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

Posts 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.

    4d.png

    a-1.png

    22.png

    LVL EDITOR

    -The level editor used to create the game. It'll probably be for public use aswell.

    X1Plq.png

    HaNAX.png

    yYS2c.png

    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. Does it play Time Twisted ok? Game Maker does take up crazy amounts of memory.

    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

    screenshot30-07-2010070348.png

    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)

    screenshot29-07-2010131228.png

    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:

    screenshot29-07-2010133026.png

    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) Not really sure by watching the video, but does the percentage bar go faster if you hold the laser targeted on the enemy?

    2) Does power stealing only work on normal enemies, or bosses and sub-bosses?

    3) Does changing a stolen weapon to a conventional one reset it?

    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

    screenshot8.png

    Use the enemies powers

    screenshot24.png

    Video

    (Not really an official stage. More like something I threw together so it doesn't look so bland showing these abilities.

  9. Sonic 2 Level select font.

    Megaman physics are a some what off, but it's only a demo, but keep working at it.

    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)

    Dumb question #2 - any idea where I can download it? Google's giving me nothing save a page of title card fonts and a link to an expired domain.

    Forget where I got it(was like 2 years ago) but I uploaded it.

    Sonic 2 Level Select Font

    • Like 1
  10. Only real problem I can think of is that Megaman's control seems a little iffy. Particularly on dash jumping. You need to fix it so that it isn't just adding some constant push factor (Yeah, I can see how you did it you sneaky snake). Instead you should try having two sets speeds that are used depending on dash state (which is disabled either when touching the ground from dash state or when disengaging the dash on the ground)

    The special weapons are pretty cool too.

    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. I wanted to give it a try, but this keyboard layout is absolutely horrendous and doesn't really work for me at all. I tried changing it, but it didn't change the effects of the keys, so that was pointless.

    Control generally is not a good choice for an action key.

    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)

    screenshot94-1.png

  12. megamanx121.png

    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.

    4d.png

    a-1.png

    22.png

    LVL EDITOR

    -The level editor used to create the game. It'll probably be for public use aswell.

    X1Plq.png

    HaNAX.png

    yYS2c.png

    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

  13. Sweet, thanks for the review.

    Unfortunately mario contorls like an overweight cow... jumps are barely high enough to reach the platforms, and it's far too easy to under/overshoot jumps due to the character's sluggish momentum.

    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.

    .If skill management is absolutely required to progress through the game I can't honestly say I'd bother.

    nope. you can beat the entire thing with only the shift button and arrow keys.

    I appreciate the review though.

  14. 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!

  15. 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.

  16. I just didn't like that fairy

    You can make her active or inactive through the menu, and thanks for the comment.

    No more SV engine? I thought it was quite cool that people still use it to this day.

    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.

  17. Man, I thought you left us! This project is looking great. Are you thinking about SAGE this year?

    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)

    Looks good, but is the combo system working as it should? You got 'Kickass' for killing that flying thing near the cannon, but 'sweet' for chaining kills on all those green bastards?

    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.

  18. 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.

×
×
  • Create New...