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Ironrind

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Ironrind last won the day on April 28 2014

Ironrind had the most liked content!

About Ironrind

  • Birthday 09/19/1984

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    AZHavoc919
  • Website URL
    http://ironrind.angelfire.com/

Profile Information

  • Location
    Moreno Valley, CA
  • Current Project
    Sonic CB

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  1. Act 2 for Crystalline Kingdom is nearly done. It could possibly use a third route. I'm playing in mirror mode in which you can see a mixture of the two existing routes which I'm trying to equally lay out for speed and time.
  2. I've noticed lately that people have been having problems with my games randomly crashing. SN was made with Windows XP and seemed to work okay a few years back. The same issues are happening with Sonic CB. My guess is that SN may not work very well with systems post XP. Is there an error code after the crash? Does the game exit on its own? The great forest act 2 does have a lot of particle effects that may be the cause. I'll play around with it. Try changing the game's exe properties to run in compatibilty with Windows XP or try playing with the music mode set to off in options. If those don't work, open the 'save' folder in the game's directory and then open Save_Data.txt. Erase the number and type in 3. Run the game. Instead of starting a 'new game', scroll to the right. That will skip you to the next zone.
  3. Experimenting with the idea of custom player creation
  4. A few things I found that should help depcrease loading time: Click off the "preload" on your sound files if they are not needed right away. It'll cause gamemaker to load them once they are needed rather than every single one. You'll want to preload sounds such as jumping and rolling, but sounds for rare events can be loaded after start up. Save your sound effects at lower quality. Say if you're using genesis sounds, lower the sample rate to 11k and it'll save a bit of memory. Try using ogg files for music rather than mp3 or wav. Save your backgrounds, tiles, music in an external folder. Load them into a temp music/backgruond/tile file at the begining of the stage. That should eliminate a huge load from your first start up. If you're still having a long wait, could be that your files are too large or condense your coding. Save a copy of your game and shut down a section at a time until it snaps back to a good speed.
  5. Tekken If had to choose one game alone that could play if no other, It would definetly would be Tekken. I love the way this game moves. This game sometimes feels as if you are dancing or performing acrobatics on the other fighter as you work out your combos. With some characters you are able to fight sitting down, facing backwards, laying on the ground, and other unpredictable ways. It has a diverse character roster and tons unique ideas. Half-Life 2 Anytime I load this game up with the intention of playing for just a few minutes, it ends up turning into 2 or 3 hours of me making my way through the games 'underground railroad' system. If earth were to be invaded by robot-alien goverment forces, IRL. I think it would be something like this game. The detail, story, and game world is very concinving. And what I find impressive about it is that it's done in a way that it's not a gore-fest, not sexualized, hardly gun-ho, but still the most interesting game I can think of. Shadow of the Colossus After playing the demo on some PSX magazine cd, I immediatly knew I had to buy this game. It's like watching those old movies of Sinbad fighting the claymation giants to thrilling orchestral music, but 10x better. Other favorites: FF7, S&K3, Streets of Rage 2, Wip3out, Contra Hard Corps, Warhammer 40K:Dawn of War, Wizards and Warriors
  6. Very cool. She reminds of the character from Ghost in the Shell a little. Her breasts definetly emphasize the look of her being either topless or nude. It's not necessarily a problem, but likely the first thing someone would notice about the character and sprite.
  7. I'm thinking more foilage below such as trees and bushes below can give the stage a more grounded feeling. The feeling that the stage is floating is something that I've been noticing too, but wasn't really intended. I'll try to think of something. The background is a little tricky since the usual method of layering slices of background scenery doesn't work well with GM's d3d. The distance requires an almost endless area to fill. Notice the background here: It does take a little getting used to. The early levels are singular layered and left-to right. They become complex later, if that at all will help player ease into it. Thanks man, good to hear^^ There will be 7 or so total. I've been lazy when it comes to extending the lengths and number of acts, but yeah. There will be more. It also has some relevance to the story. In short, each zone represents a spherical prison. Escape the sphere and progress to the next one through defeating the boss and then escaping the collapsing sphere.
  8. Oh yeah, sorry about that. CB has been in development for a little while. The playable characters are the genesis trio(Sonic, Tails, Knuckles) and also the knuckles chaotix characters(Espio, Mighty, Vector). It's got a wacky story, but I'll try to post that once it's been better demonstrated in the game. So far there are four zones: Crystaline Kingdom Garland Grove Mystic Oasis Polaroptic Powerplant Here are some later game bosses in developement: Polaroptic Powerplant Boss A larger scale merge of the S2 and S&K deathegg boss. Doomday Boss Robotnik figures out how to properly use the chaos emeralds creating this final boss. And of course the helicore boss up top. Other zones: Hypnotronic Haven, Aurora Borealis, Deathegg, and Doomsday. Gameplay videos: Here is the latest download: http://www.moddb.com/games/sonic-cb/downloads/sonic-cb-v20
  9. Yeah, still going. Progress has been slow, but fairly non-stop.
  10. The Helicore boss for Sonic CB is up and running. He is one of only two bosses to far. He has two weapon types so far which is a small blaster in the front of the ship and then there are two flame throwers on the side. The propeller is harmful if touched. I think the last thing I want to add is a pipebomb launcher that is connected to the tail. It would act similar to S3's hydrocity boss. Any thoughts? Youtube:
  11. @Highwire and Pulse0: I wasn't too sure with what to do with the one on the right. I was attempting to make it look like some sort of large mechanical butterfly, but couldn't find any suitable wings. I'll probably end up re-doing it or something different all together.
  12. I have been working on boss sprites. The colors may change.
  13. I'm having trouble with actor objects floating through walls and ceilings. What I am trying to do is create a simple collision code for enemies/npcs that does not allow them to walk through walls or hop through ceilings. In the picture above, you can see the player sitting on the dark gray box while the other two npcs get sucked through the wall. They are attempting to follow the player, but constantly get snagged. Can I get some advise for correcting this? Wall collision event for npcs: vspeed=0; y-=abs(abs(hspeed)*0.2)+2; if (!ground) { //lower than wall if (y>other.y) { hspeed*=-1; ground=0; if (x<other.x) x-=5; else x+=5; } //above wall else { ground=1; } } Here is the gmk: http://www.mediafire.com/download/5xxgfksb9c0guk1/AngCollisionSystem04.gmk Edit: I'm a bit a closer using a method I found in an old thread on google. The walls and ceiling lock the player in, but the player is still sticking and rising to walls. Collision event: //stay above ground if (ground) { vspeed=0; y-=abs(abs(hspeed)*0.2)+2; } //set ground if (!ground) {ground=1; hspeed=0;} //hit wall and ceiling { var dist,dir,xxdir,yydir; dist=point_distance(x,y,xprevious,yprevious); dir=degtorad(point_direction(xprevious,yprevious,x,y)); xxdir=cos(dir); yydir=-sin(dir); x=xprevious; y=yprevious; repeat dist{ if place_meeting(x+xxdir,y,other.object_index) hspeed=0; else x+=xxdir; if place_meeting(x,y+yydir,other.object_index) vspeed=0; else y+=yydir; } } gmk: http://www.mediafire.com/?g3eeh63y5be1lz8 Edit: Nevermind. Figured it out.
  14. Yes, the world is mostly flat across the z plane. There are only two occurrences where the player hops into the background to cross behind the stage on a background path. This time around, I decided to leave the camera at the same depth so the player goes further back and then returns once he gets to the end of the background path. It can probably by used more often if more techniques are used to get the player across. The only techniques that I could think of are to bounce him over with a spring or to use a platform that moves on the z axis. The spring seems a little cheap, I think. It worked a little better in Pure chaotix and CB since the game pace was much faster. The z platform gets a little tricky due to the chance of the player falling off into the abyss below the two layers. Having a single life save system makes that lethal gap seem pretty harsh. Unless the player was locked into position.
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