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Vexus

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Everything posted by Vexus

  1. That comment is one of the funniest things I've ever heard. Also. I think the wallpaper looks like a mock-up. If it isn't, have you guys noticed the background in the wallpaper is different to the one shown in the trailer? The wallpaper looks like Sonic is at the edge of the new island possibly in Act 1, while the trailer looks like he's further inland in a possible Act 2. Thats almost like how Neo Green Hill in Sonic Advance went.
  2. One note about using floor(random(x)). The chances of getting x with this function (3 in your case) are stupidly high. Thankfully, GM8's new irandom(x) function give x an even chance too. This cleaned up version of the code should take care of all the problems. If not, there might be some other code interfering with process... if hp <= 0 { --wex = irandom(3); --switch( wex ) { ----case 1: instance_create(x, y, StamP); break; ----case 2: instance_create(x, y, CaP); break; ----case 3: instance_create(x, y, StamP); instance_create(x, y, CaP); break; --} --instance_destroy(); } [/CODE]
  3. Reuploaded with a more conventional font. Hope you like it even more now...
  4. You have a very good eye for graphics DW. Pretty much everything except for the order and min filter part... PhotoImpact doesn't have a min filter. Dammit, I forgot I kept the soft bevel. I was meant to make that a hard chisel. Time to reupload...
  5. Sorted out a new logo for you... I made it look similar to the logo you already had, and I think its as big as you will ever need it (680 x 210). This took an hour mostly because I was doing alot of filter experiments.
  6. Anyone who was interested in the last demo really needs to download this one. Congratulations on this update FGR. It feels like a more complete experience with a nice results screen, collectables and a save system. The fog really helps put some depth into the levels. Oh, and the game doesn't take long to load either. Now for a long list of critiques... The only major con right now is navigation. It took me around 5 minutes JUST look for the first action stage and I'm currently a bit stuck. A game like this NEEDS a map or minimap system in place so people can easily locate: 1: The next level/important NPC to continue the story; 2: All the unlocked levels so far; 3: Possibly the direction Sonic is facing. The only gameplay critique I can think of right now is the camera. The camera is very good at keeping focus on Sonic, but precision jumping can be a bit tricky when it's difficult to see the landing platform. I'm sure I'll get better with practice but if you roll the camera down slightly when the player is in the air, it will be easier to make those landings. The camera can also move very abruptly when performing Homing Attacks, finding out how to make that transition smoother will make it easier on the eyes. Speaking of the Homing Attack, you can destroy a badnik with it even if you can't see it or if it's behind you. Slightly disorientating at times. The rest is mainly presentation. The main menu buttons don't look very good at all. They don't fit too well with the rest of the User Interface and are horribly resized. The "do you want to go back to menu/quit game" messages are still their GM boring-gray-box defaults. There are functions for changing how they look (mainly 'message_background()' and 'message_button()'). NPCs will show their messages even if you're really high above them. I guess this is because you have forgotten to set a boundary to the z axis. One more thing. This project deserves a nicer looking logo. I can work one out for you if you give me the image dimensions.
  7. The deal is that on Jan 1st 2009 I decided to pack up the current code and start the code completely from scratch, using new things I learned and a proper list of things I wanted to improve/add into the game at step 1 (rather than building on the shaky foundation that was the Demo 1 code, which started causing several issues). Demo 4's creation took 7 months from start to finish, and thats why Rouge and Omega were not in Demo 4.
  8. Concerning videos, I managed to get some screen capture tests done on a more powerful computer, so I can actually create some new footage for gameplay videos. I've also decided to post up some soundtrack videos on YouTube after I get the next gameplay video done. Also, I fixed the RSS feed for the SSK website a few days ago. If you want to be updated first, set yourself up to the feed and I'll try getting more blog posts in.
  9. Go to the Objects tab in your Room Editor. There will be a checkbox on the bottom of the menu saying "Delete Underlying". Turn that off, and you'll be able to place objects that overlap each other.
  10. And a happy new year to you too...
  11. The project hasn't died! There's a new blog post up on the Website, to celebrate 365 days of working on the new code of SSK. Click the link to see the whole post, but here is the stuff you want to know: Comments here or on the site will be read, of course.
  12. I lost my copy of COD4 by tilting the console to its side and forgetting the disc was still spinning in there. I've never made that mistake again...
  13. Damn, I really wanted that for Christmas...
  14. Happy Holidays everyone! I managed to get hold of Batman Arkham Asylum, Watchmen (film), HP & the Half-Blood Prince(film), and the His Dark Materials novels. Oh, and money... Cheapest. Christmas. Ever.
  15. Transferring files with MSN doesn't work with me. It will have to be e-mail.
  16. Baltier from Final Fantasy 12 can be found just below Mega-man. That guy is cool.
  17. First off, you should make a new variable in the Creation Code (in 'objTeleporter' or whatever its called) that stores the name of the room you want the player to be teleported to: teleport_room = 'the room you want'; Next, go to objTeleporter's Teleport/Transition Event and replace the room_next code with: room = teleport_room; If you're still stuck, I could sort it out myself if you let me. You can PM or Email me for that.
  18. I saw it in 2D a couple of days ago. I haven't actually seen Dances with Wolves or Ferngully or other movies like that, so the plot didn't hit any low points for me. But I didn't go there for the plot, like most of us did. Looking at the world of Pandora is an amazingly beautiful thing that I'll have in my head for ages. I'm probably gonna go back and watch it in 3D before the month ends.
  19. That depends on the engine you use. First of all, make sure you know that all the variables (in this case 'ground' and 'relative_angle') are actually defined in the Create Event of objPlayer (or the child object if objPlayer has them). Then hunt down the code that normally spawns the player, and replicate that in the room Creation Code. Apart from that, I've got nothing without taking a closer look myself.
  20. His name is Smash, and he's awesome. A couple of Arwings about to barrel roll in the very top left.
  21. This happens if the variables aren't defined in the create event, but the step event needs to use those missing variables immediately. This is usually a parenting problem. I'm not sure though... the template you use might handle spawning in a different way, where just using the "instance_create(x,y,obj)" function to spawn a player character doesn't complete the process.
  22. 'a number' stands for where you want the player to appear in the level.
  23. I can't believe I missed the fact that you put the code in the draw event. As for your new problem, global variables and creation codes should be able to solve the problem. First off, make 2 global variables (called 'global.teleport_x' and 'global.teleport_y') when you start the game. Next, go to the room editor of every map the player will be in, go to Settings > Creation Code, and add: instance_create(global.teleport_x, global.teleport_y, objPlayer); Then, press ctrl+right_click on your button object and select 'Creation Code', then add: teleport_x = a number; teleport_y = a number; This will give each button a unique set of customize without having to make new objects for each teleporter. Make sure those 2 variables are NOT defined in the button object's Create Event or it won't work. Now its just a case of adding the following code in the button's Mouse click code: global.teleport_x = teleport_x; global.teleport_y = teleport_y; That should do it.
  24. Great work so far. Been fond of the idea and it's fun to see a version that I can play with. I had to fiddle with the priority settings to prevent getting a 5 second key delay, which I've had had the misfortune of experiencing before this. I got rates from 40-60, averaging around 50. Pentium 4, 3.06 GHz, 1GB RAM, GeForce 6200 256MB.
  25. Maybe another function would yield better results. Try something like this: if ( instance_exists(objPlayer) ) { if( point_distance(x, y, objPlayer.x, objPlayer.y ) &lt;= 50 )image_index = 1; else image_index = 0; } The first line is just to ensure that no errors come up during the start or end of a room.
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