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GSF

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Everything posted by GSF

  1. Oh, I see what you did there. :] TBH, this does sound good to me, no emeralds, different looks and worlds. Time for something way different... because otherwise it'd just be another Monster/Gimmick of the Week type game.
  2. HWA is Hardware Acceleration. This means that MMF uses the GPU for graphics processing instead of its standard software based renderer. This opens quite a bunch of options for rendering effects.
  3. Glad to help. :] (I just noticed that this board's threads have a "Mark Solved" option. Try hitting it, see if it works)
  4. No, I just called the "running" variable a flag since that's the way it works - it's either 1 or 0, ergo, a flag. As for deactivating, do you mean that you're deactivating the whole running action event group? I think that would break the mechanic indeed. What you want to do is to set the max speed to a high value when entering "running" state (triggered by holding the button), and then set it back to the low value when exiting the running state (triggered by releasing the button). You basically need to keep the Running variable with the value 1 as long as the player holds the button. When the button is released, the value is changed to 0. Then as long as the variable is still 1, the maximum speed should be higher.
  5. I was about to write that you need to first understand how Worlds works, but it seems you got the hang of it. In short, Worlds uses several actions through values (spindash, jump, climb,whatever). What you want to do is create a new action "Running" - which will be toggled by the run button, and depending on the current status of the "Running" flag, set the maximum speed to X or Y. Worlds, as with other Sonic games (exceeeeept for Lost World) has no run button, since speed is gradually increased. Implementing this is easy in the end, though: Now instead of a fixed max speed value, you have a variable one.
  6. Alright, let's clear that with the following: The original selectable main character trio + Amy And there we go. @Zig: Indeed, and I am keeping my hopes up. I enjoyed the fourth Sly game, so I expect they'll do a good job for the 3DS - which will likely be the first version I'll be able to try.
  7. @Snow Hog: I guess so. She wasn't playable though. Overall, reception seems to be a bit more mixed compared to how the Sonic Not-X-Treme trailer was received. Still, this might turn out to be a solid game in the end. As long as they don't try to copy Mario Galaxy again, or Sly / Jak for that matter.
  8. There's an attachment on the previous thread - that might help. I've been thinking about having a set of sources for popular menu systems - might come in handy, considering that some games tend to have lackluster menu work. Maybe I'll do something once I'm done fixing all the broken parts in the theme resources...
  9. Well, as for the background of said people... Big Red Button is a spinoff of Naughty Dog, and Sanzaru (3ds team) made Sly 4 (which was actually quite fun). Oh, and one more thing: Chris Senn - the X-Treme guy - works at Big Red Button. Hardly happening. 3DS is still unstable when it comes to homebrew and its NAND-zeroing asshole flashcarts, and Wii U... nobody even tries to do anything with it. The DLC will most likely be alternate outfits and other dumb things such as 25 extra lives. This is designed to be a separate entity in the Sonic universe, it seems. Oh, and it won't have a Japanese release.
  10. I swear I'm getting déjà vu here. You made this thread before... and even got a solution working according to your last post. Or are you looking for other kind of effect? The only rotating part of S3's competition mode is the character select... so I guess not.
  11. Yeah, got a point there. Sega always managed to come out on top when it comes to the soundtrack. Even Sonic 06 had excellent music. Sonic 4 and Dark Brotherhood notwithstanding... And indeed, Knux definitely has been lifting.
  12. So much for Xbone and PS4 versions. I'm still not going to buy a Pii U. Anyway, thought list: 0:10 - Big Red Button? So that explains the Jak/Ratchet vibes. 0:17 - Oh great, ancient land, blah blah blah - Perhaps a Lost World of sorts? 0:18 ~ 0:21 - I swear I thought I was looking at UT2004 maps. 0:23 - OH GOD THE ORIGINAL TRIO + AMY YES PLEASE 0:39 - Not the Sonic Heroes system again... (and wtf is up with that music?) 1:00 - What the hell is Grave Digger doing here? Oh yeah, and Knuckles... what. Summing up, I don't know what to think for the time being. A good thing is that it's finally a game that is not Sonic only. That music didn't sound very interesting though... I'd really like Naganuma to tackle another Sonic soundtrack, because the last thing I want is FREAKING DUBSTEP FFFFFFFFFFFF
  13. Worlds Delta works fine on both MMF2 and CF2. For CF2 you might need to do something before, though - check the readme in the Delta package.
  14. Hope it'll be a truly new game, or at least a Colors 2 with less wisp action. If it's just Generations 2, fuck that. I don't want more nostalgia trips.
  15. Latching mouth on tail... endless snake... Ouroboros. Good that you know what it actually means! :] So when it goes endless, it behaves like the SPIKE! in sawnik coulaurs, right? Loving it even more. Can't wait to see this in motion.
  16. Lovely. Nice typography work on the poster!
  17. Don't double post, use the edit button. Check for both. Maybe the problem lies in the mod itself, or in the version you run that does not behave correctly with the mod. If nothing else works, try playing without mods.
  18. Seems like porting incompetence. Check if there are any updates available.
  19. I'm still amazed that they bothered to give the title an international release. Sadly this isn't the case for Re:Digitize... so let's keep hoping for the awesome PSP version translation. The 3DS version might have extra things, but this seems more than enough for me.
  20. The DS games weren't interesting at all, but the original PS1 game was goddamn awesome, and no other game like it exists... except for Re:Digitize. It's basically a Tamagotchi (that thing was REALLY popular back then) mixed with an RPG - it was really addictive... even with all the horrible glitches. You have a partner (no pokemon team here), and you have to feed it, nurse it, take it to the toilet, among other things. Buy stuff, train at the gyms, defeat enemies and recruit people to your town.
  21. Oh, another loonax user - neat. Nice theme you got there. I used xfce in a previous installation, but after gnome3 started screwing things up with gtk I had to switch (now there's MATE and Cinammon, but they came after that...)
  22. Considering how Operation Rainfall sorta worked, I hope this does as well. These change.org petitions aren't going to cut it, though. A lot more noise would be necessary for this to really work. And if it doesn't... there's the ongoing patch for the PSP version, at least.
  23. Yeah, I meant your MMF2 build. If you update it, you'll be able to use the newer Worlds Delta. Also, there's a pretty good tutorial made by Damizean that has 360º movement by itself, with no other mechanisms at all. I find it extremely useful as a preliminary tool before using Worlds. However, if you still don't get around MMF2 that easily, check other simpler tutorials first. I'll look for this base engine I mentioned and put it up later.
  24. Worlds is extensively documented, so you should start with that. However, you also need some pretty solid understanding of MMF2 in order to fully understand how it works. If you still have trouble modifying Worlds to your needs, I heavily recommend building a project from scratch, and (if needed) manually port Worlds components to it. It can be a puzzle game, a platformer... Just something to get you started with how things work in Worlds. As for the corrupted frame issue, that's pretty odd behaviour. Which version of MMF2 are you using, and which Worlds build?
  25. [EDITING INTENSIFIES] (expect things to get wonky for a bit!)

    1. GSF

      GSF

      OK, temporary banner is up. Header is definitely not final, expect it to change again once I get the hang of it...

    2. GSF

      GSF

      Alright, I think I now understand what's behind these "jiggling" signatures. Fix coming up later™

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