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Ironrind

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Everything posted by Ironrind

  1. I'm doing some test and decided to go ahead with 3Ps on single screen mode. http://www.youtube.com/watch?v=TIzOgXpPdf8 Most likely it will be 1P, 2P and CPU, but what the hell, I might as well let a third player play if need be. Eventually I'll get it to 4Ps but that will be split into four seperate screens.. Btw, I added Cream and Honey into the mix... http://www.youtube.com/watch?v=THlWMI4UC2c
  2. Not a bad idea the way you can stand on the ball while rolling...Perhaps if you placed it on a steeper hill would make it more interesting though..some roadkill action could be a plus as well..
  3. Aside from the tiles, I do see a lot of potential..but I know you're still in the early stages of development so...nice work
  4. Damn...some sky nice sanctuary pics..looks really good but yeah it's a bit flat..It looks like deahthegg is right up against the tiles..
  5. That makes perfect since, and it worked like a charm!..rep+ Big thanks..
  6. I meant to add an option to turn off the weather particles but completly forgot about it.. and If you press shift in the character selection screen, you can see the more traditional amy and some other players...but they aren't playable yet..
  7. Seems this is progressing very fast.. It reminds me of a cross between Metroid and Blaster Master. If you had larger enemies and possibly a few more moves or abilities, I think it could make it more intense.
  8. It worked! The resolution went back to normal..rep+. The only problem is now that when my player is facing left, he's invisable. The player sprite is drawn with the draw_sprite_ext command.. But other than that everything else seems to be working fine..any ideas on how to fix this?
  9. Here is the game link: http://myfreefilehosting.com/f/b5d34e3b13_30.98MB (Scroll down page, link is good) I haven't found any yet but if anyone gets an abort message, please let me know so I can update it.. Everything was originally drawn with MS paint..lol. But I polished it up afterwards Paintshop7.
  10. Yeah, I think some of the 2D resolution settings are becoming corrupted when switching into 3d mode. If there is a way to refresh them in GML, that might be the key. But I'll have to mess around with it some more..
  11. I'm having a visual problem with the "d3d_end()" command..My game mostly runs in 2D but my special stage room runs in 3D..Basicly when my player object touches the special stage object trigger at the end of act 1, the room transitions to a different room that runs in 3D. That transition is fine. When my 3D room is over, I use the d3d_end() command and then transtion to the next 2D room(act 2) which is glitchy and the view only covers half of the screen. Do I have to reset the views or something? I want to release a game in a few days so any ideas are appreciated..
  12. I've never written a tutorial or anything so if you can bare with me.. First you want to you use two seperate views..Open up a room and select the view tab on the left of the room window. If you already have a single screen mode as well, you might want to use two other seperate views. For example, view 0 for 1P single screen, view 1 for 1P's split view, and view 2 for 2P's view. Make sure you enable the check box where it says "Enable views" or it wont work. Also click "Visable when room starts" towords the top for each view. In the second player view tab(view 2), Set the Y value under port screen to a different location than the first players split view(view 1) so that the two views don't over lap. Set the W and H for each view which is the width and hieght of the ported view. Finaly set each view so that the players you want to follow are selected in the "object following" boxes. You might want to turn off the single screen view if switching to split-screen in case the original single-screen view covers them up. I hope that helps you..and as far as the AI question, I wouldn't really know..
  13. Blaze that looks really bad ass so far. Sonic has some mos def nice moves, can't wait to see what you are going to do with that.
  14. Looks really cool and crisp..Really nice job on the visuals..Yeah, I think it's a pretty good blend of both sonic and mario elements. I'm especially liking the dash/head dive ability..hehe
  15. No worries, I'm not going to use that music in the actual game xD I'm surprized at that..I don't know what exactly caused it but I have a few guesses that might have something to do with the game resolution settings..If you can run other GM games with no problems, then that does seem odd. I don't know a whole lot about WINE, but I'll try to mess around with it.. When I came up with "nebulous", I was refering to clouds in space...so the whole idea isn't too different..same with the drop pod..I had 40k in mind
  16. Everything you see here is all me...It's a one man project aside from using Damizean and McdIzzY's engine. You guys are ill...lol Both SatAM & SonicTeam universes are tied into this...but basicly it takes place in Mobious...So far the completed stages are Knothole and Robotropolis..
  17. It's a bit early but here is the vid for my Sonic Nebulous fan game..Stylewise, it's very out of the norm(as you can see)..It features 1P/2P single-screen, 2P spit-screen, computer AI, plenty of different player abilities, joystick, cd Audio, team/compete...and a bunch of other shit...lol. I'll post the latest version as soon as it done..in a week or so.. (Youtube Video) http://www.youtube.com/watch?v=wBmaGpDSqMI --------------------------------------------------- --------------------------------------------------- Update (February 20th): I've gotten Nebulous to the point that I'm ready to release my second version. There is still a lot to be done so try to think of this as mostly a fan-game experiment.. Some pros and cons... There are five playable characters but will be thirty when it's completed. I'm still working some bugs out of Knuckles but you can still play as him. Obviously, make sure you choose a player that doesn't say coming soon. It'll just kick you back to the menu if you do. I just put in the split screen so its buggy, but it should give a basic idea of what I want to do with it. If you choose 1P/CPU, you can overide the AI and play and play as the second player also. 2P is shit right now and so is the computer AI. If don't like the auto camera or if it makes you sick, you can just turn it off in the options menu. To get into the special stage, you have to complete the act with 100 rings. I been having problems with the special stage's transition back to 2D so once you get there, the game will quit as soon as you leave... http://myfreefilehosting.com/f/b5d34e3b13_30.98MB (Scroll down page, link is good) And some info... ---------------------------------------------------- <<Menu Controls>> ENTER Select menu SPACE Choose character BACKSPACE Leave menu F1 Game Info F4 Toggle Full-screen F9 Screenshot <<Player Controls>> PLAYER ONE: ARROW KEYS Move in direction SPACEBAR / keypad "*" Jump/Slash*****/Fly*/Glide****** SHIFT / keypad "/" Special ENTER / keypad "-" Enter Vehicle/Teleport** CONTROL Stick to wall***/Shoot**** PLAYER TWO: W UP S DOWN A LEFT D RIGHT G Jump/Fly*/Glide****** Q Teleport to player one (2P Single-screen Only) DOWN (While moving) Roll SPACEBAR/G (While Ducking) Spin Dash SPACEBAR (While in air) Slash***** DOWN+SPACEBAR**** Stomp**** * If playing as Tails ** If playing as Sally *** If playing as Espio **** If playing as Bunny ***** If playing as Sonic ****** If playing as Knuckles <<Specials>> Sonic: Use the power-ring for a temporary boost of speed costing 10 rings. Sally: Create becon target for teleportation costing 5 rings. (Use ENTER to confirm location and teleport) Knuckles: N/A Espio: Use invisability for a limited amount of time per use costing 10 rings. Espio cannot interact with enemies while invisable. Tails: Recharges flying stamina. Bunnie: Boost of speed which increases body temperature. Can overload if used to much. --------------------------------------------------------------------------------------- Update 2.5 (March 31) --------------------------------------------------------------------------------------- This is my third release for Nebulous. I planned to only fix a few glitches but I've done a lot more. I've added two new characters(Honey and Cream) and a few new features like the flame shield, additional and revised stages, and also an automatic progress saving feature. Now you can combo kills as long as you don't touch down to the ground and you'll see how many kills you rack up. So yeah, just check it out.. http://www.youtube.com/watch?v=tAgECStw5WE http://www.filefactory.com/file/04ff03/
  18. Eventually I'll get arround to shading the characters and some of the tiles..I still haven't polished everything up to the max..I'll most likely do that last..And I'm using game maker 7.0
  19. Mr. Ksoft, Background reminds me of Streets of Rage...and the style looks different as a game, that's always plus in my book.. Haha, Ay, I'm going to post it soon...that way you guys can really get a better feel for it..But I'm adding some new shit before I post it...probably by next week or so..
  20. http://ironrind.deviantart.com/
  21. Yeah, the background does it a lot of good...looks like your going for a metriod type thing...
  22. It's runs real smooth on my PC, looks really great too.. Seemed a bit like the starting acceleration was a bit too slow though and I think an auto cam would be better...It kind of makes it hard to stay facing in the correct direction while going through the loops, or have loops that lock you into their path... But looks extreamly promising.. Really looking forward to experimenting with this.....
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