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crispyfritters

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Everything posted by crispyfritters

  1. well, im working on a platforming system in C++, but as for a full blown sonic engine, thats going to take quite a bit of work. (more complex angle/physics stuff, not to mention per-pixel collision checking.) I might try to do it eventually, but for now, its best to just do it in game maker, or MMF.
  2. userbar topic + GIMP + 5 minutes =
  3. Thats it. I am going to see this movie. Everyone is raving about it, and now im hearing about it here. Its time.
  4. I'd post something, but I only just got here, and the only person who is familiar with me from SCD is Slingerland. That being said, the real reason why I cant post anything is because I cant be bothered to find a decent camera. However, I already have an IRL avatar, the idea for which I also senselessly stole from Slingerland. Eh, Ill post something if I can find it. *searches hard drive*
  5. Well, as long as this topic is back from the grave, might I add that this is a common practice. Under different names, like say... Channels and such, allocating a set of objects to play sounds is a very good idea, and im surprised people doing fan games don't do it as often. (Although, they might) Although, in the interest of conserving memory, and also keeping code condensed. It might be a good idea to handle all the channels or instruments in a single object, or to have one object dictate what the channels are doing. Ill try something like that in what Im using now, and ill see how that goes.
  6. Well, its kinda obvious that they aren't getting there on time. The timeline is almost finished and they're still on... Is that majora's mask?!!! Holy shit. They aren't very far for playing for 48 hours nonstop. I thought they'd at least get to wind waker by now.
  7. Well, you could have a variable called action or something, which would control whether or not everything is moving, or doing things etc.. And then, you could have the menu object turn the action off when its up, and then restore action when it is destroyed. Although, im not sure exactly how you'd do it in MMF.
  8. It looks like one of those Furby things. Except, no bird beak.
  9. You could do it, but you'd probably have to change the math code around a little. Also, 3d 360 stuff is most likely more complex than it is in 2D (which by itself is still pretty difficult to grasp at first) (EDIT: ^^ Of course, you of all people could probably figure out how to do it ) But, these people seem to know what they're doing. If they had better animations, I'd say it was made by sega.
  10. In that case, you should use Damizean's 360 system. Its stable, and its easier than making a whole 360 system on your own. Also, if you're not good at math, its a good idea to get better at it, as you're going to be encountering a lot of it in game programming, and in all other types of programming for that matter.
  11. Well, GM7 is only 20 dollars. You can either do that, or learn a programming language like python, or java, or get a free C++ compiler and learn that. But still, 20$ is not that much.
  12. Eh, I don't mind the bright colors/cg cars. They're trying to make it look like the cartoon, which if anyone here remembers, also had a lot of bright colors. Also, don't give a shit about loafers As for John Goodman, excellent choice. EDIT: And, I doubt its just going to be F-zero stuff. It looks to me like this whole race is going to take place in a bunch of different locations. So far, in the trailer ive seen: City area (F-zero shit) Sand Dunes Canyon Some sort of mountain area Although, to be fair, they're adding in all the flipping and so on. But at the same time, that happened in the speed racer spin offs, (speed racer X) so maybe this is a mix of those two worlds or something.
  13. More screens you say? Shooting box at enemy: Ring Loss: And, pay no mind to that focus meter that stays at 100 while im shooting boxes. Ill get that fixed soon.
  14. Yeah, its GM. Also, Im not much of a spriter, and this game is more functional than for eye candy. Also, finding sprites, and graphics is a total bitch. I used GMPhysics for the physics.
  15. Well, its been about a year now. I'm glad to say that the engine for SILVER is just about done. Now, along with a few main levels, a few puzzles and such... Since I want to finish working on Silver as soon as possible, while not pulling an SCDTI and canceling my shit a year into development, Im going to release the source along with the main game. Now, for those of you who have no Idea what im talking about, here's an explanation. A year ago, i started work on a project based on the character Silver from the god-awful sonic game that came out last holiday season. Now, its been a year, and in between periods of inactivity, ive gotten it pretty much worked out to a point where its almost playable. So, now im going to finish a few levels and release it. Why am I cutting this short? The game uses a physics engine, and this physics engine, while being very powerful, also creates a lot of problems, and is very error prone. Ill get some betas, screens, etc... Out momentarily (Read: in a few minutes. Gotta upload stuff) EDIT: Ill keep uploading screens Also, this game is being released with SCDTI, but I'm still deeply disappointed with their general lack of progress (laziness) over the past couple of years. Maybe not the coders. But everyone else, definitely.
  16. Wish I had MMF, I'd try it out. Although, I'm just about through with physics engines. Once I'm finished with Silver, I wont be touching one of those unless I need to.
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