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Aikocho

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Everything posted by Aikocho

  1. Been far too long.

  2. Actually, you got to change the Super form pallet in the frame editor. It still used the old tails pallet. There is no need to change events, or any complicated coding. You just have to edit the super pallet for the sprite as seen in the red circles. top row: Normal pallet darkest to lightest (meaning the same colors as the sprite) Middle row: Second brightest pallet Bottom row: Third brightest pallet
  3. MCKaosu here again. The Sonic Zero Project is once again looking for anyone willing to contribute further to the project. We are currently looking for: Level Art Designers Sprite Artist With no one to fill these positions, the project will risk being on pause until further notice. I have also included samples of our work as an example of what we will need from those that are willing to offer their skills.
  4. Ladies and Gentleman... Boys and girls... Fellow programmers in the Clickteam product line, and fellow fangamers alike. We finally give you... Sonic Worlds Delta build 1.3 Primary Link: http://holenet.info/SonicWorldsDeltaV1.3.7z Mirror Link: http://larkss.thisisourcorner.net/delta/SonicWorldsDeltaV1.3.zip Plenty of changes have been made, and plenty of things have been added. Everyone, I do hope you enjoy what LarkSS, Techokami, Sparks, and Myself, McKaosu, have brought you to the table. Also, a very special thanks to Damizean for making the first step for us all in this 360 Sonic Engine.
  5. Put it under the name of LarkSS, not mine. He did help construct a lot of details into the mapping system, So he deserves the credit. And to clear up everything Else, the mapping system will be in the main worlds Engine, but not as it is right now. It will be released when it's ready, but not before, and NOT for everyone.
  6. You need the primary permission from me if you want to use the key mapping system right now. Depending on what build of it you got, it's not yet in proper condition for outside use as of yet. Again, I just need you to ask me for permission next time.
  7. I don't remember you asking to use the key mapping system. Or at the very least, asking me personally.
  8. http://dl.dropbox.com/u/20952576/TTact2.mp3 This wip is something I'm trying more recently for witch Music direction I really want to take Sonic Zero into. I mean, I admit to you now, I dislike how this sounds like, but its not like I'm a professional musician, nor do I even have the best soundfonts and other devices. http://dl.dropbox.com/u/20952576/TimeAttackedBoss.mp3 Even to compare this, a redone piece by Jimmy Ballie I believe, correct me if I'm wrong, all done in VOPM. I really want to know where to go with the music for this game with out having to rip music from other games. WHAT DO I DO?
  9. Didn't you read the title of the song? Its an original composition only found in Sonic: Time Attacked, a complete fangame made by Jimie Bailey quite a few years ago.
  10. Undisturbed paradise: Sonic Time Attacked And now an Act 2 Mix I made this last night actually. There's still room for changes but I wonder how everyone thinks of this so far. I made this purely by ear however, and I added a few nods of changes.
  11. I really wish It does too. the closest thing it has to patching is some patcher app, but it requires the same mfa you made the patch out of.
  12. That would be most helpful in my opinion. Thank you very much.
  13. If it is made in any version of Sonic Worlds, it should be very compatible. I'd appreciate if any contributions be posted here in this thread.
  14. It has been implemented with a lot of thanks to Lark. Among other things.
  15. The update for Sonic Worlds Delta 1.3 is drawing closer and closer to completion. A lot has been added and fine tuned, plus some newer features added into the application. For anyone that is still willing or still have any contributions or suggestions for Sonic Worlds Delta, Now would be a good time to do so.
  16. It sounds a bit shorter than it's act 1 counterpart, a bit less energetic as well. My only opinion is that it should sound more similar to act one in length before it restarts.
  17. Nope. Its build to record every sequence and position the player has made, and plays it back in another sprite. Besides, that feature never worked for me anyway.
  18. So many memories come from this, but I wonder... It's good, quite good in my opinion. But can you picture an act 2 mix? 3 possibly? Let me up some examples. WarmWalkway-Act1.ogg WarmWalkway-Act2.ogg WarmWalkway-Act3.ogg old tracks but better than nothing.
  19. Sonic Worlds Delta is Haunted!! AAAAAAH!!!
  20. Anything related to Generic Garden's graphics, designs, and music goes here. Zone 3: AMAZING ARCADE ZONE Miniboss: Giant Springbeetle (battle beetle with top-spring) Boss: New boss – something involving a roulette wheel? Description: The sun has fully set and night-time has come into play on Zero Island. Amazing Arcade, for no better way to describe it, is like the lovechild of Starry Night Zone and Neo Gigapolis Zone, with more neon signs, more high-octane action and a heaping helping of casino gimmicks and arcade-game references thrown in. Posters of old SEGA games adorn the walls, neon signs flicker with old SEGA catchphrases and the pop-art style of old Sonic is prominent. In the background of Amazing Arcade, some tubes (Zone 4) and canyon mountains (Zone 5) can be seen. The third act of Amazing Arcade is early morning, with a purple-y sky. Animals: Flicky, Chirp, Tiger, Iggy – the four animal types in the arcade game Flicky. Chirp, Tiger and Iggy appear exclusively in this stage. There is no artwork of this zone...
  21. Plot: Sonic and Tails’ Plot: Sonic and Tails are relaxing on the shores of Zero Island, very cheerful due to having not seen Eggman or any trace of his schemes in a long time. Unfortunately this doesn’t last long. Sonic and Tails hear a ruckus down the other end of the beach, and see Eggman from afar, using the Chaos Rings to summon the Reality Ring, a giant ring with the power to keep Eggman’s Silver Stronghold running for centuries. Sonic and Tails attempt to catch up with him, but he escapes in the nick of time. Sonic and Tails look at each other, nod, and vow to take Eggman down for interrupting Sonic’s first Chilli Dog in months. Knuckles’ Plot: After the events of Knuckles Chaotix, the mysterious island (which Eggman built his Newtrogic High Zone base on) sinks back into the ocean, and the Chaotix group part ways once more; Knuckles takes the Chaos Rings with him back to the Hidden Palace as a means of keeping them protected. A few weeks later however, he finds the Chaos Rings missing, and when he leaves the underground caves of Angel Island, he sees that off in the distance, Zero island (an island that sits between South and Christmas Island) is glowing with a strange aura, and that atop the highest peak of the Zero Island Mountains, a large ring sits. Intrigued, he goes to investigate. Just bumping with some more creative info.
  22. Anything related to Generic Garden's graphics, designs, and music goes here. Zone 4: GENERIC GARDEN ZONE Miniboss: Giant Cannonballer (cannonball enemy from 2010 demo) Boss: Remake of 2010 Generic Garden boss, but harder Description: Generic Garden makes a return from the 2010 demo, this time with updated graphics, and as the only water level in the game, has more tubes and more water, as well as more difficulty. The layouts of act 1 and 2 are similar (but not identical) to those of the 2010 demo, but act 3 is completely revamped and longer to be more than just a ‘boss act’. Act 1 has a light purplish sky, which slowly turns to blue over the acts. A canyon with a factory stationed atop it sits in the background. Animals: Ricky (squirrel), Pocky (rabbit)
  23. Anything related to Electric Hill's graphics, designs, and music goes here. Zone 2: ELECTRIC HILL ZONE Miniboss: Giant Orbinaut Boss: Remake of Electric Hill Zone boss from Sonic Zero Description: After reaching the end of Palmtree Parkway, our hero reaches Electric Hill, a season-changing forest on the outskirts of a city. However, remnants of the city’s technology and infestation of Eggman’s badniks has turned ‘Zero Forest’ into a dangerous place to be. This forest, a sort of Jungle Zone with technological touches, is filled with harmful spike-balls, powerful fans and walls to be ran across by Sonic and co. Electric Hill zone starts during the late afternoon, and the sun sets throughout the acts. Animals: Becky (bear), Cucky (chicken)
  24. Anything related to Silver Stronghold's graphics, designs, and music goes here. Zone 6: SILVER STRONGHOLD ZONE Miniboss: Giant Mean Monitor (enemy that looks like a monitor, like the fake spikes enemy in Marble Garden Zone) Boss: New Pre-final Boss Description: Sonic finally infiltrates Eggman’s Stronghold base atop the rocky mountains of Zero Island, where he is keeping the Reality Ring and using it to fuel his army. Silver Stronghold is where Eggman creates the monitors, spikes and Egg Capsules of the game, and is a zone filled with fake-outs and parody’s of Sonic game elements, like the egg capsule boss in S3K, or the fake spikes in Marble Garden Zone. Blank, unformatted monitors also fill large parts of the zone, and oversized monitors are found in some areas. Animals: Flickies, in four different colours (blue, green, red, purple)
  25. Parkway artwork and reference v1 I'm trying to help make this collab as good as it should, even if I have to draw my ass off to do it...
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