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LarryCobra

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Everything posted by LarryCobra

  1. Ya, someone with a post count of 62 is so much above me. I'm less of a newbie than you think. Believe me when I say I get pissed at people because of all I've seen all my years around these places. And going by your attitude you don't sound like you really take criticism well without acting...well, your age And saying "fool" like that makes you sound like some cheap gangster wannabee :/
  2. Geez, you got a band agreeing to do the music and all these other things. For a project that's not even really off the ground yet(lets be honest, no 3d Sonic fan game up to today has ever been in much more of a state than a preliminary engine of just Sonic running), this seems to be getting ahead of itself pretty quick. I don't want to come off sounding like a dick, but I've yet to see a SINGLE 3D sonic game get anywhere, and I'm sure it probably won't happen either. Everyone tells me otherwise and then suddenly you never hear from that project again. Going by how you're talking about needing parents permission to even get on here, I can tell you're too young to even handle a "project". You've got so much lined up already when you don't have a solid game to use any of it with. Really, I do this to several projects I see, and I'm calling it out again. Call me a dick all you want, but here goes: This project will never get anywhere. And that Sonic model sucks. His hands look awkward enough, why the heck does everyone say Sega sucks and then copy them directly with the lame "hands in the back as if anyone does that when they're running" animation is beyond me. Sonic used to have his hands in front of him before people :/ Flame me or whatever, I'm sure the outcome will tell of things to come. If people would only not go so ahed of themselves and not reveal anything until they've got a SOLID thing going(and I'm talking a level and engine that's complete and isn't still sloppy, as that's presented every single time) would I think this has any hope....
  3. Thanks Taxman for the response. It's what I've been looking for for awhile And I had no idea Euan stepped out. I was under the impression without him, there's no project since he was the one that made it or something. Either way, I'm guessing it'll come out just as well as he planned it going by the look of things. Thanks again
  4. That sounds like it makes more sense. I wish he'd confirm it himself, but I'll go with it... And I swear I haven't seen anyone else ever mention the engine itself. Most people just are happy enough to see Sonic XG again
  5. Man, I heard this same exact answer not too long ago and it ends there. Is there a reason at all? It was being touted around forever, even saying there would be a Dreamcast port. It seemed pretty much set that it'd become an eventual public tool rather than just something that a couple of people that approached him would be able to use. Does Taxman come here at all? I don't want to sound like I'm begging here as there is the Mettrix engine anyways so it's not a huge issue...but considering it was being promised and then suddenly we only hear about it through other peoples projects now, I think it'd be fair to at least let people know what happened to the tool itself. Considering he even named the scripting or whatever as TaxReciept, it seems odd to give stuff names when it's only gonna be kept to yourself... Don't consider me pissed, just at a loss on what happened. As it stands, I get the impression the only people that will ever get to use this program will be anyone who messages Taxman and proposes a port of their game to his engine, if it's "worthy" enough(which XG most certainly is .
  6. Great to hear this is alive still. Only project I've been looking forward to besides Sonic Mettrix. One thing that wasn't mentioned that I've been wondering forever now though is if there's any guess as to when the Retro Sonic engine itself will be released. That thing sounds like the next age for Sonic fangames
  7. Sorry if this goes off topic in any way, but is there any date in mind for a release of the Retro Sonic engine itself? Been looking forward to it forever
  8. So is there anyone I can talk to live on irc that can help me at all? Ive now figured out that the sparkles do appear if I make a new condition for if the X speed is fast enough. What makes no sense is that if I add "if TimeToGo_Counter <> 0"(which is the value changed to the timezone of the post you pass), it suddenly doesn't work at all. And I clearly have it set to change that counter to another value if I pass a sign. I can't figure out what the problem could be, and I've been reviewing it for over a half hour now.
  9. Well, I've been trying what you've said, since I guess I see where the speed values are. I'm kinda lost why you guys are saying Player_MovementValues.Spe ed when I don't see that(if I missed something here I must look really dumb). I see XSpeed though, so I tried that alterable value, but the sparkles still don't appear when I run fast. I'm at a loss as I can't seem to see what would go wrong. Is there like an irc channel for this place where I can get live help from someone? Otherwise the help you've given, especially with how obviously green i am with MMF, is greatly appreciated
  10. Ok, I'm stuck here. This other engine uses too many counters. Can anyone tell me where the speed values are for when you're running? As it is, the cd engine checks a speed counter. I assume that what I want for the Worlds engine is the Player_MovementValues object, correct? Exactly what do I do with it to determine if you're running a fast enough speed so the sparkles start appearing behind sonic?
  11. You lost me already See, I've been looking at the sonic cd engine and it has these objects such as "absolute value" and "speed", and I'm lost how to put those over to the World's engine as it uses it's own objects to determine that, if I understand it correctly. Plus speed seems to be handled by several things or something. You might guess I'm lost what's what in either engine here so...ya. No idea what float x or y are either =p
  12. I'm having a real hard time with this. First off, I'm completely new to MMF so I can't really say I expected it to be any easier than this. What I basically have done is take this engine here... http://www.sonicfangameshq.com/forum/showthread.php?t=4291&highlight=time+travel ..and just copy-paste it into sonic worlds. I then replaced the "sensor" object with that for the player in Sonic worlds, and then imported all counters that tutorial had. So far, I can pass a sign and it will spin. That's the furthest I got, as it's a simple process that doesn't rely on a bunch of other values and stuff that are already in the engine. Obviously I'm way over my head here as it's proving too much for me to get how to find what objects and values need to be changed to use what the Worlds engine has already, not new things that mean nothing that I just pasted from that time travel tutorial. I've probably chosen a naive way of approaching the implementation of this gimmick, but it's something I'd really like to have for this engine. Basically what this post is trying to say is, does anyone know how to port that engine properly into Worlds, or has anyone already made their own system for the Worlds engine?
  13. Considering it's related to sonic, stick with sonic style. From what I've seen of sonic-related games that stray from the usual formula, it never turns out good and just feels wrong
  14. Not to start conspiracy issues and crap, but during the trials, his wife and one of his daughters kept saying that it wasn't really saddam...Regarding his capture,t he army eventually quietly admitted that they never actually found saddam in the hole. The regiment that found him was found out to be stationed in kandihar on guard duty during that day he was "found" Either way, Saddams death ( or stunt doubles) is just something that will have to be taken at face value. Its no real way to know unless your in the know. With this guy who cares . Its enough stuff he " did" do to justify his rope dance.
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