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Numbuh 214

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  • Fan Gaming Specialty
    Sprite Assembly, Enhancing

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  1. Umm... maybe the Homing Attack would go if Sonic was in range of an enemy, but he would activate the shield's power otherwise? :S
  2. Honestly? I get what Overbound is trying to say, and it's really this small theory I have with Sonic games in general: "A good Sonic game is a good Mario game on roller skates; a bad Sonic game is a good Sonic game with pits and glitches everywhere." Think about it: what made the "Number Series" Sonic games (that is 1-3, S&K, and CD) so good? They had a balanced mixture of platforming and speed, and even a small bit of puzzle (raise your hand if you ever got stuck in Carnival Night like I did); not much was different between the two in this era. You were running and jumping around trying to get to the end of the level, just like in Mario games; you were just faster (and as such, harder to control) in Sonic games. Now where did it go wrong? Level design. Before, you had levels that you could explore and branching paths, but enough speed for some players to not care; now, you have what I call "stepping stones over the void" (that is, levels with more bottomless pit/"death water" in them than actual ground). Before, you had solid gameplay that suffered from a few minor bugs (and a few humorous ones); now, you have linear levels with trial and error jumps, various control issues, and collision bugs that don't exactly help (granted, no 3D Sonic game besides Sonic "Two Thousand Suck" really comes CLOSE to offending the latter, but it IS apparent in a few other games at some specific points). Whatever happened to just taking Mario's newest level design ideas and making levels that accommodate for roller skates? My point is this: if and only if Sonic games go back to his old formula of being faster Mario games (that are harder to control as a result), he will take a huge step on the path to his eventual redemption. So yeah, on the topic of this game; I remain neutral to Sonic 4 since it doesn't seem to be a bad game yet. I'll just say "When I play it, I will form an opinion on it."
  3. The Advance series would hold a higher place in my heart if the special stages were either slightly easier to either PASS or GET TO. Here's a run-down of how you access each special stage in each Advance game, with an "ADL" (meaning "Actual Difficulty Level") describing how hard the game's special stages are: Get to the ONE special spring in the act and get ONE try on the special stage. ADL: 2/5, not that hard once you actually get to them. Get 7 special rings and THEN beat the level. Also, EACH CHARACTER HAS THEIR OWN EMERALD COUNT, SO DON'T BOTHER WITH ANYONE BUT SONIC IF YOU WANT TO PLAY THE FINAL LEVEL. ADL: ~4-5/5, but I can't confirm personally as testaments I've heard have made me glad I never did get this one. Find TEN Chao scattered around the level, then get a special key, and then take that to the special spring for EXACTLY ONE TRY. ADL: ARGH/5. I actually used an AR code to skip the special stage garbage the first time I played and I do not regret that choice one bit now that I play again. What I can say about the Advance series is that based on the actual games (and not the hard-as-hell special stages), Dimps may as well become the new Sonic Team; Dimps knows the blue speedster better than Sonic team does. More on-topic: HELL YEAH SONIC FOOOOOOOOOOOOOOOOOOOOOOOOOOUR. Hope it's good, but as usual, Dimps isn't really leaving any room for doubt.
  4. I'm not going to lie here; a lot of gamers use Sonic Worlds as the engine for their fangames (and a Clickteam product with a "2" in the name as a result). The trouble is: not everyone wants to use the default Sonic sprites for their fangames, but even fewer people want to go through the trouble of importing an entire sprite sheet into Multimedia Fusion 2. What I am suggesting we do is make some sort of program that takes a sprite sheet image and does the following things to it: replaces all pure black pixels with "MMF2 Black" (8, 0, 0), since MMF2's default transparent color is pure black. replaces the pre-defined "transparent" color with pure black, also because MMF2's default transparent color is pure black. creates rectangles around every sprite in a pre-determined "box" color. I know the first two are easily do-able, but I honestly don't know how we would do the latter; I do know, however, that this would greatly simplify the process of adding new player sprites into the Sonic Worlds engine. If someone could figure this out, it would help a majority of Sonic fans wanting to get their game ideas off the ground (and perhaps get Knuckles into official builds that much faster).
  5. Do NOT bash all of Unleashed; from what I've seen of Unleashed, it looks like they did a good job in taking all the (gameplay-related) crap out of the game for the day stages, but then smelted all that crap down and smeared it back on for the night stages. You might say the difference really IS night and day. *shot for incredibly lame pun*
  6. There's your problem; set Water Level to the frame height. ...Or just make the "running on water" group deactivate itself if there's no water.
  7. I understand where you're coming from, Blaze, but what I've noticed is while Mario is more about precision jumps while Sonic is more about high-octane running sections; this leads to my comparison, "A good Sonic game plays like a good Mario game on rollerskates." Had Sonic Team not strayed so much from that formula, the Mario vs. Sonic war may not have ended. Whether or not it is correct I do not know, but I will continue my fence-o-text later.
  8. ALL RIGHT!!! Thank you SOOOOO much, lark! Rep up!!! ...Just saying, but you might get some more if you hosted the old extensions somewhere... ;
  9. No, I can't DIM, but I would if I could; even if I had the old cca file, I wouldn't be able to open it. Why? I'd tell you if I knew, but it tells me it "can't find kcfloop.mfx" even when I put kcfloop.cox in the "Extensions/mmf1" folder. Do you know somewhere I could find a more reliable download for the MMF1 extension? And, don't say CelloSoft, because their download link is down.
  10. Hey again... I seem to recall a "Pixel Movement" tutorial being on the site at one point or another; so, if someone could find it and make it MMF2-friendly (*coughfastloopcough*), I'd be REALLY grateful.
  11. LOL tone that down and make it a power-down in the final game; bonus points if you make it mess with the music, too.
  12. ...Ah, well. PM me should you want another hand in designing this game. I'm very interested in your Fated Hour now and always willing to help.
  13. Well, I've thought of an easy-ish way to palette-swap should you still need it. First, copy a rectangle from one sprite of the Sonic object so that all the colors you want to change at once (in this case, all the colors in Sonic's shoes) are encompassed. Then, create an active object. Clear the first frame and resize to 1 by x pixels long, x being how many colors you want to change at once. Next, paste the copied selection into another frame; extract each color and place it one pixel per color into the first. Order is up to you, but keep it consistent in the next step. (I recommend lightest on top to darkest on bottom, personally). Now delete the second frame and copy this into another animation (Walking, Running, Jumping...). At this point, take some new colors from wherever and make a new palette from that. Repeat as necessary. Now for the implementation. Rename the object and make it follow the frame if you want (I recommend this, but I'll assume you won't for the sake of example and refer to it as "Active"). Whether you choose to or not, right-click it and create another active object out of it (this is different from cloning; this object should be renamed, also; but I'll assume you use the name "Active 2"). This second object will be the palette Sonic is currently using. Go to the event editor and make an event with a sole "On loop" condition. (What you name it is up to you, but we'll use "loop" for the example.) Then make this event have the Sonic object "Animation > Replace Color". Once you're there, hit "Calculation" (like it was SO hard to figure out). When you get there, c/p the following: RGBAt("Active 2", 0, LoopIndex("loop"))[/CODE] and press Enter. Then, click "Calculation" again (WOW, that was unexpected!) and c/p this: [CODE]RGBAt("Active", 0, LoopIndex("loop"))[/CODE] You may think this looks nearly identical, and you're right. However, this tells MMF2, "Look for the colors on the palette object that changes with Sonic on the Sonic sprites and replace them with the colors on the other palette." BUT, there is [b]one crucial, important, vital step[/b] before you can swap. You must copy the action you just made (the replace color one) to the palette object that changes with Sonic so it can actually change with Sonic. That's it; now all you need to do is call it. When you want to change the color, tell the application to run "loop" this many times: [CODE]Y Bottom("Active")-Y Top("Active")[/CODE] This returns the height of the object (in case you want to make it modify more colors). Hope you could understand that. If not, PM me the source; I can implement it if you're having trouble. REMEMBER, the palette objects and loop are nameable, so replace my default names if you're not using them. EDIT: Whoops, forgot to tell you to change the animation of the first palette object and start the loop if you want to actually change the palette. But you probly woulda figured it out.
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