveness where I said that it's what makes me doubt the machine. If they kept silent and kept showing pretty trailers whether or not they were pre-rendered I'd be more than happy... I'd be the first one to buy... (well, 4876th to buy... I'm not getting killed for a computer...) Nintendo never claimed they had the best of everything and weren't uber defensive about anything... In fact, they spoke the least... Now Microsoft spoke and delivered for the most part... even if SEGA's Chromehounds does destroy the console...
  14. Sounds great... Looks like we'll finally see an actual 3d Sonic fangame playable...
  15. The organization is much better than the original system which in all honesty wasn't any good... Granted, another issue comes from those multi pack libs and tutorials which make things a pain... One thing I'd like to see though is a basic text search of tutorial libs so that if someone's looking for a tutorial say on parallax(which btw is misspelled in the tutorial section) they can search for it.
  16. You know... if Sony would have just STFU about everything people wouldn't have these doubts about PS3...
  17. Wow, nice work! This is something I'll definantly want to use in the "Coconut Engine" parts of my game... Releasing them seperatly for each game isn't a bad idea and probably the best way, but whether or not you want to wait till they're all done to do that makes no difference to me. I cant' find anything I don't really like... I'm liking Silver Sonic a lot though... Let's just say, if you get that one done, I'll have another boss battle type to add to Sonic's Vacation...
  18. This looks different... Must play...
  19. In classic resolutions, (320x240) fast acceleration won't work at all... 400x300 allows for a bit more accelaration, and the resolution I'm using from now on (It's about time we get high res fangames) 512x384 allows for even more speed. However, with each window size, level design must be different for it to work properly, otherwise levels might feel cramped, weird, etc... But the higher res does allow for cooler effects (particles look much better at 512x than 320x)
  20. Parallax isn't woth it in TGF due to the limitations unfortuantly... However, I'm sure you could find someone who would, given the images for each layer, port it to MMF and plug in parallax.
  21. They felt slow because people set the speeds slow trying to mimick the speeds of the classic games... I always hated the slow acceleration... I mean, isn't Sonic supposed to be fast? That's why I always adjust the acceleration to be a bit to much faster than you're used to... (granted, that make adjusting decellaration a pain to get it perfect) and the movement turns out to be more fun IMO (Think Mario64 where it was fun just moving around) But what Nitemare said should work... Otherwise, just redo the values to something that feels right for your game...
  22. I was wondering what was going on with it... Great work as usual Dobe! Was I right when I said we'll be seeing more 3d fangames? Looks like it was sooner than expected...
  23. erm... dlls are just as you know other outside code that you can plop into a program so you don't have to write that code on your own... Regardless, you'll have to seperate the object into limbs etc, and then apply physics to each part, whether or not it's your code. MMF didn't support quite a bit yet look what stuff that wasn't possible in it we managed to do... I for one am most impressed with how we got parallax done... And what Kittie Rose said is basically the point of ragdoll physics... Oh, and ragdoll physics really isn't worth it unless you plan to put it to greater use than a dying animation, which is done far too often...
  24. Nice backgrounds... Can't wait to see that in action..
  25. ... Uh... *rubs eyes* oh.. I thought it was Diablohead who asked this...
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