Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

kirbyhi5

Members
  • Posts

    111
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by kirbyhi5

  1. Thanks for all the previous feedback, just making my rounds here~ November 27th, 2010 INFO - Progress is going smoothly. I'd probably say into major designing phase. Here's the most updated info I have. SCREENS -Few screenshots of gameplay. LVL EDITOR -The level editor used to create the game. It'll probably be for public use aswell. VIDEO -Video created specifically for this post to show what's currently different.(Content wise it's the same, internally there's huge differences. Enjoy) ►MMX:R Another Test Stage
  2. All I can say is try to work on something everyday whether it be tiles, gimmicks or just organizing things. It shows you're making some type of progress and hopefully motivate you to do something the next day. I'm a neat freak, so having everything commented, optimized, organized and easy to follow is usually pretty big motivation for me and it doesn't take much time to do. I save the core work for days when I'm not so busy.
  3. It plays much faster than his, but compared to your Sage 09 video, it looks like I'm running it at maybe a constant 40 fps. Actually, I was able to record everything on my screen at full speed and only the GM game was slow. Seems i'll just have to use my other computer which is default 32-bit WinXp with a better GFX's card. (wanted to avoid installing the recording program on it) I made a quick video to show you the comparisons. You'll notice in time twisted everything is working fast until I get to the level. (I don't remember, but wasn't there some discussion before about GridSpatialIndexing.dll being cpu consuming or something?) I dont think there's anything to worry about. it seems im the only one having this problem.
  4. Man i really wish my laptop would play certain GM games faster. It plays at like 10 fps on my win7 64-bit.(which is strange because some GM games play just fine) I have 2.10 ghz & 4 gigs of ram so I don't think those are the problem. I thought it was because GM just couldn't perform well on Win7, so I ran the game on my virtualized windows xp from win7 host, but I only get a black screen. I use the default crappy mobile intel 4 series express gfx card, however I can play games like TF2/L4D fine and I highly doubt this game is somehow using more resources than those. Tried searching for similar problems but didn't get anything. If it was working, I'd do a video recording, but alas it is not.
  5. this is one of the reasons i didnt do sage this year; to learn how to make a lvl editor Extremely basic at the moment and can only load tiles/events/and some enemies. Hopefully if everything goes smoothly, it will be able to nicely support enemies, events, tiles, and misc objects. (i think that's all I need from the editor, but if I manage to not fail alot probably more) my only reason for wanting a level editor is so I can keep the .exe small. (although the .mfa is only 4mb at the moment) this is with the level editors above picture added into the frame. i still very much prefer mmf2's default editor, but with a level editor i dont have to clone every frame to make a new level = increases size by alot. lets hope i dont fail as for some of these extensions i am fairly new to using D: and also ride armor added. gonna add some custom ride armor in aswell since I just realized all ride armor in snes mmx are the same. only difference is they have a palette color change with their arms replaced.
  6. Wish I could of entered this year but I just don't have enough content done that I want shown. (I'd rather show official levels as for I'll put way more thought/time into them than just show case stages) I look forward to all the other entries though. Since I got a more kick ass computer I'm thinking of video recording my play-throughs(no reviews) of all the games and make a topic of it. I always loved watching others play mine,so I hope they'll feel the same.
  7. 1) Nope. The percentage speed depends on how powerful/large the enemy is. (well not really, but more like i give each enemy a value on how strong/large I think the enemy is and it calculates percent from that.) 2) Works on all enemies and sub-bosses aswell. (I only have around 50 enemies at the moment, with only about 20 different busters added. Bosses will just have their own special weapons that can be saved permanently) 3)Yep, well not really reset but you completely lose the stolen weapon if you switch. Hopefully I can do what was done in kirby gameplay and make secrets/hidden pathways that can only be found when having a certain enemy weapon obtained from that stage. hopefully that answer them all
  8. News June 26, 2010 -Added a huge element from MMZX which allows you to "steal" your enemies weapons. You shoot any enemy with the scan laser(default ability), and after a certain percentage you obtain their power. So you it's sorta like a Megaman x Kirby fusion going on. Screenshots Scan with data laser Use the enemies powers Video (Not really an official stage. More like something I threw together so it doesn't look so bland showing these abilities.
  9. Yeah I plan to make him less floaty as far as jumping goes, and dash fix. I'm not sure I want him slower though, it seems majority are liking the pace of his walk. Also, yeah save points are already created and working. Didn't place one in the demo though since it's such a small level. (Actual levels will be longer, probably save point after mid-bosses) Forget where I got it(was like 2 years ago) but I uploaded it. Sonic 2 Level Select Font
  10. I see, noted for fixing. Yeah for most of the special weapons I tried to balance it between being useful during certain situations vs not overpowered. You can probably see from the two I have showed they have huge advantages and disadvantages. (Like the D.Cutter(the red spinning blades) for example, perfect against huge slow enemies since it slows down and does multiple damage. Not so effective against flying/small/fast enemies though due to how it flies) Thanks for the feedback though. : D
  11. Really? I can't seem to replicate that problem. I even changed it to standard WASD keys and having space as dash and they all worked in-game. Did you press enter, then assign a key? (make sure you close out the options application before you play so it can save)
  12. Oops sorry about that. url fixed Video
  13. November 27th, 2010 INFO - Progress is going smoothly. I'd probably say into major designing phase. Here's the most updated info I have. SCREENS -Few screenshots of gameplay. LVL EDITOR -The level editor used to create the game. It'll probably be for public use aswell. VIDEO -Video created specifically for this post to show what's currently different.(Content wise it's the same, internally there's huge differences. Enjoy) ►MMX:R Another Test Stage
  14. Sweet, thanks for the review. Can't say much about this. I adjusted his gravity to be heavier so that battling enemies is easier and he isn't too floaty.(takes longer) However, it seems I can reach the platforms fine. If it doesn't play at the 40 FPS or higher, then yes I'd imagine it'd take a toll on his gravity. also yes I wanted it to lean more towards rpg elements rather than platforming. nope. you can beat the entire thing with only the shift button and arrow keys. I appreciate the review though.
  15. Was lurking the main site around 2003. (or whenever Sonic: Time Attacked was released and pre-website design) Didn't join the forums until recently though since I wasn't really into forums at that time.
  16. I just hope it runs fast on most computers. (although it should since I switched to HWA) Wish I could test it on others besides my OS. June 17, 2009 NEWS: SAGE is almost here and I'm really looking for a play tester. If you have some free time and don't mind checking a few things out with my sage entry, PM me! Thanks!
  17. Hey this looks pretty cool. Looking forward to it.
  18. It's normal. Mario's starting defense is set pretty low for level 5. (I set you off at the default level 5 with pre-set stats). I guess I'll have to give the players some distribution points so they can choose what stats they want. Actually I was about to die on several occasions(especially during the boss), but level up grants you full hp/fp, and just my luck it occurred during the boss. (would of had to record all over again if I lost) Yeah no more tanking the way through the level I suppose. Enemies drop items such as mushrooms at random which well balance things I hope.
  19. You can make her active or inactive through the menu, and thanks for the comment. It still has some elements of SV engine in there. (although collisions is more on using fastloops and alterable values for detecting collisions.) (using alt values for animation was a neat idea)I learned tons by messing around with it though. And now it's time to show what'll hopefully be at this years SAGE. June 11, 2009 NEWS: I decided instead of spoiling the main story AND so previous players aren't playing the same thing from last years sage, I'd make up a mini-story with a stage select including new content. Sorta like what Blue did for Sonic Frenzy Adventure. Video ► Will only be 4 stages. Short and to the point. Yes I just tried to pull off a god of war type of thing in a Mario fan game.
  20. Yep. Yeah I couldn't post updates because I didn't finish any levels. I decided to completely re-do the engine to make it more global and generally more efficent. Hopefully everything will be ironed out by SAGE. I also switched to HWA, so now there shouldn't be any speed issues.(Although there never really was any before) You get a certain amount of "points" for doing actions.(getting coins, jumping off springs, etc. In the video, I got a blue coin, which is worth a good amount. Probably needs to be lowered though.) The points stack for a small duration which = your score. However, I forgot to set the amount of points you get for killing enemies. Good thing you caught that. Upsets me that there's tons of work that needs to be done before I can even think of releasing another demonstration.
  21. May 17th, 2009 NEWS: It's been months since I've updated. However, I have actively been working on this the entire time.(although finals/projects have kept me busy aswell. Anyway today I'll be showing you a new level with some neat little gimmicks you may or may not remember. Video ►Lonely Forest Mario & friends exploring the lonely forest.
  22. Ah excellent. Hope you don't mind if I post this at another forum so others can see.
  23. Ah cool utility you got going. Worked fine with my grass. I just hope I won't have to change the width to anything different than 128 often.
  24. Although I don't post often, Merry Christmas everyone! I'm only getting new headphones, some money and clothes, although it's all enough for me.(Recently bought some good orange juice though which was damn well worth it)
×
×
  • Create New...