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

Majin Sam

Members
  • Posts

    8
  • Joined

  • Last visited

About Majin Sam

  • Birthday 05/25/1989

Contact Methods

  • Website URL
    http://www.geocities.com/majin_games

Profile Information

  • Location
    Norwich, UK

Majin Sam's Achievements

Newbie

Newbie (1/14)

1

Reputation

  1. Guys, it's not the engine that counts, it's what you do with it. RM2k3 has alot less limits than you think, most of it's apparent limitations have been overcome many times over. Also, if anyone else is getting the system4 error, then take this image and place it under the folder System1 with the filename system4.png
  2. Majin stands for demonfolk/ demonkind. The only 'baiting' thing about it is that most people just assume it's a Dragon Ball reference. Also, I respect that you don't like my comic either, but there were people that did and a reason it's not been updated in months. Your wording however, was arrogant, abrasive and just plain rude. Also, the subject at hand here is Mr Worm's comic, to which I already gave constructive critiscm and gave advice. So, if you would kindly remove your head from your own ass, we can continue this topic.
  3. @SonicProject: I think that's a feature that'd only get annoying. @USC: System 4? That'd be a textbox file. There's no reason it'd be missing, it's a part of the RTP. @DimensionWarped: If all you're going to do is bitch, then don't bother posting in this topic. Yes, RM2k3 can make EXEs, but you usually still need the RTP installed unless you add the notation USC mentioned to the INI file. Also, saying RPGs are silly is rather ignorant. @Spike: Why is everyone here anti-RM2k3? Well, thanks for the luck
  4. That's a good point actually, if you don't have RPG Maker 2003 installed on your PC then this won't run. Unfortunately I can't link you to an RPG Maker 2003 download because it's technically Warez, however, five second's patience and Google should get you it.
  5. It's an awesome 3D model. Everything seems accurate and I really like what you've done with it. It has a sinister and dark feeling about it which I just love. As for the Green Hill, I'll assume by comparison of the two that when you say it was a quickie, you really mean it.
  6. I'll be honest and blunt. It needs work, alot of work in fact. The artwork is pretty bad and seems like it was done in two seconds in Paint. Try at least hand drawing it and scanning it in, or get a tablet. Second of all, as again, it feels like you're just using Paint, get yourself a copy of PhotoShop, a good font, I recommend Anime Ace which can be easily found on the internet and downloaded for free, then, using hand drawn lineart, use PhotoShop to add colour and special effects. Another thing you'll want to work on is the actual humour itself. The jokes are dull, they've been used time and time again and they're just too predictable. I'm not trying to brag or show off, but here's a sample of my old webcomic that's been on hold for several months. Maybe by looking at that you can learn something. RSI - My Webcomic May I also recommend watching the following video? It shows the artist of the popular webcomic CTRL+ALT+DEL making the Christmas issue of his comic. It's a really good oppurtunity to see how someone who's making money from webcomics goes about it. CTRL+ALT+DEL's Christmas issue being made I hope this all helps
  7. Brilliant! I loved Streets of Rage and still have the first two (lost the third). I'm definately downloading this. Nice find.
  8. Hello, I'm new to your community, and I'm currently planning a Sonic the Hedgehog RPG. I have some basic plot points, ideas and characters down on paper, but first I wanted to get a working gameplay system going that made the game feel like Sonic. We all know that Sonic doesn't work with turn based battles, which is why I'm trying to combine Zelda style battling with classic Sonic style platforming. Overview Basically, I quickly threw together a Sonic the Hedgehog system for RPG Maker 2003. _It's not running perfectly yet, but it's looking good for about a half hour's work. X did make some changes to it, however, these changes caused quite severe lag and _made it harder to kill the enemies, so those changes were discarded. I originally wanted to include the 'ring drop', where Sonic drops his rings if he got hit. _However, after numerous complications and headaches, this was dropped and now enemies simply take a certain amount of rings from you when they hit you. Features - Ring Collection with Counter - Spin Dash - Jump Screenshots Yay! _It's Sonic! _Go get those rings! You can spindash anywhere Huzzah for custom made Badniks! Joust! And the victor ... Sonic! Video Demo Download Here Controls Arrow Keys - Move Z Key - Jump X Key - Spin Dash Known Issues Things are looking and feeling nicer now, rings sparkle when you collect them, as they used to, when you destroy an enemy you see the classic explosion with the sound effect we all recognise. However, there are still problems with enemy collisions. As we already know, you can't hit a stationary enemy and attacking only seems to work if they're moving toward you, and jumping can't be used to attack at all as it always results in you getting hurt. Obviously, this is a problem. I tried putting Sonic on Phasing Mode when he dashes, but then he simply passes right through his enemies. I suppose I could use X and Y co-ordinate tracking, but that's a last resort as I don't want the game to have to check too many variables at once. If I can't find an alternative solution though, I'll try it. Also, as for acceleration, which was mentioned, I'm not overly sure as to how to go about coding that. There is a function to check how long it takes to press a button, but not one to check how long you hold the same button down for. I'm guessing that I could use Memorise Position and make that position a variable as soon as a movement key is pressed, then check that position against where you are now and if it's a certain distance, speed Sonic up. But the problem with that theory is turning, as soon as you'd turn, it'd memorise a new position because you'd be pressing a new direction key. Also, there's the issue of making sure he slows down again. What I'm also trying to implement is the charge dash, I'm trying to make it so you can hold Shift and tap X to spin on the spot before releasing, like in Sonic 2 onwards. If anyone wants to help out, then please contact me. Credits will be given for all contributions that get used.
×
×
  • Create New...