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The Taxman

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Everything posted by The Taxman

  1. I happened to be snapped while I was out last weekend, so I might as well...
  2. ooh nice! is that bonus stage going to be rendered in real time, or pre-rendered for a pseudo 3D style like Sonic 2?
  3. So you're after Mega Drive instrument samples right? http://milkcrate.com.au/_other/downloads/sample_sets/little-scale_mega_drive_sample_set.zip here's a swag of different instrument variations tuned to C
  4. I'll try and keep DW in check hah... I still don't quite follow the boss concept he has yet, but it shouldn't be too brutal... unless you're afraid of a giant tin of SPAM.
  5. Actually, the 2007 demo of Retro-Sonic did have it go check it out foo
  6. No you guys are wrong, it's one function that tests for player to object collision with 5 parameters: -Type of Collision: C_TOUCH (e.g. rings) C_BOX (e.g. solid block) C_PLATFORM (You should know ) -left collision bounding box offset -top collision bounding box offset -right collision bounding box offset -bottom collision bounding box offset The result of the collision is then stored in the CheckResult variable which you can then use to perform an appropriate action
  7. Well, what you're seeing there is two instances of the same function called slightly differently. The first one is performing a solid "box" collision and the second one is a "touch" collision. There's two because the spring is solid on some sides and bouncy on only 1. DW, that example is also a little out of date now that I added a few things... Also, the code isn't indent sensitive... but you should indent it anyway for the sake of neatness!
  8. It's my own scripting language, which is sort of a novelty mix of BASIC and C style syntax. I don't have a name for it yet, when I think of something I'll let you know ;P I should explain that the actual C++ isn't being touched by the Nexus guys either. They're using the RSDK to do the game (although I've been doing most of the scripting so far, but that should change), and if anything needs adding to the engine, I do it. Who knows? Because the game files are platform independent Nexus could run on any platform that Retro-Sonic is compiled for
  9. That's what happens when Slinger places the wrong tile in the rsdk XD. To be fair, because we both worked on designing the level layout/mappings I didn't actually tell him which tiles I made were which. So yeah, more play testing will iron out these mishaps hah. Oh and grassy levels are the worst for this sort of stuff, because you have parts that sonic's meant to go through and parts that aren't... Pristine Palisade's gonna be sooo easy to do in this respect, just easy blocks!
  10. whatareya gonna do about it though? I'm the one who has the source ;P Seriously though, this game should run super fine on 400-500mhz and up
  11. Here: http://rsonic.randomsonicnet.org/Nexus2008PC.zip Ok, I'm pretty sure there was meant to be a more epic post behind this, but Slinger had to go to class so yeah... Here we are kidlets, 2 acts of Sunset Shore Zone, running on the new 2008 edition of Retro-Sonic. The 2008 edition of the engine, along with the RSDK is capable of more cool stuff than the previous 2007 engine, which is why Sonic Nexus has been able to be developed independent of RSXG (which is coming later this year probably ). I'll go into more detail later about this stuff, but right now it's pretty late and I'm trippin' out here. So in the meantime download and enjoy. Be sure to visit the Nexus website often for future updates. Credits for this particular build: * Produced and Directed by Slingerland * Programming by The Taxman * Graphics by Damizean, The Taxman, and Slingerland * Game and Level Design by Slingerland * Sonic Sprites by The Taxman * Enemy Sprites by Aerosol * Music by Hunter Bridges * Flash intro cutscene by RgxSuperSonic P.S. The Mac OS Version will come soon, so hold tight! Cheers! -The Taxman Slinga edit: The Time Attack Challenge is open! Post your time attack runs as video responses to Slinga edit: Mac version is out and now available on the Nexus homepage.
  12. Sorry kids, we're planning our own demo release later this year. There is some Retro-Sonic related news that'll appear at SAGE though, I can say that.
  13. Heh, Very Special was also sampled on a J Lo song back around 2003 iirc. http://www.youtube.com/watch?v=ECQtDsCG06c How did I remember this song? Year 12 Common room haha, damn commercial radio
  14. hahaha Glider! Man this takes me back to primary school, it was like the hottest game we had on the school computers (we only had macs)
  15. The link with exercise and endorphins (often coined "Runner's High") has recently been shown as credible by some German study this year, although other people question whether the link is directly between the body, or the brain rewarding a challenge or even linked to another chemical similar to THC (which is in good old marijuana or chocolate yay!). Meh what ever it is, the way I understand it, as you get used to exercising the body basically offsets the feeling of pain allowing you to be HARDER BETTER FASTER STRONGER (but not funky robots). When your body first does activities it's not used to it's always going to give you that "did I break something?" feeling the next day. But unless it's joint pain, it's generally a good thing (in the way that you've worked hard, and will improve over time). I've been trying to think of advice to give... but uh... I think in the end it's highly personal. Everyone has their own goals, reasons and preferred methods. I've got mine and I'm quite happy with them. Whatever you do, just make sure it's not going to injure anything and don't put yourself down
  16. Yeah, general consensus is that Sonic 2 HD will be a direct port of the original Mega Drive code with new graphics and sound. Retro-Sonic XG has nothing to do with it so you don't have to worry about it getting side tracked
  17. Also, it says on that page I'm one of the lead programmers (the answer is no if you're wondering)
  18. Actually, the corkscrew movement in Sonic 2 is handled by setting the player's Y position based on a sine wave. True, that in itself is a kind of path movement, but the result would look better than physically drawing a path in MMF. I used this trick in the Retro-Sonic test of Emerald Hill. I had a scripted object that toggles this movement scheme, allowing corkscrews to be easily defined by placing an object at the start and the end.
  19. Haactually, while the parts of the background are used from Sonic CD, the background is indeed from Cinossu's Sonic 1 Extended Edition
  20. Yeah, I made those desert tiles... but they're the bastardized low colour versions. I never agreed with how the desert zone was portrayed in the S2Delta hack but I still helped out none the less. I have much nicer tiles but they're being used... (by me )
  21. Ah well, I think i'll just go back to working on RSXG from the sounds of it most people prefer the other model.
  22. Care to elaborate? My main beef with dami's model is the quills, they slope down too much, and aren't quite sized correctly: for example, the top spine is longer than it should be
  23. Ok, I made a few adjustments, dami's model is on the left for reference...
  24. Oh, and I've just finished working on a new Sonic model... comments? I still need to animate it, but the rigging is there.
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