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kirbyhi5

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Everything posted by kirbyhi5

  1. Yeah, the one I last posted didn't have the title card. That makes me think that it is not the events that is causing the problems but something to do with when it is created as an stand-alone application execution type. I have one last test though, tell me if this works. http://www.sendspace.com/file/wi54b8 If it does not, well, I really dont know. It worked on my computer when I had Windows XP 2 months ago as a stand-alone .exe. Also, please post another screenshot of exactly what happening oh, and this is going to be at NCFC. I thought sage was for sonic fan games only
  2. hmm.. I honestly don't have the slightest clue as to why this is happening.I doubt it has anything to do with the actual events. My last suggestion is get the CNC DLL file http://www.mfgg.net/index.php?act=resdb&param=02&c=6&id=7 If it still doesn't work..then well I'll have to install windows xp on my vista, and figure something out. if someone knows why this happening please post so
  3. Well that's odd, so it just stays like that?..hmm well I took that out, so now it should just start. I also switched the execution level to "as invoker" http://www.sendspace.com/file/zqsisr If this doesn't work, then it may be because it "MAYBE" only works for vista. Do you have XP?
  4. Yeah I noticed this too, and it has been fixed. No more corner stickies:ssmile: Hm, I'm not sure if that is possible. If I moved the camera to follow mario by just a little bit, then you won't be able to see the ground when you land. But I'll see if I can work something out aww. well I guess I can make it so the screen only shakes when it lands on the ground, stead of having it shake constantly when its moving. Great idea. Not sure why I didn't think of keeping it in one spot. I'll change it haha ok 500x 300. I figure since im using paper mario sprites I need a bigger screen, and it worked out fine hmm odd, post a screenshot?
  5. Boss Test: http://www.sendspace.com/file/dlbfol 6mb Need some beta testers to bug check/see if you can beat the boss I've made for the first level.(More info in Topic Post)
  6. Actually, lock this topic please. I'm not going to expose all my art just to receive no comments.
  7. Well I guess they took what fans wanted too literally, a classic megaman game. And that's what they are getting. Also, even though Sigma died in X5, it's still funny how you fought him in nearly all the last boss battles X6-X8. Actually, I thought he was dead in X5, but was in his virus form. then x6 was zombie sigma. Oh well, I guess megaman X, isn't X without Sigma. besides, I think they are running out of animals for mavericks anyway. but lol at plugman. I mean what is hell can plugman do. actually, that gives me a dirty idea.
  8. yeah I heard about this in another forums. splash woman is lol. I also heard that there will be online leader boards and downloable content. now we need a megaman x9
  9. total download right now is 21million. holy.shit load.
  10. Oh yeah, I uploaded another one hoping for better quality, but it seems everytime youtube converts it to .flv, the quality just drops. Oh well, this is like my 10th attempt. :/ Thanks. although as I say, the demo is maybe 2-3 weeks old, so it doesn't have any of the recent additions. I would update it, but there are still many things that need to be done, or I should say unstable
  11. Long as the game has Chao Garden. It's really the only thing that added a HUGE replay value to SA1 & SA2. Shit, I'm gonna go buy another GC controller just to play in Chao Garden.(Even though it does start to get boring once you've evolved every type of chao and know the limitations of it.) Now's your chance to add something new and exciting sonic team! or better yet, these people # Lead Chao Programmer: Yoshihisa Hashimoto # Chao Programmer: Takaaki Saito # Lead Chao Artist / Chao Director: Sachiko Kawamura # Chao Artists: Kazuko Ito, Makoto Yonezu
  12. Gonna go ahead and update this thread here. I've released a Gameplay 5 video if anyone is interested in how the recent additions is going so far. (GOT PLATFORMING WITH STATIC ENGINE TO WORK!) and yes yes, i know your probably tired of seeing the same level 1, but im not gonna create a bunch of levels just to backtrack and re-paste all the codes again. That is the one thing I do not like about MMF2. They should of made the global event function with qualifiers and such so I dont have to re-paste all the codes again for every level. Makes it a damn pain Video: I also have a demo up right now. However, It does not have anything I've done in the past 2 weeks(which was alot). Oh well, Report any bugs or problems/issues.(Contains 1 level, and 1 challenge level) Demo: http://www.mfgg.net/?act=resdb&param=02&c=2&id=14661 Major credit to xgoff, blue frenzy and damizean for various troubles. And if anyone knows how to record videos at high quality please tell me. It seems everything youtube converts the file to .flv the quality drops and becomes horrible(grainy, choppy)
  13. I think that would be best, since I rarely see it in fan-games, and it isn't complex to do(although like anything, it can be complex or simple). Atleast for megaman/mario fan-games, it stops levels from being too linear, and it opens up doors for new level design.
  14. Thanks. Damizean, I'm not sure what you mean by horrid work-arounds. (I guess blue frenzy's methods were inefficient?, but works for me)It seems now I can platform jump with a static engine, without using active objects either(and not getting stuck). although it probably would be better to use actives(you can do more complex tasks), but right now I'm just aiming for simple platforming. Hopefully I won't run into any problems later on with it. Thank you all for your help. http://s6.photobucket.com/albums/y237/kirbyhi5/?action=view&current=Itworksavi.flv [Problem Solved]
  15. Excellent. What you said worked..But I have a slight problem. Every time I jump through the ladder-type platform, it seems I get stuck. However, If I jump maybe 2-3 times I can safely land on top of it and move around, and can also go through it. Since it probably still isn't really clear, I will post a video of what I'm talking about. http://s6.photobucket.com/albums/y237/kirbyhi5/?action=view&current=SNAGITavi.flv As you can see, it does work, but with some problems. any suggestions as far as sensors go?
  16. yea this. i tried different ways but I don't think it is possible using a static engine, or atleast without using 20+ active objects. i believe this was how sonic worlds did it. I'll try to see if I dont have to use active obstacles though
  17. Ok I will try to explain this the best I can. In nearly every platforming game, you can go "through" obstacles, and land on top of them.In MMF2 default platforming movement, you can also go "through" obstacles if you set them as "platform". However, with a static engine, even though if you set the object type to "platform", it will just not work at all. As you can see, you can go through the obstacle. But in all platforming games... You can also land ON TOP of the obstacle. I know this was in Sonic worlds engine, but it required many active objects and layer objects for it to work. Is there a way you can make such a simple thing work using a static engine without making every obstacle an active object?
  18. I went back to firefox 2. I just miss my 5+ add-ons too much. firefox 3 really isnt that much of a difference, so i can just wait until my add-ons are compatible.
  19. Ahh I see. Thank you solved. had forgot to set the maximum values
  20. That's how it should work, and that's how it worked in MMF 1.5, however, when I change the value nothing happens. Also, not even the horizontal or vertical gradient bars work. And yes, im changing the initial value and sorry reaper the hedgehog, im not quite sure what you mean
  21. i'm trying to add in an HP Bar counter. however, ever time I change the counter type to "animation", the counter doesn't change animation. i remember this used to work in mmf1.5. so how am I suppose to make an hp bar counter?
  22. it probably cuts off the edges based on window size. I notice when you change to a custom window size, it cuts off.
  23. I need a simple question answered to see if my monitor isn't going crazy. Does the "Change Resolution Mode" in the Application properties do the same thing as the " Full Screen Mode" from the storyboard event editor? People keep telling me that the full screen mode option in the event editor only changes the window size, however on my computer it does indeed change the resolution(or does the same effect as the "change to resolution mode" does. Anyone know?
  24. Your gonna thank me for this greatly. Here's what you do. Get any MP3 song you want. Download a program called "SUPER ©" Converter. 2. Convert the Mp3 song to .OGG. 3. Enjoy. Note: You don't even need MCI to play .ogg's. You can just put "Play and loop sample". Why .OGG's? .OGG's are VERY small in comparison to MP3's. You lose no quality, and it is just great. A normal 3 MB song would only be about 800 KB with .OGG. If you wanted to make the .OGG smaller then simply reduce the sample rate. If you do this you will lose quality, but you will also make it alot smaller.
  25. Thanks. I've spent awhile on this game now(2months) and I still haven't even released the demo yet. It's because I am a perfectionist and the base level MUST be perfect, and considering this an RPG, I have to make it so you can go replay the stage at like Lv. 99 and it doesn't screw stuff up. ------------------------------------------------------------------- Well, just to make 100% sure it ISN'T TOO HARD, I'm going to release the first challenge mode level for testing. I'm actually curious if anyone can beat it, or any suggestions/issues/bugs. This will probably be the only one I release, since it's just the first one. Tip: Close Firefox out for better for performance. I noticed when I had firefox running the gameplay was slowed down a bit. Good luck. And yes, it's possible to beat without doing any insane crap. Just watch where you walk. Download: http://www.sendspace.com/file/y67luj
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