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Ironrind

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Everything posted by Ironrind

  1. Sonic CB should have a new build ready sometime this month. There are three zones that are being worked on. If I could get feedback/advise as I finish up these zones, that would be great! The enemies are being reprogrammed and will be resprited so you might not see any, although there's one boss battle at the very bottom. Zone 1(Untitled): CB's first zone is being retiled and redesigned to expand the zaxis. This zone will involve lots of cliffs, arial elements, high jumps and cloud running. Garland Grove Zone: This is a sort of Mystic Caves/Aquatic Ruins mix which will focus on death traps and puzzles locks similar to TombRaider. Polaroptic Powerplant Zone: This zone will be a sort of bot and boss creation factory. The zone will work like a large machine and the idea will be to sabatauje or jam it up from the inside. Gameplay Videos: Chaotix(Pure Chaotix and Sonic are now the same project): http://youtu.be/GMLdwmhb-Os Polaroptic Powerplant: http://youtu.be/lnnvmvz7yS0 Garland Grove: http://youtu.be/Q29JECnYDN8 Boss Test: http://youtu.be/5zvk6vnjw2M
  2. There are a few topics on this, but I still can't seem to figure the problem. I'm having trouble trying to program a cannon that will shoot the player in the same direction of the cannons angle(at the speed of 35). Sometimes it will shoot in the right direction and other times not. I'm using GM8. Creation event: on=0; //off or ready to fire tar=0; //identify which player smokeCount=15; //smoke particles acc=0; //cannons rotation speed ang=0; //cannons angle catchOK=1; //Is it ok to hop in cannon Alarm 0: //Smoke particles if (smokeCount>0) { instance_create(tar.x,tar.y,burnSmoke); smokeCount-=1; alarm[0]=5; } Alarm 1: //Ready to shoot again catchOK=1; Collision event: //with Player1's parent object if (other.vsp>0 && on==0 && catchOK==1) { on=1; tar=other.object_index; smokeCount=15; } Step event: if (on==1) { tar.x=x; tar.y=y; tar.hsp=0; tar.vsp=0; tar.action=1; //jump if (tar.KEY_LEFT) acc+=0.15; if (tar.KEY_RIGHT) acc-=0.15; if (ang>155) {ang=155;acc=0;} if (ang<25) {ang=25;acc=0;} if (acc>3) acc=3; if (acc<-3) acc=-3; if (abs(acc)>0) acc*=0.95; ang+=acc; //adjust cannon direction image_angle=ang; //fire player if (tar.KEY_A) { tar.hsp=cos(ang)*35; tar.vsp=sin(ang)*35; sound_play(turFireSnd); instance_create(x,y,burnSmoke); alarm[0]=5; alarm[1]=50; on=0; catchOK=0; } }
  3. Much thanks for the lengthy critique, LH I recently screwed up some of the collision code while trying to create a platoform that works only as a floor and threw something off. I'll figure out what part of it. As of now, I haven't figured out a way to transtion the time of day with fog. I havn't figured out the coding for the digits in the color change. I'll play around with the depth and will hopefully come up with a transition. The second boss needs a lot of work and better AI. I can give him a much stricter form of movement and then set it to a good pattern suitable for the level layout. As for the rings, I can apply the dropping of rings to only certain enemies. I'll lessen their health too. I'm still working out how much health to give them while health is taken from the enemy depending on their weight and how fast the player is moving when he hits the enemy. I don't plan on giving the player a health bar, but yeah, sheilds and player abilities will do much higher damages. The sprites and tiles are done with MS Paint and then are halfed in size using GM8. The backgrounds are sci-fi/fantasy paintings from the web. I loop the image and touch up the edge with Paintshop Pro. I usually alter the hue and saturaton depending on the stage. Thanks, dude
  4. @Sonicyoda That yellow block is the door. There's a switch that opens that door below to the left. Just above the spring. @LH Cool =) A quick '360 Platform' demonstration:
  5. The first build is up. There are three areas which include Knothole, the Great Forest, and the woods. There are two bosses within the build. Only Cream is introduced as of now. Other characters still need to be placed. http://www.mediafire.com/?5kege4gyit33nej A - Hold direction S - Hold to boost speed(Drains rings) D - Jump/Dash(+Down) The arrow keys move the player.
  6. I'll try to get a build up in a bit. The first zone is pretty much ready now, so I'll hold off on the others. I'm just having some problems with platforms at the moment.
  7. Demonstration of the Knothole and the Great Forest areas: http://youtu.be/ErXodqw5ZUg It's rather plain and I'm still spicing up the stages, but I'm going to post a build of what I have so far in a few weeks or so.
  8. Glad to see the Battlemaniac Battletoads in this. I was trying to think who I would choose and it would have to be either one of the toads or Axel Stone. The music and character mixup is really nostalgic especially for a Genesis head from back in the days. You've got everyone I can pretty much think of. Good stuff!
  9. Hey, DJ. Thanks man^^ I'm think I'm pretty close to getting a first build out. I just need to finish up on some tiles for the first few zones and then add some new enemy types. Should be two or three zones and a couple of boss fights.
  10. I thought the same thing about the lazers after uploading the video. I'll lower the amount of enemies with laser sight and then shut off the lasers once the player has been disocovered. I'll probably remove the "Alert" on the hud and replace that with an ambient alarm in the distance that'll be rather quiet, but gets the message across. The alert just calls in robots to hunt you and doesn't actually hurt you. It's only used in stages that Robotnik has control of plot-wise. That should clear it up a bit. I've given the replay value a lot off thought too. I'm going to be designing much around that idea. I'll try to get things organized for an area play through.
  11. Makes since, LH. I don't want to overwhelm the player or overcomplicate the design. As for the features, maybe they should remain subtle. I'll have to think of ways to do that. I do have a list of things to add, but the majority of features has been added already. I just need to tie it all together neatly to make things more player friendly perhapse. I'll give that some thought. Thanks for the response
  12. I've finished the majority of the engine for Sonic Nebulous 2. The characters are mostly broken up into parts and then are rigged together. Cream is the furthest in development and animation. Her head, arm, and torso animate separately for a more fluid look than the others. I'll be doing the same for all of the other characters. It only took 12-16 sprites or so for her character so this won't be difficult. The stages are connected and will be seamless once the tiles are complete(shown in other vids). The time, rings, speed, camera pan and angle, ect are not effected by the change. There is a multiple layer system which I may use very little. It is mostly for look, but it allows for the player and enemy objects to interact between them. I'll use this mostly for boss battles. The 24-minute day cycle will effect events in this game such as NPC location and weather events. NPC's can be other players that offer to join the player's party(up to three). They'll help with quest as the player searches for items, rescues NPCs, destroys bosses, repairs sites, and delivers items to other NPCs. Most are optional. The player's will be able to find different suits with some that include weapons. For example, Honey has same suit from SN1, but can also find her 'Angel' suit. I noticed while testing Amy's hammer that Cream worked well with it too. So as another example of a quest, Cream will have to locate Amy's lost hammer before Amy can join her party. While bringing the hammer to Amy, Cream will be able to use it. This is how the weapons will work. Some of the suits will be switched out just for fun later in the game. The game's progressing along pretty good at 57% so I'm not far from a first build. Now I should be able to start completing the stages and tiles which I can post soon. Still no 'developed' stages, gimmicks, or tiles but any thoughts would be appreciated =) Video: http://www.youtube.com/watch?v=6ctEJGACdAA Older video: http://www.youtube.com/watch?v=0Qg338-YcuY
  13. This is looks amazing. I look forward to see what you do with stages, but already the boss fights show serious potential. I see elements of Gun Star Heroes which is a game that is probably equally as awesome as STH. Very nice!
  14. @Oddwarg Yeah, I got the fog working correctly, but I'll script it like you suggested. True that. That'll make it easy to adjust the fog when need be. @Sonicfan Thanks, now to actually come up with some SS gameplay modes...I haven't put much thought into that yet.
  15. Thanks, Scarletdark. I'm going to set my PC back up and continue with this project. I plan to only have about four zones or so to increase the odds of finishing this sometime relatively soon. The zones will be based on the original KC as far as names and tilesets. I want to include a split-screen mode for team-play or competition: This latest video shows a slightly improved look: Edit: Didn't realize that I posted this pic and video before. Anyway, more to come. The level has been updated since with most of the bottomless pits removed.
  16. These are pretty tight. They sort of remind me of some of the cartoons on Adult swim like ATHF and that one Johnny Quest like cartoon. Giggles in color would be my fav.
  17. As for the electric wire, maybe you could destroy a generator of some sort to shut it off. And chimneys could be used to gain access to buildings.
  18. If done in the future, you could have flying traffic, like in the movie 5th Element or Judge Dredd. You could hop along the tops of the cars as they move at various speeds and in different directions.
  19. A sunset or sunrise would be interesting. That would allow a fairly bright foreground with a darker background with lights, depending on where you place the sun. At night, you could illuminate the sky with spotlights, fireworks, lightning or helicopters that follow the action. Police bots with sirens and blinking lights could be useful too.
  20. You may be able to play with the idea of King Kong/Godzilla. A boss/sub-boss, or even a badnik could climb the side of a building and throw projectiles. He could stomp on cars, pick up trains or even throw you back down into the streets.
  21. The Mighty Underdogs "Gunfight" (Pretty trippy art)
  22. For me, there is no one meaning to life. If so, life would be unnecessary once that meaning had been met. If this universe is infinite, how can there be one meaning? The meaning of life for an individual is whatever they choose it to be, IMO.
  23. Rooftops- Sort of a spiderman like thing where you hop from building to building. You could use the base of windows for platforms, fire escapes with ladders. You could bounce on flag poles or use laundry lines to connect the buildings. Other gimmicks could include riding on the tops of outdoor elevators, window washer platforms that move depending on your vertical impact with them. You could crash through windows, run through the room and crash back out blowing glass, furniture, paper and debris out into the city. Crash through billboards, trashcans, and newspaper stands. Skatepark- This could have all sorts of fun things for sonic such has half-pipes, loops and corkscrews. Subway - The subway could have scattered subway-trains that come up behind sonic. If using an altered act 2, You could have a city blackout(at night). Signs could be used in place of arrows to direct the player or clue them into multiple paths. You could have detours for broken roads and holes in the street, or car accidents. Fire-hydrants could be used to blow water at the player moving him forward, backwards, or up into the air. Interesting things to include could be national monuments like the statue of liberty(to climb, put in background, or whatever). Earthquakes are a common idea, but how about a demolition which could be used to open up a new path.
  24. If the rain were cycled on and off, you could set the flowers to bloom when the sun comes out. The flowers could be used as platforms to otherwise inaccessible areas. Other plants could grow taller and grow more leaves to climb. A flower could blossom that holds an item box inside. A rainbow could be ran across like a bridge. When the rain starts again, the flowers close back up and the rainbow disappears.
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