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Serephim

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Everything posted by Serephim

  1. This year Evo too hype tho. Dem BB finals were ridiculous.

  2. Again, I agree with this, everything about 06 is clunky. I honestly don't think there's anything worth copying from that game. The animations were stiff and awkward, the physics and running speed were terrible, the homing attack is unnatural and clunky, the special effects were lazy, and water sliding looks absurd. It's neat that you're able to emulate it....I just really don't know why anyone would. If Sega ever remade Sonic 06 and made it a good game, it would play nothing like the version that was released at all, I can guarantee you. It's like a case study on how to make a platformer feel as unnatural and clunky as possible. At the very least I think you should swap the animations out for better ones...which I do think would be any other game in the franchise.
  3. It's less an attack on GM developers than the program itself. It could be any number of reasons, but GM games seem more commonly buggy in the stability department than MMF games.
  4. Not a fangame or screenshot, but: Oh, how this took a while to get right...
  5. Ah, Okay. Now I remember what TargetScore was supposed to be for. Nope still didn't need it nvm. Okay so this method will always reach any size target value within a max of 120 frames, but that's assuming you're starting from 0. Increasing the score will only add more ticks per second to maintain it. If you want it to take 2 seconds to update the total anytime the score increases, then you're going to need to record both the total score and the last displayed score, subtract that from the total, and run the logic on that. So, anytime you add anything to Total Score: Add > [new points] to TotalScore // This updates the total score as usual Set > StartingScore to DisplayedScore // This saves the last position of the displayed value Now for the counter events: Always: Add > (TotalScore-StartingScore)/120 to DisplayedScore So (from zero) if you're at 90,000 / 100,000 score being displayed, and you gain +10 points, instead of: 100,010/120 = 833.41 per tick, which would finish in 12 ticks you get 10,010/120 = 83.41 per tick, which would finish in another 120. **Edited to fix the logic.
  6. I screwed that up too, wow sorry. The second condition should be, if displayed score is GREATER than Total score, then set it to Total Score. Just flip the operator. Also, you can make the counter increase faster or slower by changing the amount you divide the TotalScore by. This would be useful for an act end score tally or something. Basically, convert seconds to your target FPS. At 60FPS, /60 completes the tally in one second, /30 is half a second, ect.
  7. It's a real pity. The HTML5 focus is valiant but I just cant get behind it for bigger projects. Scirra really knows what they're doing though, and i wish more than anything that they'd update Classic on the side even a little bit.
  8. You shouldnt need loops for this. Just have the total score recorded immediately when it's gained. The counter that displays the score should add the difference in 2 seconds (120 frames) by adding the total value in percentages. So if your score was 100, and you gained 40,000 points, you add 40,000/120 to your counter every frame. In 120 frames, it will have added 40,000. TotalScore = 40,000 (This is your total score value) DisplayedScore = 100 (Whatever the current value of the displayed counter is) Always (Every Tick) >> Add TotalScore /120 (or * 0.0083ish) to DisplayedScore if Displayed Score > TotalScore Set Displayed Score to TotalScore. Using loops for something like this is a massive waste of resources.
  9. Well from the breakthroughs in my engine I made 2 days ago, i'm a bit curious now when it comes to C2 Worlds. Is there a more recent version of the engine laying around somewhere Candescence? If I can open it in my copy of C2 then i'd like to play around with the events a bit.
  10. I think that instead of having a button immediately executing the spindash state, you should combine it with another action to make it feel more solid. Depending on how slow you have to be moving to use the spindash, you can choose to mimic either Sonic Adventure 1 or 2's spindash (complete stop or continuous use).
  11. People still watch cartoon network? Guess im just old Never watched it but I doubt Johnny Test deserves this kind of animosity. It's very flash-esque but it's not like it's badly animated or anything, a typical Anime has way less frames in any given episode. But that's sort of the reason this style of animation exists, the sad truth is it's just far more manageable to deal with. I'm no real fan of the trend either but aside from an few great TV shows there isn't much to compare it to these days. It's just how it's going to be.
  12. Oh, that's promising to hear. What I figured out a few days ago rewriting the collision code and letting CC handle most of the basics, is that the collision in CC and C2 are definitely decent enough to lean on on their own. I don't think any amount of added collision is worth eating the CPU, and in any case, substituting hard-coded collisions in CC/C2 will never be as accurate and fast as just using the Box2D physics or a built-in collision engine. At the end of the day there's always the Physics/Bullet behavior, and CC has custom movement behavior that handles pushouts, not precise in the slightest but it works. I'm not sure exactly what changed in C2 because I know a few collision options are no longer present, like per-pixel. But early into this idea, i'm thinking you could probably get Worlds working in a fraction of the sensors or cycle work in at least MMF2, and just use functions to handle the angle detection.
  13. Game Maker: I can't vouch for Game Maker, i've never touched it before. Engines using it seemed to be getting progressively better, but there have always been little quirks about GM projects and demos that bothered me. It just feels like nobody who uses it really has an extensive grasp of it yet unless it's a Mario engine. MMF2: I actually own it now but have not yet upgraded to 2.5 yet, and I doubt I ever will. MMF2 on its own merits is a wonderful program, but after switching to Construct Classic i've ditched it entirely. The deeper features of MMF2 are just too lacking to me. Construct Classic: It has some annoying IDE bugs. Including a memory leak issue with the sprite editor that will crash the program and ruin your life if you don't know it exists. The event editor also has this issue where it occasionally gets confused with highlighting events and selects whole groups, and it's aggravating as fuck. I also hear warning of a larger memory leak issue that still hasn't been fixed, and apparently creeps up on larger .cap files. All that aside? This program is wonderful. If it had just a single update more to fix the memory leaks i feel like it would be perfect for my 2D needs. Nearly everything i've tried to implement that I stumbled hard over in MMF2 gets done. It's waayyy faster than MMF2, comes with great shader and mesh effects, subevents, functions, multiple ways of grouping objects, FAR superior object selection control, and alot of other improvements. It also features Box2D physics and other built-in behaviors that can be stacked and toggled during runtime. ***regarding Worlds in Construct Construct 2 Basically CClassic, the non-buggy HTML5 version. And that's both a great and not so great thing. C2 is definitely the superior program out of the 3, but it has to be more or less half as powerful as CC is. On the flip side though, it offers all the same amazing features of CC with the added benefit of actually being in active development. I'll use it for smaller projects, but until that horsepower issue is fixed i'm reluctant to bother with it. In regards to C2 Worlds, I believe someone tried to port the engine, but it just proved too intricate for C2 to handle, causing it to lag and not even work properly.
  14. I wish I knew this sheet existed a few years ago.
  15. I saw this on Tigsource, it's looking pretty good dude.
  16. It's interesting, DBZ is known for its power swinging transformations, but starting with the Cell saga and persisting onward, it had this funny trend going where it ultimately becomes useless, and the characters were all self-conscious of it. SSJ3 was goku's magic ass-pull, but it completely exhausts him before he can beat anyone with it. Gohan unlocks his Ki, making all of his SSJ forms a complete waste of energy. Then fusion creates Vegeto, who is so ridiculously powerful that he surpasses 3 combined sayians including gohan in his normal state. Then Bills shows up and he doesn't even have any Ki. I shared your sentiments on the form when I first saw it, but the SSJG form makes alot more sense if you watch the movie. It's not something that's supposed to look cool visually (like SSJ2 and 3), but instead conceptually because of what it is. In fact, the characters mention that Goku actually loses muscle mass after transforming. Goku was chosen to be the carrier of the form to fight Bills, but towards the end of the movie Goku agrees to let Vegeta carry the form the next time it's used. Should also mention that at one point in the movie, it's explicitly said that Vegeta surpassed Goku's strength. (He was SS1.) Should also mention that Akira Toriyama on many occasions has stated he actually doesn't remember alot of the shit that happened in DBZ, and has to go back and research his own shit. So...yeah.
  17. this will be so fucking bad i cant wait
  18. I didn't say don't make the game play right, I said the most basic of features are already completed in Worlds, so you putting so much emphasis on conserving classic tradition is misplaced effort. With the exception of looping Y-axis levels, Sonic Worlds surpasses the capabilities of any given genesis title in just about every way. Sonic 2 is my favorite genesis title and it is rife with easy to find glitches, most of which kill you. As for keeping art assets "faithful"...Im sure sega was more concerned with how to make things move faster and look cooler while making deadlines. Hell you could put boost into the game and the only way anyone could argue it was non-authentic is if it didn't work. How is that any different from Sonic 2 adding Spindash? Or Sonic 3 adding air dashes, double jumps and invincible shielding? Or Advance adding secondary actions, burst mode, or tag actions? I know we're speculating a fangame idea here. But you say you want to make a legit-feeling Sonic 4, but you're snuffing the better portion of its potential out when being "classic faithful" is your main goal. "Classic faithful" isn't graphical style or ring sprites, its "new and exciting to play". That's a personal peeve of mine when it comes to this place. But hey its your game, it being good is all that counts.
  19. Rap, Hip hop, R&B, some rock bands (way too many damn classifications, never cared enough to research) Pop, Funk, tons more probably idk. Despite this the shit im blasting in my ear usually comes from a VG OST. But i'm no real fan straight techno and trance bore my ears almost to annoyance. Some electronic is great if the melody is good, i enjoy Daft Punk.
  20. Yeah the difference in control of the character immediately feels different than watching a video of the tenkaichi games. The one thing I still hate about these 3D titles is how apparent the invisible walls and terrain collision is, a problem that I believe DBZ of all games shouldn't have. Being blown away isn't nearly as satisfying as blowing someone through the wall behind them. That's really the only added benefit of taking DBZ control into 3D, adding more visual scale to the effects of attacks. This game would also heavily benefit from Burst Limit's motion blur from how fast everything is, especially if this game is going to run at 60FPS. Motion blur in 3D fighters is like freaking night and day when it's done correctly.
  21. I think making a sonic sequel "right" isn't so much about getting the physics right, not ripping off levels, classic character selection, whatever. All that stuff is basic basic basic, it should be expected anyway and Sonic Worlds literally does 2/3s of that for you off the jump. It should be about playing something exciting. Sonic, Tails, Knuckles, genesis physics and original levels are not exciting to me. It's been done, in fact nearly every fangame in development these days is more a showcase of level graphics than anything else, but they're all populated with the same thing. I've seen new shields and new badnick designs, sonic edits and bosses, but you know what I haven't seen in a fangame lately? A new playable character, or even an ability for an old one. The one thing more exciting than the actual sequel of the genesis titles back in the day was the new character and abilities they had on the case. It's just my opinions though, as usual.
  22. I thought it was refreshing. Nobody in the show could scratch Bills without it, and in the end the form had to be given to Goku by everyone else...after which, Goku spends the majority of the battle complaining about it, because it's a level of power impossible for him to reach on his own merits. I thought it was a pretty decent departure as a form because SSJ3 was pretty much the peak of powering up in DBZ. And by the end of the series, typical fusions being able to outclass its power at base level and Gohan outclassing it without even transforming pretty much made it obsolete. So there being a natural SSJ form stronger than SSJ3 is just kind of silly to me. So creating another form that relied on fusing Ki or powering up would have been pretty lame. And in the movie, the cast tries SSJ3, fusion, and combining eachothers Ki, and none of it makes a difference.
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