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Sockman

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Everything posted by Sockman

  1. DOW dives 778 points. Political bitchery ensues. Voting Roll Call Sheet for Bailout Bill Damn. Gotta say that I was pretty shocked to see this one not go through. You'd think America would've learned it's lesson after the Hoover's "laze faire" mess.
  2. I really liked it. Although the engine is far from complete, I could see a really great Sonic game being made with this. Serph already mentioned all of the motion issues. Also, the skybox is gorgeous. I jumped off the cliff and fell just so I could look at it.
  3. I think I'm getting the gist of what you're saying (I think...), but an example would not only be helpful to me, but it would be helpful to anyone else who encounters the issue in the future. At your convenience, of course.
  4. "World first, the game that even penguins can play" Oh, what shenanigans will those Japanese not get into?
  5. Hope that helps. Although this probably isn't helpful if Sonic isn't moving.
  6. I'm going to assume that "chief" is a mistranslation, and the word you're looking for is "boss"... Anyway, you're going to want to mess with the Alterable Variables of this guy: The variables of this object contain all of the camera information of the Sonic Worlds engine. (Assuming you and I are using the same version.) When the boss event is initiated, you're going to want to set the boundaries of the camera within the boss battle area.
  7. All I really want is a way of implementing some sort of gravity for enemies without using, like, a gazillion sensors. I guess I could use ground sensors for each one, but that's going to be major rape in the larger levels. Damn you MMF2, why can't you have the same edge detection for objects that you have for window and frame edges? There's two reasons why I'm wanting such a gravity/physics system: 1. I want enemies to move and react to Sonic's attacks. (IE: A badnick gets knocked back a little if Sonic punches him in the face.) 2. I don't want to put up invisible sensors on the edge of every platform to prevent enemies from wandering off the edge and "flying". If a gravity system were to exist, the enemy would just fall to the ground and keep walking.
  8. There's nothing wrong with using the Sonic Worlds engine as a base for your game, but if you do, be sure to make enough changes to where your game is unique as opposed to "Sonic Worlds engine demo with changed grafix". You didn't remove the Tails debug key command, so I just switched to Tails and flew over the entire level. With that said, your level design definitely shows promise. Although I'm not sure the Sonic Advanced 2 backgrounds can go with the S3&K Sonic sprite.
  9. "Dark Sonic RX", huh? So it's a game about Sonic's minority cousin who's addicted to prescription drugs? Sounds edgy. I like it.
  10. Well, there certainly doesn't seem to be anything wrong with your project from what you've shown us. However, you haven't really presented to us anything that puts your fangame above all the countless other Sonic fangames out there. So what angle do you attend on using when making your game stand out? Purdy Graphics? Super Epic Awesome Storyline? (Please say "no") Innovation on traditional Sonic mechanics? Epic speed? Or just a well-rounded package that's actually in development as opposed to dead? I like the leaderboard idea, btw.
  11. And you guys thought I wasn't doing any fangame work... Anyway, I've been trying to implement some sort of basic gravity/physics mechanic with enemies, and I've been making some attempts that haven't succeeded. I tried using the Platform Movement object to try and handle gravity for all non-flying enemies (If an enemy flies or hovers, it's flagged and excluded from gravity events), but the extension outright ignores you when it's assigned to more than one object. I know it's possible to implement decent enemy physics (Y HALLO THAR, MECHA MADNESS), but I'm stumped when it comes to finding an event-light, CPU-friendly method of doing so. What would be the best approach to implementing simple enemy physics? Please and Thank You.
  12. Aerial Asskicking Zone Hellfire Hills Zone Chaos Crypt Zone Locomotive Lunacy Zone Wild Wood Zone Urban Iron Zone Floating Fortress Zone Baghdad Blitz Zone Lightning Rail Zone Metal Meltdown Zone Carnivore Cavern Zone Final Frenzy Zone Meteor Mania Zone Indigo Ocean Zone Botanic Bluffs Zone Ivy Road Zone Treacherous Trail Zone Alliteration Zone
  13. From what I've read, it still seems to be an early beta with a fair share of flaws. I'll wait for version 1.0 before giving it a shot, Firefox is working fine for my needs.
  14. Ho'shit. '98? Man, those were my Neopets.com days, I think. Thanks for making me feel like one of the babies.
  15. I really don't think lyrics are that distracting, it really depends on how loud the vocals are compared to the instruments. In my opinion, it worked fine in Sonic Adventure 2. As for your MIDI issue, I usually just run the MIDI through FruityLoops and put in some nice Soundfonts and effects to give it a less synthetic sound.
  16. The Taxman posted a great explanation of the mathematics behind homing attack movement. Its very straight forward and allowed me to easily implement a good homing attack in my project. LINK Also, SEARCH FUNCTION.
  17. I personally think the desert level is fine. The lack of gimmicks and long expanses of just running give it a barren, abandoned feel. Though such a tone is typically avoided in levels with other settings, I feel that it's fitting given the placement of the level (even the color scheme of the tiles make it feel desolate). With that said, it probably isn't the best level concept for a demo. A level in a demo should showcase a variety of activity and features. Keep it up, Blaze. We need more of this attitude, also. Having fun should be the first and foremost priority when fan-gaming. When that ceases to be the objective, fan-gaming loses its "magic".
  18. It's adorable. <3 Reminds me of the Sonic from the Sonic CD intro FMV.
  19. This sexy li'l fucker called Sockman joined the forum in your absence. I heard he was quite the badass. Welcome back, person.
  20. I also have a 4GB Creative Zen. With the birthday coming up, however, I'm hoping to get something with a little more space. (Although the Zen does have an SD slot) I'll probably get another player from Creative Labs, since my experience with the Zen has been the best out of any MP3 I've ever owned.
  21. They'll probably fuck up that mechanic again like they did in Shadow the Hedgehog.
  22. I totally thought the thread was titled "Large Hard-On Collider". XD
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