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Reventador427SGTH

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Everything posted by Reventador427SGTH

  1. This might be one reason for the discounting, but a member said it also applies for people who want to actually buy it for the first time and there's a specific process to obtain the discount (I'm awaiting message from him). About the rest, I think I might take this new program into consideration. Reccomendable to make hub worlds à-la-Generations or open-world zones à-la-Chrono Adventure. Now I just want to know if shipping is expensive for "Rest of World"...
  2. I have noticed in a post on a Facebook group I joined (related to CF 2.5 and MMF2) that there is currently a discount on buying Fusion 2.5. Since the only purpose, for me, to use programs like these in order to use the Sonic Worlds Engine and build Sonic fangames, do you think it's worth it to swap from Multimedia Fusion 2 to Fusion 2.5? What changes are implemented? Can Worlds work on CF 2.5? Does editing work almost the same way (events lists, frames...)? Because just $40 is already an EXCELLENT deal for a Developer version of a Clickteam's program...
  3. Hello, everybody. I'm Reventador427S, a 16 year old boy and an extreme fan of almost everything related to high-speed action (such as Sonic (obviously) and Need For Speed) at the point of wanting to be a rally racing driver and an auto mechanical engineer. At first I tried to join Sonic Retro, but I saw, 3 months later, that I was still not validated. I double-checked my validation post and the guidelines and I saw nothing wrong. Probably they're "dead". So then, I joined Sonic United (which only now I realized it used to be SFGHQ), a much more appealing and active community. I keep up to date to LakeFeperd's most recent projects and updates (he's my favourite fangamedev). But it wasn't the only reason what I joined. Thanks to the Fan Game assistance forum I can learn some details about the Sonic Worlds engine and how to manipulate MMF2. I know that I already said that in some other forum, but my MMF2 is cracked (I'm still saving for a legit copy) and because so I have to stick with Worlds 0.5. The origins of my nickname came from 3 of my favourite cars: the Lamborghini Reventon, the Lamborghini Aventador and the Shelby '66 Cobra 427. My Youtube channel is TheReventadorChannel. I upload videos very ocasionally since I'm also saving to buy a headset and I'm making some changes to my house. Let the speed be with you.
  4. Due to my current situation that my MMF2 is cracked (I know $120 is a good deal for a game-builder, but I'll save for later) I HAVE to stick with Sonic Worlds 0.5. Despite that, I can make these things with MMF2 and Worlds: -Placing tiles and level details -Insert a background -Parralax -Change in-game music -Basic moving platforms -Creating loop-de-loops from Actives -Text-based menus (thanks GSF!) -Making simple badniks from Actives Next things I want to learn for now are these: -Understanding how to make a boss (I'm using the Mecha Sonic group as a guide) -Add the Nitrous powerup and gauge -Edit the character's sprites -Make the character be able to carry and shoot a gun (and make the bullets interact with walls, enemies and bosses) -Create badniks with health greater than 1 hit
  5. I saw your post on Retro regarding ideas for changing Spark's head design. To be honest, keep it like it was before, because the new hair design makes him too Sonic'ish and you want your game to be indie. Don't mind people complaining about Spark's design. It's completely fine. Exxagerated details may actually ruin an Original The Character. The "trial product gear" becomes Spark's trademark. Ignore what I wrote, I only realized the redesign ideas were made by W.A.C
  6. As long as I can build a Sonic fangame with the latest version of Worlds, I'm fine, so Standard might be an option. I know, Developer may have some unnecessary extras, since I don't want to build other types of games. By the way, I'm new to this forum. Where can I present introductions to my new projects? (expect them to come very late, since I'm busy with work, I build games as a hobby) I would like to implement a new gimmick, similar to AVGN Adventures, which is the character being able to carry and shoot a gun, and make the bullets interact with the enemies and walls.
  7. 400 bucks is too expensive for me, so I'll stick with cracked. In the meantime, I'll search the web for the packs and find ways to succesfully install them. But thanks, anyway.
  8. Thanks for the info. I've already seen LakeFeperd's guide to Worlds, but he stated he's now too busy with game development to continue his guide. I think you, GSF, are the ideal person to assist me (along with other people's posts). I could make a huge list of stuff that Lake's guide could include. I know, this would consume a lot of your (and others') time, but you don't have to explain me everything all at once (just do it from time to time), since I'm not a very active user due to work and since I use MMF2D only to make Sonic fangames. I can work with Worlds 0.5 but I'll try to figure out a way to successfuly install the extensions for Delta on my cracked MMF2D (yeah, it's cracked because 1: not for sale in Portugal. 2: I NEVER make online transactions.). Tommorow, I'll make a thread with my list (yeah, I should slow down because it sounds more like a supermarket item list).
  9. Maybe he's meaning making a main menu on MMF2. He (and I) wants to know how to make buttons on main menu and interact them to certain actions. For example, how to make the "options menu" frame appear when player clicks on "options" in "main menu" frame. Also, we want to arrange a way to make adjustable options (as exampled in Hez's Sonic Classic) affect the game's levels.
  10. @Sir Spacebar Good speedrun, but you can still improve. Watch my speedrun challenges at TheReventadorChannel and you might find paths and patterns that you missed. My best time, on the older demo, is 2:24. Did you know that the gloves and the bat deal much more damage to bosses? Take advantage of the zerospin of the bat to quickly build the rage bar, then fire a raged charge shot.
  11. Honestly, Lake, I'll go with option 3. I know the feels, it's not easy to develop a first commercial game. Look at your past projects. I've been a very loyal fan of you since BTS came out. Your best project so far was Sonic Chrono Adventure. I have to tell you it was so good it should be an official game. Combat platformers are being underrated nowadays, but don't worry. I liked your "rework" on Spark's appearance to make it more original (on your devblog). Take examples like VVVVV. It's a simple platformer, but rapidly ot grabbed the attention. Even if you take inspiration from somewhere, the content is always original. New powerups, new moves, new stages, new battles. Do it like the way you do now and you'll have success. Little things can blast off to make a huge difference. I would really love to support you and pay not just for the full game, but also donate the necessary amount your past projects are worth if they were payware. Trust in yourself, YOU CAN DO ANYTHING! Salute LakeFeperd, THE ABSOLUTELY BEST GAME DEV OF HISTORY.
  12. And here are the debug mode controls, in case you want to know (disable numlock and use the numbers above letters): 2 - Play as The Prototype. Does the same attacks as Spark. 3 - Use Gravity Gloves 4 - Use Electric Bat 6 - Use Triple Jump Scarf 7 - Orange Spark backdrop square. Does nothing different. 9 - Spark with no powerups 0 - Grey Spark backdrop square. Fires fireballs left or right while standing. W - Use Overdrive Sword E - Use Hoverboard T - Light Green Spark backdrop square. It's the Jet Shoes from Sonic Chrono Adventure. Y - Adds a Yellow Spark backdrop square behind the character. Does nothing. U - Skips level. Exits the game if you are on Smog Sewer Zone. (command originally appeared in Sonic Before The Sequel) I - Light Blue Spark backdrop square. The Nitrous powerup from Sonic Chrono Adventure. O - Brown Spark backdrop square. Bumper Gloves powerup from Sonic Chrono Adventure. It's yellow on Tutorial Zone. L - Goes to the controller test menu. C - Camera shake. Does not work on Tutorial Zone. B - Shows permanently the character's sensors. M - Another grey Spark backdrop square. Fires a charge shot on each normal attack. F10 - Freeze the game anytime you want. It's reversible. F8 - Opens a hidden menu. F2 - Restart game
  13. I already posted this on Lake's devblog, but here is my game bug report sheet for the rest of you guys: "Honestly, there's lots of things to fix here. -What is that bar above the health one? I collected orange squares and I thought it would be sort of a "precision bar" (based on my challenge) or it would unlock something special when full, but nothing happens. And you carry this bar on from stage to stage. -Sometimes, when you die, the game over screen gets stuck and time still counts. I press any buttons but nothing happens, forcing me to restart the level through the pause menu. -There are certain enemies on Smog Sewer that drop inaccessible squares/life items because they are inside a wall. -Firing a "raged" charge shot causes the PC to lag a tiny bit during the shot. -There is one enemy that appears at the end of the stage that fires orbs against me and follows me (it even is during the main boss!). I tried attacking and charging shots like crazy (still haven't tested with "raged" charge shot) but it doesn't die, making the main boss battle impossible. If I die during the main boss battle, that little enemy vanishes. -You lose the powerup you carried right after defeating the sub-boss in Smog Sewer. -On Smog Sewer's bosses, sometimes you don't die when you already have no health, but you die on the following hit. -Exit sign on Smog Sewer does not work as a finish line. My suggestions: -leave the "dash" function only for the S button and discard the double tap, or increase the latency between taps. Sometimes I accidentaly dash, leading me to traps. -fix the death glitches -make Spark keep the powerup after each boss -make it have a way to exterminate the "following you" enemy. Perhaps making him defeatable only through a charged shot or lots of regular attacks. I like the way you hid the powerups from Chrono Adventure and a "Super Spark" (from Dark Sonic, also in Chrono Adventure) that fires a stream of charged shots and makes the "drop". And also the secret command from Sonic Before The Sequel, where you press U to skip levels. I also had fun completing the levels entirely with the hoverboard. Keep up the good work."
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