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Ironrind

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Everything posted by Ironrind

  1. Thanks for the help, Candescense. I'll work on these cons. I'm having trouble with platforms. For some reason I can't get the platform to place the player on top if jumping from underneath. Maybe I can make the platform's collision box a little thinner and remove it's wall collision. The rest should be simple enough to fix.
  2. Sure, try either of these: http://www.freefilehosting.net/soniccbv10 http://www.moddb.com/games/sonic-cb/downloads/sonic-cb-v10
  3. Yeah, it's a bit too sensitive. I see how it gets shaky. I make sure the zoom is off if moving lower than a certain speed.
  4. @Rawr Haha, I want to start some non-sonic stuff soon. When CB's done, It'll just be original stuff. @Asuma Not really. There's no rigged skeleton or keyframes. All of his joint parts are just positioned at average in-between coordinates and pointed toward the external hands and feet. The whole system sits on top of two feet objects that hop over each when that object's alarm is triggered.
  5. New video of boss test: http://youtu.be/zh-VQ179mG8 I'm just going to call him EggRobo, because I'm not sure if the Sonic 2 final boss had a name? His his laser and rocket stomp are in development. To kill him, you'll have no knock him over and get to the emerald in his chest(which will be added eventually). Video of version 1.0(above): http://youtu.be/EXa26MaSFog
  6. Super Sonic's flying looks pretty dope. I see you're building up plenty of features. I'm sure it'll pay off when it all comes together. Was that a cheat to play different music?? Perfect..lol
  7. My mistake, I didn't notice the controls could be reconfigured. Very nice. The gameplay feels pretty good. I'm looking forward to playing more stages. As for ideas, maybe you could make the platforming more difficult. For example, having the player jump over a pit or a series of platforms?
  8. @LH Haha..thanks man @Virt Thanks, A new build is on the way^^ @Sotsug Garland Grove still feels a bit empty to me so I held off on including it for now. I have a lot of ideas on paper that still need to be added for the the stage to come together. @SaitoSan Lol, the battle's theme has element of choir music which will be this: I'll be adding a time counter for speed-runs and a character selection. The other sprites for Tails, Knuckles ect, haven't been customized yet, but at least I can begin work on the split-screen mode again. Basically similar to Sonic 2 and 3 competition modes. ----------------------- Here's a WIP of the true final boss (the one that comes after the boss above): Concept-wise, this boss represents the peak of Robotniks power after obtaining all of the chaos emeralds. One for each sphere (or planet) in the solar system. I'll either loose the Galactus horns or redraw them. I just wanted to get an idea of the look.
  9. What's up, man? Yeah, we can do that^^ Interested in testing a boss battle build? I'm trying to recreate the Sonic 2 final boss battle, but with the S&K sprite set. So far he's able to walk, look directly at the player and step up and down platforms. I want to improve him a bit more before I make the build, but here are some pics for now.
  10. I haven't worked out a save feature, but I forgot to reset the lives variable when restarting the game. I'm going to make another build to fix that. I think I'll up the player acceleration, along with some other quick fixes. Thanks for letting me know about that!
  11. I think this has got a lot of potential. It's well made and plays a bit like Ninja Gaiden or Wrath of the Black Manta on Nes. I like his attacks and abilities, but the button placement for me was uncomfortable with having to press X below S to slash. It seems that it should be something like A, S, D or Z, X, C. Other than that, this is really nice. I like the hopping up and down levels. It works well with the hidden areas. I did get confused which layer I was on a couple of times like Core mentioned.
  12. Yeah, there are three fire shields. The easiest one to find is just passed the Fire Flower badniks, go down the hill and take the low path hopping over the rocks. Head right passed the two buzz bombers and floating platforms. When you get the the area with the series of falling platforms, fall with the platform. Once on the ground, head back left and the boosters will send you up through the breakable ceiling. There's one just up top the ledge next to the red spring on the left. This one is easy but hasn't been tiled in: At the very beginning, head right across the bridge and the pass checkered spiral loops. As soon as you get up the wall and through the floor, there will be a lady bug to the left. Hit the spring to the left of him and hold left the entire time. You'll enter a hollow wall to the left at the starting point. You'll land right on it. I'll try to fix that corkscrew part too. I forgot to shut it off if going backwards or slowing down.
  13. Using the different 'view' settings in Game Maker, you can adjust variables such as "view_angle", "view_xscale", and view_yscale". I've never used MMF2, but from what I remember of Klik&Play, Click&Create,The Games Factory, view rotation wasn't a feature. You could always 'cheat' and create the illusion yourself if you are determined to figure a way. Maybe this can help: http://www.create-games.com/forum_post.asp?id=231604&show=all
  14. Thanks, man. I'll work on the physics. He does seem really off when I compare the Gen roms. And I'm guessing the area that you got stuck in had to do with the rocks. They've been acting strange, but I'll figure something to fix it.
  15. Finally back online, today. I wanted to post a build for CB a while back, but then decided to customize player and enemy sprites. This build is still a very short play of "Crystalline Kingdom: Act 1". The tiles are just about done and two shields have been added which are fire and electric. "Polaroptic Powerplant" and "Garland Grove" are just needing minor platform corrections so I'll save that for the next build. Sonic is done aside from his idle pose. Other players are programmed, but are locked until I can resprite them. Download: http://www.filefactory.com/file/c356c3e/n/Sonic_CB_v1.0.zip
  16. Wow, LF. Can you fall out of the tube? Or does it rotate something like the special stage in Knuckles Chaotix?
  17. LH, Clever the badnick in the first shot. It's pretty badass looking. It seems the power is completely out in the last screenshot. Maybe you can liven it up with dim sensor lights or back-up auxiliary lights. LakeFepard, can't wait to see that in action!
  18. Looks like good fun, GM. Nice concept for a boss in the youtube video.. one large enough to block out the sun^^ The battle transitions between the collapsing rooftops to that huge eye in the sky is a nice element.
  19. Hey, SonicYoda^^ Yeah, it's a bit larger, but the size ratio's about the same compared to the player. Here he is side by side with more new sprites, including Sonic:
  20. You need to code the deceleration. The simplest way would be to just set the object's friction value. In the creation event for the object, just add in: friction=0.8; Or in the step event: if (!keyboard_check(vk_right)) hspeed*=0.8;
  21. I've been working on a new 'Buzz-bomber' traveling sprite:
  22. They look awesome and I love your spriting style! But I'm aiming for a more Knuckles Chaotix style, glossy and a little more contrasted. Almost as if they were made of plastic, I guess you could say.
  23. @ LH^-^ Plot-wise, CB will take place within a controlled virtual reality. I'm trying to play a bit off of a Matrix, dreamlike setting. @ Chronic Yep, lol Royksopp usually has all of the elements I'm looking for in stage music. Atmospheric, but not too digital. @ ECLIPSc70 Thanks! I haven't completely decided on whether or not customize them. I did a few small tweaks for the spring and idle animations, but I'll experiment with them and see what works. @TailsSena Thanks!
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