Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Amesuki

Members
  • Posts

    190
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Amesuki

  1. Thanks for your comments. They have helped me re-design the engine and working out the bugs much easier. The spindash needs some work, which I'm working on at the moment, along with some sound bugs. This level wont be in the final game, it was constructed in a matter of hours at a very bored college to test out the engine. (I was that bored in college...) The levels will be shorter like the GG games and layout shall sport Sonic & Tails/2 type levels. Although granted it will be buggy because the code is actually been done on TGF, and the 360o engine for TGF is a bit naff compared to say the Worlds engine. (Still good for TGF though) (big rep for the peeps who made the 360 engine in TGF will be credited in final release or proper demo releases for helping me understand 360 engines a hell of a lot more.) The whole 35/25 level thing is a bit stupid looking back on it now after growing up. This game shall have roughly 14 levels, and has a storyline similar to S3&K style. (No stupid dialouge). I'll hopefully have all the bugs ironed out soon, and hopefully be well on it way to being released at this years SAGE...SHOCK HORROR (apprently...I havnt been here in a long time...) -Amesuki (EDIT: Fixed Spindash and fixed speed issues ect ect) (Not in current demo thou) (EDIT2: A new website is up: Clicketh Here)
  2. DEMO! Latest Demo out! Here is a demo of Aerial Crisis Zone, just one level. I havn't finished on designing the level intro or ending score thing yet, so I havn't included that. (Also with main titles ect ect.) Anyway, it's a bit buggy...it was made on TGF, and then ported to MMF2 just to help with sound problems and more smoothness. SHIFT = JUMP ARROWS = MOVE 1 = Windowed 2= Fullscreen (The Fan, when hopping on the fans, press jump to jump extra high) DEMO HERE: Click me Also for an extra treat...'eres act one music for a level titled Egg Ruins: MUSIC: Click me Hope you enjoy playing (Edit: I know there still buggy issues, like rings over hud and the spindash. They will be fixed and worked at before the next demo release) (Edit 2: I have a you tube video of this level if you want to look at it: )-Amesuki
  3. I'm sure you can still show your fan game off at SAGE? Isn't it about Sonic Fan Gaming in general? I'm not fussed about winning or entering for awards, I just like my game played =P -Amesuki
  4. Sorry for like long delays in posts. =(. Just to say this isn't cancelled...however all my work in the chase engine has been lost AGAIN! It's annoying, plus on top with college work and exams, I didnt have time to rebuild it. But now I have, and its better than ever. Still being designed in TGF, it now features 8Axis movement, that mimics Game Gear pretty well. Old skool looks, (like the HUD and Sonic sprite). Also I've got 8bit/16bit music produced as well. I'll upload more screenies tomorrow, and prolly a playable demo soon. (Cause its like 1AM 'ere and I need sleep now). Anyway 'eres the new and HOPEFULLY final look of the game. If all goes well, it should be finished by SAGE2009 if your having one. Piccy: Aerial Crisis -Amesuki
  5. Looks fab!. It seems it is coming along nicely. Good luck with this project, I'll be looking out for this one ^^ -Amesuki
  6. I wonder if it can do RTS path movement, cause I am struggling to do that so far on MMF2 and TGF. -Amesuki
  7. Hold on, I forgot a part of the code, lol. If you want objects to say active all the way through the level, then add this: instance_activate_object(.........) <- insert the object name. Place this below the deactive code. I hope it helped, once you've made a game using that code, I'll download and play, because me laptop lags GameMaker 3D stuff like hell! -Amesuki-
  8. Wanna tip on cutting lag down by loads? The reason it lags is because of the amount of objects (3D/2D) it has to load, and re-call all that jazz thingings. Here's a little code that acts as a draw distance that cuts lag but 30FPS. Most of my 3D games run always over 30FPS: Make a object, and call it whatever you want, and place this in a STEP action: px = obj_player.x (get's the playerobjects X value) py = obj_player.y (get's the playerobjects Y value) instance_deactivate_all(true); (all objeccts are deactivated) instance_activate_region(px-1000,py-1000,1550,15550,true); (all objects that are in a region of xx-xx around you will be activated) I cant remember where I learnt the code from, but it helps alot. -Amesuki- (Dont paste the stuff in bold)
  9. Nothing much, I'm working on Chapter 6B now. Each chapter will have three-five parts to it, and each part will be different. Chapter 6B has you flying outside with "jet-fighters" kamakarizing into your ickle ship. I have a picture of what I have done so far. Thanks for your comments! I'll promise a update of Mayhem 2 next week! The sky flashes in the background to simulate lightning. -=Amesuki=-
  10. I totally feel for this guy. That last picture got to me lol. I hope he's ok, you just wanna give him a hug don't ya? =Amesuki=
  11. (If two posts come up of the same thing, then I am sorry) Thanks for those comments guys! Azu, yeah I was thinking of a superbeam weapon that destroys anything, even if not in colour. I'll use that Raiden 2 beam as a idea lol! Anyway a treat, a video. Sorry for the bad quality, but You-Tube is a bewb, my Vista lags my capture device, and oh heck, nvm. http://au.youtube.com/watch?v=KJ8ggmlhLDc -Amesuki
  12. Tis me: I like CnC if you didn't guess. I prefer CnC:TS more, however that T-Shirt got burnt by mistake -Amesuki
  13. Good idea. Ah it's great to see new ideas. I think new item boxes gimmicks might be a great idea for ye game. Rep up, because it's going awesome so far. -Amesuki
  14. I like the Eggman idea, but I would change the bullet speed and size. Just me though, but other than that, it's a nice touch, which is fresh. I liketh, -Amesuki
  15. INTRODUCTION: Maybe a 56K warning in here with me pictures lawl. Well I been hiding for a while working on Mayhem 2 and also this game, called SeitoIro: Reikon. It's a veritcal SHMUP using the basic gameplay from Radiant Silvergun and also Ikaruga, two GREAT SHMUPs from Treasure. (If you havn't played them, PLAY THEM NOW!). Anyway this is SeitoIro: Reikon a manic SHMUP, where it's built around the basis of colours, which I will explain in the gameplay section. I havn't finished this yet, I havn't even done the engine fully yet, (with all enemies, guardians, level layout ect ect). Anyway I'll get on explaining. I originally planned it to be that horizontal wintergame, but I scrapped it. It was first developed on TGF, but just now ported to MMF2 where it's getting serious! ABOUT THE GAME: There will be seven levels. You start at STAGE 6, why? This is because I love the idea of Radiant Silvergun's stage numbers being in chronological order. You play Primary, a ship that can change into the three primary colours, (which are RED BLUE and YELLOW in case you didnt know lol). You can only attack ships when you are in there type of colour, your bullets will change colour too, as well as your shield. So if you are attacking a blue craft, you need to be in blue formation. Also when your in that colour, all enemy bullet types of that colour get destroyed by your shield, and are absorbed into Vitality. Vitality is your life, once at zero it is game over. It's not like most SHMUPS where you have lives and one hit kills, instead you have a huge bar of life-points. I've done it this way, because I hate when you have a huge stock of ships with the same pilot keep regenerating all the time, it just ruins the story for me. Anyway, getting back on track, you start with all six weapons, they don't upgrade or anything, but you use them to get past situations. Each weapon is used at a certain time, to get past the area. There is five bosses per level, and some smaller sub-bosses as well. I'm hopefully going to have loads of different types of enemies, with new attack patterns to keep it going fresh. Thats about it for gameplay. PICTURES: SOME FACTS: SeitoIro: Reikon means PupilColour:Soul The six weapons are: Linear Vulcan Horizontal Vulcan Spreadshock Bomb Sphereshot Rapid Panicker The music will be techno lol. =-------------------------------------------------= Anyway I hope you like the look of it, or like the sound of it. I'll keep you posted with both of my games from now on, -Amesuki-
  16. That screenshot with the springs and Sonic bouncing looks smexy.
  17. W.O.W is blows any 3D fan game out of the water. People are right, THIS is how Sonic Team should make their games. Seriously Bad ass! Aye it has some faults, dont need to address them cause most people have already, but once you start making full levels it will totally own. -Amesuki-
  18. Wow. What a light show. I wonder though, how long it would take before I "accidently" zap my cat. -Amesuki
  19. You could make a good game in Game Maker, I know someone using Ultimate 3D plugin with it, and it uses supa smooth models, had a fish eye effect and a 360 engine working. (I think) Game Maker for 3D stuff isn't bad, but not brilliant, you can make semi good projects, but you'll need to learn stuff on how to make it not lag. Using 2D sprites for models is a good way, and it almost gives it a early saturn/ps1 feel. Anyway its a good place to start, but serious 3D, then I know people using Blender and Irrlicht. (I think they are free too, not sure though). -Amesuki-
  20. Lol I have been away for a while, due to having a bad laptop from PC world and second for developing me SHMUP and Mayhem2. (Also I been having alot of tests and work to do at college. Plus on top of that, I might be dyslexic) Anyway just a pic of my SHMUP, I have HUGE differences and improvements to the Demo I released for that competition thing. Anyway: *gets back into the swing of SFGHQ* -=amesuki=-
  21. Very good Huepow, enjoyable puzzler, cute graphics and simple yet fun game play! I hope you win with this, because it's very good, very good indeed. -=-Qmeskui=-
  22. That screenshot kicks ass. Nuff said. (The water looks lovely btw) -Amesuki
  23. Here is my demo for me SHMUP. It's still in early stages, so all the bugs are not ironed out. Because I got into this game so much, I'm going to make it into a full game. Controls: Arrow Keys - Move Z - To change weapon X - To fire current weapon C - To change direction. THe level lasts for me appox 7 minutes, and it's only stage one XD. There are total for three guardians/bosses and three parts. It is pretty hard, but easy to an avarage SHMUP'er. Btw, your weapon increases power by destroying more enemies. There are some bugs, such as bullet positioning, title cards and ordering, but I did make this on TGF because of me laptop not being fixed in time for converting to MMF2. ( I will convert dont worry). I am uploading a video as I post, so I'll edit it in this post as soon as it is done uploading. Anyway I havn't got a name for it, but I lol'd named it HYPER AERO FLIGHT VEHICLES! Enjoy the game: HYPER AERO FLIGHT VEHICLES!# Vid: -Amesuki (This is for the Winter Game Comp!)
  24. Looks nice, It plays pretty well considering it isnt a real demo or anything. I enjoyed playing it, it felt smooth, and it felt fresh for some reason. I adore the graphics, they are very nice indeed, and they fit Mario levels rather well. However my gripe is that, the hud needs work, and also.... why does Mario lose coins??? Meh anyway, enjoyed it, so you deserve a rep up! -=-Amesuki-=-
×
×
  • Create New...