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Ironrind

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Everything posted by Ironrind

  1. Sonic vs Junior(Pun Intended, still an awesome video): Although, sonic gets his ass handed to him in this round.
  2. I'm moving out into a room that was up for rent and will not have internet access. That is until I get a portable laptop with wifi. I'll continue working on this project along with Pure Chaotix without updates. Pure chaotix will use most of the same AI code from this game, but I won't continue with "PC" until, this game is 100% or near complete. The FPS has also improved to run at 60 fps with graphics at max. Exact collison detection was to blame... so I'll be back.
  3. Forest Temple! Fitting, and it gives me a few ideas more trees and such. Rep+ Sponick
  4. This looks awesome. I'm going to give it a try.
  5. It's funny that you say garden. I thought about naming the first zone "Vesica's Garden", but haven't fully decided. I'll keep the "Dream" part in mind for this zone. It does seem to suit the zone.
  6. Looks pretty sweet, DJ. The extendible arm should serve as an interesting weapon.
  7. Here's some tile pics for Zone two. Haven't thought of any zone names yet, but basically after the first zone, you'll fall down into the next zone. Sort of like the end of Angel Island in S3.
  8. It may or may not be. This is one of six, Nebulous being my first attempt at using GM. It'll take some time before I can finish a second game, Felik.
  9. Hmm.. Maybe there are still too many tiles and ground objects. The scripting is pretty light, but I'll check the total object count and continue to cluster some of the individual tiles. Bridges seem to eat up a lot of memory too. They should probably be deactivated based on the nearest player's distance. Okay, working on it..
  10. Thankyou Squall. I will keep the idea of custom sprites in mind. I could change my mind later on down the line so.. Who knows. Thanks DW. Yeah, there are a couple of things to be added and some rearranging to do here and there. Some gameplay and some visual but, I'll keep polishing up this stage. A setup has been added at the game start, for those who couldn't play the first one due to FPS/Key delay: http://www.mediafire.com/?nyjqom5tzlo Note: A smaller screen size should speed things up. Size down to 320x240 if needed. Graphics Mode on low will remove motion blur and most particle effects.
  11. True. Also, I want to take advantage of those rotated positions that the Sonic 3 sprites have for Sonic, Tails, and Knuckles. I can think of a few things to do with them. I'm working with a graphics mode right now and I've gotten the framerate up to 56-60 for 'low graphics'. Simply all the player will have to do is hit the +/- to switch(Or set it in options). Key delay shouldn't be a problem either. Once the highest mode is optimized, I'll re-post a demo.
  12. Yeah, all Sonic 3/K sprites. I might alter a few just a bit to interact with new gimmicks.
  13. @Scatta I noticed the flickering happens on some video cards. The depth of the tiles and objects may be too close to each other at some parts and cross over each other. I'll try to figure something out to correct that. Also, I'll lock the camera unless the player reaches a certain speed. @FGR I forgot about all about check points. I'll add a couple. I've done some work on a bubble and electric shield, so more items and power-ups are on the way. Will add some recovery time too.
  14. All right, I'll get back to optimizing. I may be able to clear out 25-35% of the tiles. All of the bushes, flowers and trees are seperate and can be merged into clusters. That'll ease the use of memory. The background is made up of 3 spheres(That might have caused the clipping for Cyber Rat). I can allow player the option to remove two of them, but bg will have to loose clouds and atmosphere. And the option of turning off the particle effects. A high/medium/low graphics toggle perhapse. Ah, so that's why the keys are delayed. I'll fix that.
  15. Here is the first act of Sonic CB. It still needs a bit of polish, but I could use some help determining the framerate on other computers. My PC clocks between 45 and 52 FPS for this build (on 1P Mode). My PC is an old XP and has a 256MB ATI card. So I'm still optimizing, but I'd like to know what FPS you guys get on average. That would be a big help. Also for some reason, the tiles act up while using my secondary video card. Any other advice would be good in terms of gameplay, graphics, ect.. The Battle Mode is a WIP, so just know that it can go in any direction. The collision code really needs some love. Controls: F1 - Info F2 - Restart Game F4 - Toggle-Fullscreen A - Jump, Slash* (Sonic) S - Jump, Slash* (Sonic) D - Jump, Slash* (Sonic) *Will not work in Battle Mode Edit: Faster FPS and no key delay. http://www.mediafire.com/?nyjqom5tzlo
  16. Yes, It is working just great. Thanks a lot you guys. Rep+
  17. Oh boy.. My math is very limited =P. I need to learn sin/cos/tan, but I made it as far as hitting the trigger, disabling the gravity and increasing the player's y position based on the player's x speed. This is where you loose me. Once the player hits the trigger, gravity is shut off and the trigger is set to true. Now the player rises into the air, but can you explain what to do with the players x value in more detail? Here is what I did: if (trigOn==true) //Player hit the trigger { Player1.y-=Player1.hsp/10; Player1.x=??? }
  18. How would one go about programming this?: I want Sonic to run into the hollowed area, spiral around the inside and then exit through a door higher up and to the right(or left) like in Sonic 3. I am using Damizean and McDizzy's 360 engine and Game Maker.
  19. Ah, good idea. Ok, I'm going to give that HUD a tweaking. Ok, sounds pretty good and a time recall at the checkpoints even.
  20. Engine Test 2(Tails aggression AI, Tails avoiding hazzards, more springs, rocks and platform tests): It might work. I do worry about the player going into a panic like "Whoa, where are my rings?" Rings are kind of crucial as there may be a time where you want to know exactly how many rings you have, e.g. fighting a boss. Hmm.. Red would seem to signafy blood or bleeding to death. Maybe white though(?), but then again the flashing could be too much. If lives are removed, death could be handled in the same way as "Knuckles Chaotix". I don't remember there being any lives, but rather some sort of 'return station'. Then I could shatter the ball and have you return to the station. Hmm..That pinball machine from Sonic 3 might come in useful.. And.. An interesting stage idea. I'll have to experiment with cracking visuals.
  21. I agree about the HUD. I'd like to remove it entirely aside from the rings in the fashion that you describe. Or maybe just a tiny ring symbol with a number? The only issue would have to do with the player knowing whether or not they would die with the next hit. I could display lives before the stage starts(like Super Mario Brothers on nes). Yeah, true. A larger resolution does make up for a large percentage of the distortion, but the benefits of the D3d give me a little more to work with.
  22. Tails has been added: He keeps up with Sonic farily good and will fly to Sonic if he cannot jump the distance. I still need to add some aggressive AI, a sense of dangerous surroundings and personality(He wil run from stronger enemies when by himself and attack the lesser ones). I'll post the next vid soon.
  23. Ha! This is great. The presentation is really something and the idea sort of reminds me of something that Adult Swim would do.
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