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BlazefireLP

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Everything posted by BlazefireLP

  1. FYI, I got that sheet from the topic in Retro itself. I've remove the sheet from my post to stop lurkers using it with the same intent as the topic starter. With me not being at Retro, I couldn't clarify this either way. I also didn't know that those sprites where made community members. I thought Sega made them to fill in the blanks for Tails's animations. I agree with both of you actually. Using this is typically no different than using something from Sega themselves. However, out of respect, it can be expected form common curtesy to not use something that was knowingly made by a fellow member you may or may not know. This topic should be moved to room for debate to be honest.
  2. This is SonicWorlds FGR, an Multimedia Fusion 2 Sonic engine. So what you said in this specific case is obsolete. Nice to know GM does that though.
  3. So is SSRG. http://sonicresearch.org/forums/ (Sad faice). I have to confess though, I didn't think that was possible in a web browser using html/java.
  4. There is a physics extension called the "Chipmunk phizix" which is even probably what they actually used. I believe the exact name is (Phizix-Chipmunk Engine (ChipX.mfx) Which can be found here. And some tutorials for it here and here (Official Website). There are some tutorials on Youtube and on the forums Hope this helped a bit.
  5. Not necessarily harder, just more TO it. Slightly more complex and less flat platforms everywhere. Keep in mind, this has 360 you know. Take advantage of that. The Advance games did =P.
  6. MS-paint maybe? Probably the most readily available thing. You don't need anything like Photoshop or anything for this. You're only saving a PNG or whatever of it. It goes into the clipboard when you press those combination of keys. You just paste it in, save it. Done. It'll capture the currently active window.
  7. You don't need to, that's the point. Alt + Printscreen does it for you.
  8. Google against SOPA? Probably because they'd lose a large part of the internet. Youtube being a major blow.
  9. Make the resolution 320x240 and we're off to another good start.
  10. If you press on your keyboard Alt + Printscreen it will capture the entire active window only. Fun-fact. Saves cropping.
  11. Which is in affect bad level design. You should't be able to SOAR over half the levels like that.
  12. I know what he is using. I did that because MMF2 was mentioned. That's how it is done in MMF2, at least one method for it. People search these forums all the time. So if I know how something is done I fill in the gaps.
  13. Hell yes, I think it looks very interesting. I like it.
  14. It may look nice the first time, fair enough, but when a player is waiting to get the level and being delayed like that. It just gets in the way and is frustrating. I'm pretty sure the last thing on our minds in Sonic2006 before getting to the level was "Oh, I like how nice this loading screen looks. Stares at screen*".
  15. Yes, notice the tube shape is off. It starts off relatively smooth then you can see where you repeated the tile. It's like the last part of the S is missing a middle part. Post normal size screenshots, nobody really cares about the post size (within reason).
  16. Active object (IN MMF2) is the only known method I know of for animated things such as flowers. There are other ways though, similar to methods uses for animated parallax using backdrop box obj. Make one invisible while another visible can create the illusion of something being animated. I suppose you could do that and make the code simply switch between the two at any given rate. Here's an example of the method I had in mind.
  17. Typing this as I play. It appears that the scale code for the image over the menu words isn't coded properly. As it stutters until the movement is complete. You should fix that. Also, the menu. When resizing the screen, it looks fugly. Not that this entirely matters. But you could probably solve this by cloning each menu screen and have one menu PSP size and the other Worlds size aka 320x240. Loading screen......WHY? MMF2 never needs one. Sonic's acceleration or any character for that matter is WAY too fast. If the acceleration value exceeds anything more than 2.0 then you've gone way too far. I can change the direction when spin-dashing, this is typically not allowed. The physics are worse than Sonic4, I can walk around an entire loop. What's with the poor choice of sound effects? I jump I hear Sonic06 sounds, I roll then jump I hear a Poor quality Genesis jumping sound. And I occasionally hear SonicAdvance voices. The level design is very generic and slightly boring. It feels like it's just a straight but forced path the entire way through. I found myself having to guess where the collisions where in the part where you climb up to the top. You should make it more obvious. Perhaps use of the MMF2 shaders to go through the backdrops in the way and show where he is. At leas then, we'd be able to see where we are going. I don't particularly like guessing where I am going. Especially when there could be a ton of spikes either on the side or below me at any given time. Where is the SonicAdvance element in all of this? It feels nothing like it at all. It feels like the worlds biggest style mash to be perfectly honest. The HUB type world thing, Where the hell is all that light on the tiles coming from? Also, I found it hilarious, how you stuck in a loading screen RIGHT before credits. (lol at the edited drawn tails). That's just about all I have to say. All in all, it was fine at best. But it reminds me nothing of the advance series. Baring in mind the original point of this project (and the name of the game). As I mentioned before, you could simply use the sound-effects I ripped and that'd keep that problem from being there. If you want a more accurate variable layout for something of the Advance type, look at the old Advance2 engine I posted a while ago. If you think I'm being harsh, I'm not. I'm being Critique-al and honest. I could do a 5 word sentence and just say "THIS IS AWESOME" and leave it at that but that doesn't help you at all does it. I hope some of this helped you.
  18. My only concerns with those two screenshots is 1. There is far too much dither. 2. The pallets in terms of the far green bushes/trees/forests don't seem consistent. (One has a stronger green than the other but in a seemingly awkward order. 3. There are far to many stars in one place in the shy. Try and separate them out a bit.
  19. They must be, it must be the way they where either saved or uploaded. Also, while looking at it more closely. There is a tad too much style mixing going on there I.M.O.
  20. DUDE you went from 97mb to 14mb. What a freakin' difference.....More people need to know of proper compression methods to be honest. Otherwise you get games like SBTS and others which are beyond 100mb. I'll download this game tomorrow and give you my feedback on it then, if I remember.
  21. And I thought Marik J Fox made them tiles look bad when he 2x'ed them. Skewing with those tiles really doesn't look good at all. (talking about wood zone tiles). I really think someone needs to complete the tile set. Also, why aren't they the normal size? (The screenshots).
  22. 95mb? No thankyou. That'll take forever in this connection. Please tell me you aren't using .wavs for music are you?
  23. Sonic himself aside for now, here is the other sprites I've been working on. shitty tile Edit: Fuck that.....here is an edit to the tile
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