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Ironrind

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Posts posted by Ironrind

  1. 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.

  2. 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.
     

  3. 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

  4. 2885so5.png

     

    2csc2a9.png

     

    s1ri8x.png

     

    Silver Gear: a new game non-sonic based, its more like a mixture of Shantae, Metroid, LoZ and Cave Story with a little of Megaman, its not based in Robots the only robot is that silver skinned girl called MAI (Multipropose Artificial Inteligence) and there are monsters like demon girls, werewolfs, and animal-based humanoids its my very first own creation, this screens doesnt represents how the game will look and play at the end

     

     

    And more recreations pics here this time a pic showing some badnicks

     

    2lxhu2w.jpg

     

    note that they could change if i see they dont fit for the level or something like that so they arent the final ones, and also im working on a classic tilesets for a Sonic Realm of Chaos level in classic mode

     

    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.

  5. You know if Sonic's 32 bit Saturn debut had to be some 3d perspective gimmick, this should've been it.

    One thing that bugs me about this game though is how everything is in some kind of abstract dreamlike void. I wish the levels felt like they were part of physical reality with solid backgrounds instead of looking like platforms floating in a Photoshop cloud filter nebula.

     

    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:

     

    This looks like it would be incredibly disorienting to actually play

     

    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.

     

    This was one of my favorites along with Nebulous (nebulous because was the first fan game to have so many characters to play and that grim and yet post apocalytic vision of sonic its pretty neat) and im glad this is still going, those are the only zone the game will have or it will be more? i think with 2 more zones could be cool, because all the 4 are pretty neat, but is up to you more than me XDDDD, kinda reminds me to the Sega Saturn era and that's a good thing

     

    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.

     

    You know, I really like that effect. I just love the overall trippy feel of the game.

     

    Removing it would take a part of what makes CB so interesting for me.

     

    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.

  6. 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
    garden.png

    Garland Grove
    grove.png

    Mystic Oasis
    oasis.png

    Polaroptic Powerplant
    plant.png

     

    plant2.png

    Here are some later game bosses in developement:

    Polaroptic Powerplant Boss
    er01.png

    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.

    finalegg3.png

    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
     
    • Like 3
  7. 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:

    • Like 3
  8. wallColl_zpsa1da50e2.png

    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.

  9. 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.

  10. Yeah, man^^ I've been off in the lab for a bit..haha Good to see you gsoft!

    I'm browsing through Muramasa videos on youtube. What I'm going for seems very similar, but I wasn't yet able to find anything showing how those doors and seals work that you mention. I'll keep searching up Muramasa, but that beautifully animated landscape looks pretty insane^^

    The world map sketch roughly shows how there are ground level stages, subterranean stages and skyline stages. The interlocking paths cross in ways that climbing/flying characters are beneficial for finding 'shortcuts', items and goodies. The ground level is faster paced for the standard runner characters and the lower path is typically riddled with enemies. It is very exploratory based.

  11. Sonic Nebulous 2 v4.0 is ready to go, although there is still quite a ways to go from here. Nebulous is an open ended platformer taking place within a recreation of the different Sonic Universes. The characters are similar, but with exaggerated personality types and back stories. Just a few:

    Sonic, the reckless hero.

    Sally, the eager revolutionary.

    Antoine, the gentlemen and royal guard.(Still in progress)

    Bunnie, the gun slinging southern bell.

    Tails, the techy wiz kid.

    tails_zps594f446c.png

    You'll begin with these 5 standard characters. The entire team can be seen below:

    roster_zpsbf31a8a4.jpg

    I've been trying to put together a system that allows the player to explore the world of Mobius as a network of interlocked stages. There are higher paths, middle paths and lower paths in which access may be limited to certain characters or key items collected along the way such as color coded keycards.

    There is a save feature to be used as there are no lives. Once your entire team has died, a previous save spot is reloaded.

    sn2map_2_zpsc4f27d9d.jpg

    (Sketch of world map)

    This world is hostile one in which the players move from hostile and safe points where players can take refuge as they continue to make they're way to Robotropolis. Along the way, other players will be discovered to open new paths, missions and gameplay styles.

    Youtube Sonic Nebulous 2 v4.0:

    http://youtu.be/29ecF3ehb-8

    Youtube Dragon's Nest Stage:

    http://youtu.be/tq5ZKPFHO9c

    Sonic Nebulous 2 v4.0 Download(Great Forest and Dark Swamp):

    http://www.mediafire.com/download/0wl85v46rrcv84w/Sonic_Nebulous_2_v4.0.rar

    Sonic Nebulous 2 v3.5 Download(Dragons Nest Stage):

    http://www.mediafire.com/download/biacgt8rgtakgt0/Sonic_Nebulous_2_v3_5.zip

  12. Finally got a chance to give this a go^^ Immediatly after booting this game up, you get sucked into it sort of like what happens when watching something good on tv. I had a lot of fun with this. The tree enemy was a really good idea..lol. I especially like certain things you did with Lilac like the way her hair fans out before she rolls and other cartoon-ish elements. I got whooped pretty good by the boss first time around, but I'm looking forward to messing with the game some more so I can play with the other player as well. Nice job man!

  13. Finally making progress for Mystic Oasis. It's not quite there yet, especially with the tiles on the curved sections, but it's far enough for a video play through. Some of the plats are off depth due to really bad math. Any thoughts? It's close to a demo.

    Mysic Oasis:

    BTW, is it possible to change my name to Qwerty919?

  14. ^^^Thanks, you can preview him in the build below. Note that all he has now is a pretty much a walking cycle and a hop.

    Tomorrow, I'm going to be moving to a location with no internet. So I'll be offline again for a while aside from my cellphone. I'm still able to work on my projects, but I'll have no way to post them.

    Here is a sort of 'progress' build for Sonic CB as of today. Garland Grove and Polaroptic Powerplant are playable, but they're not complete. Other players are playable, but their specific abilities haven't yet been added.

    Included is an old version of Pure Chaotix which is now merged into CB concept-wise. I never released the second zone Botanic Base due to lost external tiles. The zone was never finished, but it will be recreated in CB along with the first zone, Isolated Island/Mystic Oasis.

    Sonic CB v1.x:

    http://www.filefactory.com/file/16en9320pvzr/n/SonicCB_v1x_zip

    Pure Chaotix v1.x:

    http://www.filefactory.com/file/2c0gq5kslcm7/n/Pure_Chaotix1_x_zip

  15. Are those elves? The columns are very nicely shaded. Looks great! The moon looks like it pops out a bit too much. Almost like its not that far away. Maybe it could be less contrasted to the color of the sky/fog . The same way you did the far buildings.

    Also the bridge that Sonic stands on falls back just a bit being close to the color of the sky. Maybe it could be purple or gold to match the columns?

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