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kirbyhi5

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Everything posted by kirbyhi5

  1. Yep. However, of course the shy guys aren't trying to help Mario. They throw mushrooms hoping that it lands on General Guy.(If it does, it will heal him worth +50 HP, and vice-versa with with Mario). But in the video they are destroyed soon as it touches the ground, which I need to change. I'm probably going to randomize when it drops them too to prevent the player from knowing where it comes from.(although they drop bombs too)
  2. December 24, 2008 NEWS: Christmas is soon, and good thing I just recently finished my boss battle.(Took 4 days to do). Finally I can take a break feeling satisfied it is complete. PREQUEL: After an extensive chase through the mountains of Wind Prairie, Mario finally corners General Guy…Or so he thinks. Turns out it was General Guy who was playing the tricks by leading Mario right into his Base! Now Mario must defeat him to find out what the secrets are of the “Organization”(They actually aren't evil at all. It's more of what your perspective is on what is good and bad). Of course, I have a video of such an event. (Please note that I realized after I recorded the video that the pause menu was in equipment system testing mode, therefore none of the items worked.) GeneralGuy:Boss Battle And that closes Chapter 1. On to Chapter 2-1, Tranquil Forest. (I'm still on the look out for spriters. However if I do not find any within maybe a week I'll just go without doing appearance changes.
  3. November 23rd , 2008:Wind Prairie NEWS: Progress has been average I suppose. Currently doing chapter 1-5. Wind Prairie Most latest Level preview.
  4. efficiency. Sure it may work, but what if you want the player to have different options in the pause menu? You'll be temporarily lagging the game so it'd make it impossible to access the options.
  5. Simple as that. I've done that, and believe me it gets messy and buggy after awhile. You'd either have to give every animated object you create a qualifier to disable animation, or do it individually which is a pain. Not only that, but I'm sure you will have special cases where if you were to disable the main group it would cause problems elsewhere.(ie, if you use path movement somewhere, you have to make sure you make all of their movements start again) Using a sub-app deactivates the entire frame and only activates the frame the sup-app is set to.(so pretty much only handles 1 frame)You can make the size of the frame maybe 100 x 100(the size of the pause text),and have it be created in the center. I suggest you try both methods first though and see what you like.
  6. There is. Use a sub-application. Basically, put the "Pause" text in an empty frame. Create a sup-app object in whatever frame you want the pause in. Make sure "Modal" and "pop-up" are both checked. Why sub-apps? Well, When the sub-app is created when you press whatever button, it automatically pauses everything in the frame and only that sub-app is active. You can have it so the sup-app ends the frame when it is done. I don't know all the specifics, but I'm sure if you search clickteam forums for "sub-app" you will find it. (IMPORTANT NOTE: Sup-Apps only work when you "run the application" as a whole, not from the frame.)
  7. Yep. I'm surprised someone caught that. It works exactly like gravity beetle's move. In the video though, I hadn't made it so it effects the gravity, but that's already been added in. There's another move which works like colonel from MMX4, but that can depend because it's a basic boss move. I'm trying not to overdo the ai just yet, since I want to save the more better ideas until later. And since I bumped this, NEWS Quests/Hub worlds/ Lvl. Up distribution additions Previously when you level up, you just got a set of pre-determined stats. However, to add some variety and challenge, you no longer get pre stats. You now get "level up points". These allow you to increase your hp/fp/dp or ap individually. However, it takes more Lvl. points to increase your AP/DP than it would your HP/FP. This is so people don't cram all the lvl.up points into AP and overpower themselves. You can still technically only boost AP, but you'll just be screwing yourself over later in the game. You still get a miniscule stat increase for leveling up though, despite lvl up points. basic example to screwing self over: you put all the lvl.up points into AP only. You end up having like +30 AP. However, your HP/DP and FP are most likely extremely low. When regular enemies start hitting for +40 damage, and you only have 20 hp..well, yeah good luck on dodging every move for the rest of game. QUESTS Usually in the hub worlds, there are various quests. However, the reward greatly depends. Some can even unlock new stages. Here is a small example. You begin by talking an NPC. This guy needs help, so he asks for your help to find a butterfly. You can get clues from other NPC's in the area on where the quest item/info is. The toad kid eventually says he see's something above his head, so lets push the rock near this area to see what's above him. Swinging vines it seems it was, and yeah you get the picture. Once you have the quest item, go back and talk to the him and he'll reward you. That's about it for now. NCFC is in 3 days(Which was my original public release date anyway), so look forward to that. When NCFC is over, I can finally start the equipment system hopefully. Equipment will be probably divided into something simple, maybe Headgear, Body, and Shoes each with different properties as far as stats go.
  8. An open-ended sonic game would be interesting. You don't necessary have to have them be large in size. They can be fields that contain small puzzles or quests. Doing a quest could help sonic in some way(Maybe raise one of his stats or learn a new move. You can even go as far as to make the adventure plain open up new levels that branch off each other. Actually, just recently I decided to implement Hub worlds into my own.( But seeing as it is an RPG, sorta means it's mandatory.) Megaman ZX is a good example, but it's still very limited on as far as where you can travel. Basically, the Hunter base is the only adventure field. I think having multiple adventure fields based on being region specific gives you a more adventurous feel.
  9. October 5th , 2008: Devil Boss Battle NEWS: Well although the past few weeks I haven't worked on this at all really(been busy), I did however managed to create a rough idea for the boss battle. Now I all I need to do is a 3 week polish(ncfc). Anyway enough of that, I have a video of the boss battle. VIDEO: http://au.youtube.com/watch?v=B6dGw1UutRE Seems pretty easy right now because all his attacks just do 1 damage, but that'll change. And yes I do realize the BG's are highly MMized, but I felt they fit quit nicely in a mecha-type level. PM usually do have 3d BGs though. Anyway I probably just need to spice the effects up and some of the moves and I think it's a go.
  10. Thanks. September 14th , 2008The secret of the Biolaboratory NEWS: The plot thickens. Check out a rough demonstration of what's to come. VIDEO: Please tell me if the audio is too loud/too soft. Thanks. Enjoy lurkers.
  11. This is excellent. Love how sync'd the animation is. Wonderful job guys!
  12. Completed enemy AI for Red Bandit, Fat Guys, and Black Toads. Made a 2 minute video featuring what all they can do + swimming Mario..(yes I love making videos) VIDEO: (100 Internet's to anyone who knows where I got the black toad AI idea from.) Well since all the enemy ai is done, the peach castle level is just about done. So far things are going just as scheduled. Things are going much faster now that the engine is done. (I'm not going to spoil anything past chapter 1 though)
  13. Wow I didn't realize how great it looks on television. But yeah I'm curious how big is the full file size right now?
  14. So reviewing doesn't start until the August 17th right? And the actual "checking for downloads at booth" is currently going on now right? Because I just found some bugs and have updated the link(since apparently 4 people have already downloaded it)
  15. Sucks I know. Then again I'd rather be happy to have found the bug than someone else while playing. Wish I could create a patch maker or something that automatically updates the file when/if I add new content to it. Atleast then they aren't downloading 10mb+ everytime for a fix. Anyway I posted my entry on my booth website, in downloads section. I say by the end of the day it will be replaced with a new one(since I'm going to be playtesting/bugfixin for 5+ hours) EDIT and whadda know, already found some problems, although very minor. I forgot to include the controls.txt, and need to change some dialog parts. other then that I think it's a go.
  16. I see, thanks. I probably should of noted this belongs in fangame assistance but completely forget, but question answered.
  17. Actually, I think I'm just going to make an option that allows to user to use v-sync or not. that way it wont be forced v-sync but I'm still wondering about the display modes and frame rate.
  18. For the longest, I've been wondering if V-sync is the preferred option to check while playing. It provides a very nice smooth scrolling effect since it synchronizes with your screen refresh rate, resulting in less choppy scrolling. Although this is good and all, I've heard that on Windows XP, V-sync causes a slow-motion effect. I set my game to 60 FPS with V-sync enabled, and it looks great and all, but when I put it on my older windows xp computer, it runs at 30 FPS slow motion. the MB consumption in the debugger is only 50-70MB max, so I highly doubt it's taking up too much memory. Most people have over 520 MB RAM anyway. Since my older XP is currently unavailable right now, I'm wondering if setting the frame rate to 60 + vsync=slow motion, or frame rate doesn't matter + vsync=slow motion regardless. OR, is it because I'm using Direct X for display mode or basically, what are your experiences with v-sync & display modes. currently it's OS: Windows Vista WindowFrame: 500 x 300 Framerate: 60 Display Mode: Direct X V-Sync enabled MB usage: 50-70(depends on how many objects are "loaded on call" in the frame)
  19. yeah I don't know where that video came from. I'm guessing it was tagged as mario roots before I made any of my videos
  20. The full challenge level is done. Here is a full video. Yes, I realize it may contain some spoilers, but all demo levels are video'd. Also, This one has..SOUND EFFECTS. so yeah, watch u lurkers. VIDEO: You know how I like my classic endings. Sadly I failed the mission to infiltrate King Boo's Castle. well back to normal levels, which are way more of a pain to make than challenge levels.
  21. This is fantastic news. Means I don't have to post my download link till the 16th, which means an extra 8 days to work on my entry. Had it been the 8th, I wouldn't have been able to put this level in.
  22. I have a website made and all(pff template), I just need to post my download link. I do not want to post the download link on the booth website yet because I'm currently adding things to it. Hopefully 110mb websites are allowed. Anyway here is my 320 x 240 booth logo. (making it 30kb required me to change the formate to gif on the registration) Also I see on the Sage topic that mine does not have screenshots for it, since I didnt really post any. Well here is 2 After August 8th am I allowed to update the download link?( Since I'm sure a on that weekend and etc, I'd have plenty of time to add some more things)
  23. Ah, well I tried..In more depressing news, I just lost 6+ hours of work on it(All the changes I made that everyone told me to fix, gone :/) Yeah so as usual I click to start the frame. The frame never starts. I figure, hmm MMF2 may crash soon, Lemme go ahead and save my shit. It wouldn't let me save. Then, MMF2 end up crashing out, and guess what? It reverts back to the save file I had nearly 1 day ago, despite the fact that I saved it a few hours ago. Now that really fucking pissed me off. I made about a dozen changes that took a shit load of time and it went all down the drain. Oh well, Atleast I know how to do it again. I'll remember now to make back-up files and save more often. This sucks, just when I had perfect collision fixed for it. Thank god I made a more recent backup of the boss.
  24. Well I'm guessing it didn't work. Guess I gotta find my old XP CD and install it, and fix this problem.
  25. hate to make you do this again,... but I think I have another solution, since you speak of fading-in transition. I searched clickteam technical support for such problems, and there was something stated about it crashing if I have fade-in/out transition enabled with certain objects....so I removed the fade transitions. http://www.sendspace.com/file/pnp4uc if it fades-in again, even though I have NO fade-in transitions set...then blah.
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