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GSF

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Everything posted by GSF

  1. Shadowgoten: I found a weird bug after implementing the thing that makes the monkey back off after attacking, so it must be related to that. After a good amount of turns (more than the necessary to beat the monkey, luckily) the monkey's arrow gets stuck between COM and ACT, I tried changing some internal values with the debugger but nothing, it must be because of the monkey's position or something. Is this the bug you got? Meanwhile, I'm trying to sort it out. I'll have it ready soon. As for now, to avoid this bug, finish the monkey ASAP, before the bug occurs. Even though, sometimes it doesn't occur at all! Take some time to practice and memorize the commands, then reset and do the real thing. If you found other bugs beside this one and the ones mentioned in the readme, please write about it. In the readme, it says that you can pause and unpause to 'unlock' the arrows. It doesn't work with the monkey's bug, neither with Sonic or Tails! I remember it worked before, I'll check that out again. The monkey packs quite a punch, no? In the final game it won't be as powerful. I just grabbed the first thing I found in my libs folder, and gave it 500 HP! So, before I start with the demo, please help me with suggestions and opinions to save time. TO DO LIST >Correct the target arrow, make it follow the target always >Solve the bug mentioned above and other bugs too >Add the missing commands
  2. OK, here it is again. I used the little time to add some other stuff (and remove the password): >Now the arrows are a bit slower (thanks LarkSS) >The target selection is better, now the highlighted target blinks, and the name appears in the Information corner in all commands now >The enemy backs off after attacking now, even though this function is not 100% completed. (Thanks LarkSS again) >Added a readme.txt Well, I forgot to say that I was going to put a newer version... Anyway, it won't happen again. This file will be removed when a newer version comes out. Is that okay? Sorry once again, Rael.
  3. Nice tip LarkSS, I'll put it in the full game to-do list. The monkey has only 1 attack as for now, but in the final game each enemy will have at least 3 different attacks and some defensive strategies too. Try using Somersault and Magic Hook, since these moves are powerful and fast. There are many missing things, like the Defend command (you can use it pressing Left when issuing commands, but it does not reduce damage yet) and the Special attack. These features will be present in future releases. People: Should I make the arrows a bit slower? As the battles are in real time, maybe they're too fast already. Slingerland: Blazefire stole Nexus sources? Suppose that he didn't ask you permission first like I did... By the way, don't worry about the file, it's embedded in the exe, so it's not external. -Direct download removed- As I said in the old topic, the file will be available temporarily, 1 day in other words. So if anyone wants to try and didn't came in time, you can PM me.
  4. Spike: Use Ctrl+Y to change controls. I protected the zip because I don't want the file to spread around too much. Now that I think about it, it's just useless. Here are some basic instructions: Change your controls with Ctrl+Y. The game refers to 8 buttons: The 4 directional keys (default W,A,S,D) and the 4 fire buttons, called A, B, C and D. In the 'Default Controls' screen press A (the Fire 1, not the letter) to advance. Then a small cutscene appears. Use Fire 1 to advance the dialog. After that, you can move Sonic with the Dir keys. Then collide with the 'Engine Test Zone' sign to start another conversation. After that, go and step on the green panel to start the battle. -BATTLE HELP- There is no ATB (forget that slow-paced style of battles), but there's a gauge in the upper-left corner. On the gauge there are 3 arrows (one for each character/enemy) that go to the right. When the arrow reaches the COM point, you can choose the command for the character. The character that you are going to give a command to is underlined in the HP-MP window. If more than one character is in the COM point, you can switch with C (fire 3). The command window has the following commands: Attack: A standard physical attack Ability: Use abilities that use MP Move: Moves the character (right now it's not very useful because there are no multi-target attacks) Item: Use an item to heal or recover MP To move your character, choose the Move command, then use the Dir keys to move the character. When the character's arrow reaches ACT, the command ends. (You can't give commands to other allies when you are moving one). Once you choose the command, the little arrow starts going towards ACT. The speed of the arrow here depends on the chosen command. Attack is the fastest, but Water Shot for example is slower. After a character ends the command, the arrow goes back to the start. Once you beat the badnik, another sequence starts and the game ends. There is a secret though. Press Aafter the credits and read the instructions. This is only the basic stuff, I'll make a readme later.
  5. I had trouble with the old topic, I edited the topic, but it didn't go back to the start of the list, so I tried deleting the old post and posting again (to avoid double post) but then the attachment didn't appear! Oh well, I had to create a new topic then (sorry Slinger, Rael, and the rest!) Instructions in the old topic "RPFG Project" To unzip use the pass: sfgts19746 Check the old topic for help and known issues. Once again, sorry!
  6. Thanks, it is made with MMF2 (don't like RPGM) The test engine is almost ready. It will have: >Two allies, Sonic and Tails >A sub-boss to fight >4 abilities for each ally to use >Items to support your characters >Special attacks >A decent grass graphic (thanks to Paint.NET, not MS Paint) >A little secret too I'll need later some help with the graphics, I'm counting on you guys. As for online playing, a multiplayer mode sounds good. The boxes are made with Paint.NET's awesome gradient tool, and the grass was made with MMF2's motif backdrop editor in less than 10 seconds. I changed the grass already, don't worry. Here it is! Download available only temporarily! To unzip, use the following password: sfgts19746 Enjoy, and remember to leave feedback please! Explanation The buttons are called A,B,C and D in the game. They are equal to Fire 1, 2, 3and 4 respectively. Known issues: If a character fails in following the enemy, it might stay still. I added a function to solve it automatically: Pause the app (ctrl+p) and then unpause, in a matter of seconds, the character's arrow should move again.
  7. Good luck MaxSonic. I'm sure she will get better! And to all similar situations: Good luck too!
  8. You could try with the string parser, like Damizean says. Or try arrays, or ini (ini only supports a max of 64 kb)
  9. The system is too complicated, you could try with arrays.
  10. Heh, that thing looks like the massager that my mother uses!
  11. ('RPFG' means Role-playing fangame) This is the project I talked about in the 'Looking for a fan-made Sonic RPG' topic created by Vlad the Vampire. Currently I am working in the battle engine. I will send one ASAP, after that a beta could be released. Here are some screenies: (the graphics of the battle scenario are bad, I know. It's just for decoration, it will be changed. Menu Screen and Battle screen: Send your opinions about the graphics, and once the engine is posted, any feedback will be greatly appreciated.
  12. I like Mark's design and Shadix's too... A skin system would be the choice, I think. Even though, the old skin should still be selectable, for slower PCs, what do you people think? Mark: There's a way to put 'Recent posts' in the page. That would be nice! Anyway, I'm with any color.
  13. Thanks for the ideas, they seem good. Especially the KH battle system, but there's a problem. You can use 3 chars in the party at the same time, in that case only 1 character at a time would be able to be controlled by the player. And the other 2, AI controlled. I'll consider that. Even though, I could make a fusion between the KH system and Grandia's system (for PSX). The Grandia battles concentrate in a bar like this: --------------------l--------l---- Wait____________Com_____Act Above the bar there are little arrows (each one represents a character, ally or enemy). These arrows go to the right, and when one reaches Com, you can choose a command. After selecting the command, the arrow starts going to Act. When it reaches it, the action is done, but the speed of the arrow here is determined by the command used. The characters move automatically in Grandia, but there's a command to make them move somewhere you choose, and the time only stops while choosing a command. Now to the changes part, I'm thinking in putting more real time (the time won't stop during Com like Grandia, this will be easy to do) and I want the player to control the chars at real time. The question is how? Anyway, I'm gonna make a little battle engine and post it to receive some feedback. After that, the production of this game will stop until I put here at least a beta of my SFG Sonic Adventure Revolution. Coming soon: Screenshots of game menus, the name of the game and a starter battle engine. PD: Sonic Epoch? Do you mean that GBA rom or another game? Also, do you guys have ideas for the name?
  14. I knew it. So, I gotta think in something more original now. Any suggestions?
  15. It's just that this idea gets me a little anxious. I want to send a preliminary beta or whatever ASAP. But it will take lots of time though. I'll cool down meanwhile.
  16. Pretty deep question. For me Sonic fangaming is not only art, but it is also a pastime. It is a way of showing your capabilities and ideas to the world, like sharing your favorite stuff. In this case, Sonic. I do Sonic fangames because: 1- I am a big fan of Sonic games 2- I work a lot with computers 3- I don't like just sitting and playing other stuff made by other people. I mean, it's fun, but making your own game is more fun! 4- It teaches me many things, not only programming, but it also emphasizes in math and stuff (engines, physics). For example there are the attack formulas of the RPG Sonic game i'm making, or the physics used in a custom engine. 5- I like to share my creations to the world, make them alive on the WWW 6- The SFGHQ is always ready to answer any needs. Thanks people! and many more reasons... Anyway, that's what I think. Fangaming is a way of life.
  17. (topic edited for better reading and understanding) Nope, MMF2. I know it may sound hard to do, but it is possible. I have many .mfa with some battle engines, save engines, menus, etc. And now that you mentioned FF, well the battle system will be somewhat similar to FF, but there will be no random battles or Active/Wait stuff. What do you people think of this really cheesy title?: SONIC FANTASY! Sounds really weird, but I want an original name, not Sonic the RPG, Sonic RPG, or RPGSonic, or something like that. Even though, throw in some name ideas please, I'm bad at naming... I'll send some screens of the menus and battle screen maybe soon...
  18. Well, I don't know one of these, but I'm sketching a super-mega RPG with Sonic and co. The game will be splitted in several Parts (think of FF games for PSX, with many discs, instead there are 'parts') to make downloading easier. It will have 6 characters (not new characters, but the normal ones, Sonic, Knux, etc.) It will also have an ability system, each character will be able to learn up to 16 abilities (magic). An equipment system will be present as well, there will be shops (the money is the ring), dungeons, cities, and a very interesting, rather humorous (think of MADventure) storyline, I'm planning some of it already. The world will be a planet with familiar and non-familiar places. Knothole, Angel Island include the familiar ones for example. The enemy will NOT be Buttnik. I'm thinking in some adequate enemy now. Even though, he will be the first boss in the game, after that he'll open a store in the story. I'm working in my Sonic platform game right now, but when I finish it I will start with this one (give out names for the game please) I will also need lots of help with the graphics. Anyone who helps will make the game come out sooner. When I do the first version in MMF2 I will create a topic for everything related to it. Wonder which game you're talking about... ...wanna play it...
  19. I personally think that the problem with the characters and plot point for subcharacters is the time. The movie would really take about six hours or more, but it's good anyway. It isn't a common Simpsons episode, with many stories. Normal Simpsons episodes got parallel stories going on, for example when Bart's having trouble at school Homer might have trouble in Moe's and the episode continously goes like this: Bart>Homer>Bart>Homer>(additional mini-story, for example Skinner)>Bart, and so on. That's what couldn't be seen a lot in the movie, but once again it must been the time. The best moments were "Spider Pig!" and the SOP sign, really!
  20. Sorry, don't have it. But, if you want Parser 2 for the letter one by one effect of text, MMF2 has the capability of doing it without the extension. In case you want to know how to use this feature, send me a PM and I will send you a tut. NOTE: I might take some good time in sending the tut or replying, since I use internet from a pay-to-use place, therefore I don't explore often.
  21. Something's really wrong here... Try in the properties of the app: Select the Sound filters option, and check the 'Automatic' checkbox. Later rebuild the app with this option enabled and try it. If it doesn't works, I don't know... you could try sending here the app for testing or something?
  22. After the accident with the Airbus 320, and many losses, Brazil seems to keep on with trouble. Some American Airlines planes had to return, they couldn't land in the Guarulhos Airport due to congestion. Just like I always say, the debate starts. Now France (maybe the manufacturer of the A320) explains the features of the plane and that the wet landing area is responsible. It's true, the plane lost control on the wet track. Even though, other people blames the airline, or the airport, or whatever. But, Mother Nature decides when to rain, right? Luckily the travel agency where my mother works didn't suffer trouble due to this... Damn, Argentina already had trouble in their airport, and now Brazil... What do you people think about it? Who takes the blame? (NOTE: I am not from Argentina nor Brazil, but I'm close)
  23. I mean File>Build>Application, simply to make the EXE again.
  24. Xtreme, good work with Nemegraphe. I found a bug in beta 0.2 (i didn't try 0.3 yet, so i don't know if it was solved) It is related to he bug that Rogueyoushi posted. I was playing with one of the pics from LarkSS, in the middle I saved the game. Later I continued, and when I beat the puzzle, the image in the selector was still ?. I had to replay the puzzle without saving to pass it. This only happens if you save. When you beat the puzzles without saving, there's no problem. Actually, it's the same bug that rogueyoshi posted, but I post this to complete information. The bug affects not only the wraith one. Great game, also I have a question. How do you make the little image that appears next to the pack's name in the selector? I mean the image of the palmtree in case of Pack LarkSS or the little T of the Tutorial Pack?
  25. I'm not sure Inferno, but if the exe doesn't plays the musics, try copying the musics to the same directory of the exe (not the mfa) MMF can't find your sounds in the directory. Try it, it may work. If it doesn't, rebuild the application. That's it.
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