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Aikocho

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Posts posted by Aikocho

  1. Did Tails always have such a jumpy run? I'm going to check in Sonic 3, then redo the hotspots as needed. After that I'll package it up and release it as Delta 1.3A, after the others get a good look.

    EDIT: Buttocks! I had to rerip Tails' run animation (you missed frames), but in doing so I got a palette mismatch. The easy solution is "recolor new sprites with old palette" but the ones I got have better colors aaaaag trying to hold myself back from redoing all of Tails' sprites

    Actually, you got to change the Super form pallet in the frame editor. It still used the old tails pallet.

    superpallet.png

    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

  2. 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.

    eggman_rathe.png

    gamernerd_archive_sample.png

  3. 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.

  4. Okay, thanks for clearing that up. I remember somebody on the forums saying that the mapping system would be included in a future version of the Worlds engine, so I assumed that it would be okay to use this earlier version. I should've double-checked my sources on that one.

    The build I have is named "SZR January Build", though it gives no specific version number. If this version is okay for me to use, I'll put your name on the mapping frame so it's clear that I wasn't the one who made it (aside from changing the layout).

    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.

  5. I didn't? Oh dear... I think I must have confused that with when I was asking about using the Sonic Worlds engine in general (since the author information includes you, Damizean and LarkSS).

    In that case, I must apologize, and I request both your forgiveness in the matter and for usage of the mapping system for this project. Depending on who I need to get permission from, I could revert back to my backup save from before I started implementing it.

    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.

  6. Earlier today, I remembered that back when I was working with MCKaosu on Sonic Zero, he sent me a build of the game that included an elaborate controller input system for Sonic Worlds:

    [qimg]http://img109.imageshack.us/img109/1859/szeroconfig.png[/qimg]

    Anyone who's tried out the latest version of Sonic Zero might recognize this screen. It gives you complete customization of the game's controls, including support for keyboard, joypad, and mouse buttons and the ability to save control setups into separate profiles.

    Needless to say, I've migrated this system into Freedom Planet... partially. Because of my personal tweaks to the Worlds engine, I won't be able to use force feedback, and I'm leaving the rumble feature out until I actually get a controller to test it with. Those features aren't a necessity anyway.

    So, we now have full keyboard and joypad support. :,D

    I don't remember you asking to use the key mapping system. Or at the very least, asking me personally.

  7. 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?

  8. 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.

  9. Are you able to palette swap on instances of the same object individually, or does an attempt to change the palette of one automatically affect all of them? If it doesn't just palette swap them all, I can think of at least one way to clean it up.

    And ugh. I just realized I still have to fix all of this for Knuckles and Tails too. Well, Knuckles anyway. I just finished fixing it for Tails.

    About that. Do you see at the left of the three Super Sonic's? that is the pallet for his fur color. this affects all the sprites' pallet on each one, and from top to buttom, it goes from darkest to lightest pallet. So to say, you want to make Hyper Sonic, you add the colors in that box,(Darkest to lightest left to right) add and extra pallet sprite, duplicate some events, and there you go.

  10. ... That (adding the animations to the flash objects) fixed it. Thanks.

    I bet I would have been able to figure that out a lot more quickly if I actually had the various after images showing up. Honestly, I don't like all these extra objects and the complications they bring just to add a bunch of glowy frills. In this case, fixing it is easy, but at the same time it is a real pain in the ass when you consider just how you are supposed to realize that needs done in the first place.

    True, but at the time, this was a safer option as general pallet swapping was not only quite harder, but also space consuming. I personally don't know any other solution.

  11. Just letting everyone know that Super Sonic has a nasty animation bug which makes any new animation after the peel out animation not play properly (at all) and I have no earthly idea what's causing it or how to fix it. Actually, I think it might be related to the peelout itself. Basically any attempt to set the skin to an animation higher than the peelout results in random peelout frames being injected into the animation.

    If you are doing it on just one Super Sonic sprite, concider the pallet system and how that works. you have to do it on The Main super Sonic sprite AND its pallet clones.

    palletclones.png

    I may not know what the Exact, problem is, but I'm prety sure it involves this.

  12. 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...

  13. 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.

  14. 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)

    GGZ1.png

    TidalTubes.png

  15. 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)

    NeoJungle.png

    ElectronicHill.png

    EHZ1.png

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