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Vexus

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Everything posted by Vexus

  1. Dawn from Pokemon D/P at the bottom center, on the pavement above Ken and Guile.
  2. I've been playing it for a while. I've gotten 19 golden apples so far. I really like this game. Just like Double Panic, I enjoy playing through the levels you make. The graphics all fit well and the background music is enjoyable. I've come across no bugs so far either. I was having a problem with the falling apple missions, mainly because the sound effect for the falling apples gets annoying real fast XD. Still, one sound effect isn't going to change how much I enjoy playing your games.
  3. This is really shaping up Inferno. The tutorial looks very simple to understand and the combat also looks good (and those are just one-on-one battles). As Zenor said, some punctuation is slightly off, but that can be fixed any time.
  4. Happy Birthday Aero! I heard Zombieland is a fun movie, so I might see it some time.
  5. With the code you have there, that would be for the objWorld_Marker object. And yes, you will need to change the MarkerId variable for each level marker. The great thing about creation code is that you do not need to set up multiple objects to do (pretty much) the same task. With the cursor, I was thinking a map style like Sonic Unleashed would work well, where the player moves it around and when the cursor is over a destination you can select it (skip ahead to 0:36 of for what I'm getting at).As for the whole results screen thing, all you need to do is find an appropriate time to perform the code. It doesn't have to be the results screen, it could be the finishing line or something else. I have to go now.
  6. So you have a room and a World map graphic. Make a new global variable called "global.var_StoryProgress[0]". This is an array we can use to find out if each stage has been completed. When the game starts, set it out like this: [B]global.[/B]var_StoryProgress[0] = 0; [B]global.[/B]var_StoryProgress[[U]1[/U]] = 0; [B]global.[/B]var_StoryProgress[[U]2[/U]] = 0; // and so on until you have a variable for every stage When each stage has been completed, you can set up a code like this in the results screen: if( room == rmZone0_Act1 && [B]global.[/B]var_StoryProgress[0] == 0 ) [B]global.[/B]var_StoryProgress[0] = 1; if( room == rmZone1_Act1 && [B]global.[/B]var_StoryProgress[1] == 0 ) [B]global.[/B]var_StoryProgress[1] = 1; // and so on... Now we have a method of checking what stages are locked and unlocked, we can move on. You would probably need a cursor object (objWorld_Cursor) that the player can move around the map, using the directional keys to move the cursor around the map. Simple stuff. Next, you'll want marker object (objWorld_Marker) that will show the player where each unlocked stage is and allow them to play it. Each marker instance in the room editor can have a Creation Code (Click "Objects" tab > Right-click + Ctrl on object > Creation Code) to give each instance a unique identifier and destroy itself if the player hasn't progressed far enough. Example. The creation code for the first level objWorld_Marker could be: var_MarkerId = 0; And the creation code for the second level objWorld_Marker would be: if( [B]global.[/B]var_StoryProgress[0] != 1 )instance_destroy(); var_MarkerId = 1; With all the locked stage markers destroyed, you can use something like a collision or step event to check if the cursor object is touching a marker that is still there. Thats just the rough outline for you to get you started. If I wanted to go into more detail this post would be too long for my liking. Hope it helps you out though.
  7. Okay, so I managed to get a new update for you all. Some of you know what I'm gonna be talking about this update (See the full article here!): In other news, tests with trying to make the attacks faster have fallen flat, and some moves are now failing to work properly. Seeing as there are also plenty of people who do not mind the attack speed as it is, the attack speed is going to remain the same.
  8. Looks like you guys noticed what my next update will probably be about. There will be more detail on the subject once the system in place has been properly bug tested. @segasonicfan4life Whats a fighting game without some kind of Survival Mode? @Felik the velik In the older version of the game (3.3) waypoints were being used. This demo has the movement without them. A.I movement is based on the position of the CPU, the nearest target, and immediate obstacles. I could tailor the A.I code to follow waypoints in more complex situations though.
  9. @sayi50: I've managed to fix that glitch. @iki77: I have some ideas for Emerald. One thing is clear though, the character will need alot of work. I'm here to finally make a new update... with screenshots! I've managed to finish and debug the Twinkle Snow arena. This time, you can break the bridge with a well-place Slam Combo. For more news, be sure to go to the SSK website/blog thing.
  10. I've played the game, and made a YoYo games review for you to read. In short: Improvements (mainly in menu graphics, textures, and collision) and polish need your attention more than adding any extra stuff right now, but the game was enjoyable. One last thing... DAMN YES REVERSE BUTTON!
  11. I'm really liking the look of this project Instant, the sprites are really nice to look at. It's also nice to see Sonic in his own plane for a change. I'll definitely be keeping my eye on this.
  12. I never really thought of picking a favourite character... but on the spot I would pick Knuckles since he punishes people who don't block, or Sonic because of his speed. I could work with having a Spin Dash move replace the Sonic Slide (Dash then Atk2), other than that I can't see it fit in well.
  13. But the relentlessness is an AI feature... Joking. The AI and difficulty coding is always a work in progress, due to problems like you've mentioned above. I want to get rid of instances where the computer has the reaction time to perform feats that people cannot. I'll work on that after I've sorted out the other things on my list.
  14. This is also my own fault too for not adding an in-depth documentation like I did with the last demos. Anyway, all votes have been for the forced tutorial so I'll work on it when I'm able. Knuckles, being a more speedy variety of Power character, can charge up the finishing moves of his basic combos for extra damage (that would be the light and heavy combo). Just hold on to that last button press to charge. Slower Power characters don't do this because they won't need to, meaning (when they become playable) Rouge will be able to charge her finishers but Omega will not.
  15. @iki77 There are moves that certain types are usually affilated to (Speed: wall-jumping, Power: charged attacks, Tech: traps) Volcan's idle sprite were made by me, than passed to JoeTE, than back to me for fine-tuning. More sprites still have to be done, and that job has been passed on another spriter Katanga when he has time to spare. @Leon The games may be similar but there are some major differences, including the platform (GM and MMF), design process and overall gameplay. I like Mecha Madness too much as it is anyway.
  16. The new attack speed of characters is just slightly slower than the attack speed in Mecha Madness, which is the best comparison you can find right now. I've still got some things to fix because changing the animation speed from 1/4 to 1/3 is making some things not work. I'll sort it out in time though. One more thing. Do you guys think I should force the tutorial stage on people starting the Story for the first time? (like Sonic Heroes). It will stop some people going straight into Stage 1 and probably getting their asses whooped.
  17. The purple pawns will not be that annoying in future releases. They will be split into 2 different pawns. Type 1 will shoot at a constant pace and run if you get close. Type 2 will always remain still and just throw bombs (which will be blockable on easy mode). Due to some complaints from various people about attack speed, I'm working on making all attacks 1.5 times as fast. I've already fixed up some attacks too (Sonic's air action & Gemerl's chaos attack). After that, I'll be working on remaking the VS Match gameflow. You'll be able to pick how many players are fighting (2-4 fighters), their team (free-for-all, 2-on-2, or 3-on-1), and their controls (computer or human, maximum of 2 human players). Features from Demo 3 (emblem gallery, missing stages and characters etc) will make it back into the next demo.
  18. About the revised edition, I'm still trying to figure out how I did this... And there are also a couple of collision problems as well like this: Apart from that, the physics are an improvement. The SAGE release is really good though. I like the clean interface (but the slow transitions I could do without), and the game does present a decent challenge. It is one of the very few games at SAGE that I keep playing over and over. Great job!
  19. I'm surprised that the SSK review didn't delve into anything I could really work on apart from "its really hard", especially because it sounds like you didn't play the Tutorial (Maybe this means I should force the Tutorial on first time players, like in Sonic Heroes). I guess that just means I need to get more levels sorted out so I can spread the difficulty curve... and of course make the game a tad easier.
  20. I get that sometimes and I blame imageshack... I'll add a text link as well for those cases. --- I've been getting some great feedback from this demo. Thanks to you guys and others, I've been made aware of various glitches (usually sound) and good ideas. Please continue to bring on any complaints and suggestions as they help me out more than praise. I haven't been working on the game as much now the demo has been released. I'm deciding what content will be released for the next demo (chances are the priority will be adding what what Demo 3 had but this demo didn't). There are more updates The website, including a list of how to get all the emblems in Demo 4 (it's not cheating).
  21. Talking about the glitch, I think it only happens with one time-travel post so you should comb through that post instance if you haven't already. Still, game-breaking glitch aside, I really enjoyed it. There was some great level design in there and everything fitted well together. I don't have any outstanding complaints about the game, so well done!
  22. I will deny you no longer. You've been waiting far too long for something new! - = SUPER SONIC KNOCKOUT: DEMO 4 = - Resolution: 320x240. Resolution, full-screen & colour changeable. Players: 1-2 Players. File size: 9.41MB. Features The game now runs at a smooth 60fps; The entire game redone from the ground up! New TRAINING and TAG TEAM modes! Medals! Beat story stages, missions, and find them levels; Play as 5 characters, each with new skills and revised competitive balance; Air combos, throws, and chargeable attacks make their SSK debut! 6 completed stages to battle in. Some a revised versions and some are brand new! 3 slot save function with optional auto-save; Now its much easier to customize your controls; Completely redone AI, as well as the addition of 3 difficulty settings; And many smaller additions and revisions! It also looks like there might be one thing missing. That would be the cutscene for Story Stage 3. Oh well, please stay tuned to see if I release an updated demo some time in the future!
  23. I'm sure doing that will be fine. I'm in same position with my entry. I've never made a comment on this topic, so I'm going to say now that this project looks excellent. I'll definitely be picking the demo up, no matter when it comes out.
  24. I have experimented with that camera style on various occasions, even recently when I first started the new engine. I decided against it. Even though the Smash Bros method would supply the advantage of never having to draw anything twice on the screen (leading to a more consistent frame-rate), I have always run into some kind of major graphical problem like misaligned tiles and stretched backgrounds. The HUD and some special effects would also suffer dearly, so in the end I let go of the idea because it made the game look ugly.
  25. I held off yesterday's update so I could come back with something for you guys to look at today. 23/07/2009 I've updated the ARENAS webpage today with 4 brand new screenshots paired side-by-side to their older counterparts. The Chaos Attack animations for all 5 playable characters are finished too. You'll see how good they look in 2 days, I'm still on track for SAGE.
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