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luksamuk

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Everything posted by luksamuk

  1. I didn't really read anything on this topic, but I'd like to share something with you guys. One of these days, a friend that lives with me just woke up and said "I had this weird dream in which I was playing a Sonic MMO". He described that the mechanics were rather simple. It was a 3D game, and there wasn't anything you wouldn't find in Sonic Adventure on the moves: Homing Attack, jumping, running around. But he said the big catch were how the enemies were interesting, complex, and beating them depended on attacking on the right spot at the right time. He also said that he believed another players could come and help you beat that enemy, but he was unsure how (it was a dream, after all) and the playable characters he saw were Sonic, Tails, Knuckles and maybe Shadow. When I asked him about the possibilities of other characters like Amy, Blaze, Chaotix or whatever, he stated that, in his opinion, it'd be much more interesting if it stick to the original trio (haha, this kinda beats the MMO thing, unless you could have multiple instances of the same character). That's some valuable info, since he's not a Sonic fan -- in fact, the last Sonic game he played was Sonic 1 about six years ago. I know this might be a little too subjective, but maybe I could inspire someone here. He plays League of Legends, Final Fantasy and Monster Hunter quite a lot, apart from others, and since I'm not much of an RPG or MMOs in general player, he's the biggest example I get when I think of these genres (or whatever it is). PS. Sorry for the vague explanation again. After all, it's a dream retold by other person lol. I'll see if I can grab some more info from my friend.
  2. In SPhoenix, the levels were in real places of the world, so they had their own timezone. This is why I had to make this kind of calculation. But surely, you're right. This is a simple problem.
  3. I believe I already lost the files of Sonic Phoenix, but I remember that I implemented this using the Date/Time object, yes. It gets your current hour. Also I had to make it mandatory for the player to input its timezone. Perharps there might be a way to grab it from somewhere, but I'm almost certain you can't. Then all I did was calculate the current hour of the level using all the data I got. So it wasn't really real-time, it only calculated the local time of the level in hours, then a certain background would become visible in the beginning of the level accordingly. Nothing really special. I think the biggest job is to find matching backgrounds/recolors for each time you want to set. If you have HWA, I believe you can also write a shader and input the current hour to set the backdrops' coloring. Never tried that, though.
  4. It probably can, but this kind of effect can be postponed to the development of a game using SW, otherwise the effort will have no use, as classic Sonic fangames usually aim to be... well, classic.
  5. Awesome. Is the Clickteam Download Center offline? I'm unable to access it.
  6. Humble Bundle is giving copies of MMF2 standard and games created with it, for the minimum price of $1. Considering MMF2 isn't really that much cheap and it's much used across this community, I though I should just drop the link here. It will end in 6 days from the beginning of this post.
  7. You should check out the resolutions of the computers that are going to use your editor. 1366x768 has been doing good for me, but I always try to keep it resizable.
  8. I'd say that the most accurate way is to actually make a Vector3-based coordinate system for your world (X, Y, Z) and, for rendering, just convert it to a 2D point according to the camera (in your case, an isometric perspective - which represents a camera in 30 degrees approximately). According to this post I found in StackOverflow.... You might wanna take this into consideration. It might not be a problem to handle what is in front of what too. As for collisions, you might want to handle it using collision boxes, pretty much the way you'd do in a 3D game. Maths are maths, doesn't matter how you see them. The result will always be printed onscreen the way you specify it.
  9. @Jassbec: I'm looking forward to it on SAGE. Seems like you made big progress in little time awesome @Highwire4: Those buttons on the screenshot... you planning to release it on OUYA? @Mr. Potatobadger: Great, I wonder how this QQz boss will work. Looking forward to it. One note: If you're using omnidirectional animations for Sonic, you might wanna do the same for the other objects ingame. For example, the chain that ties the ball of the boss - and the ball itself - are rotated on your mockup. If you take a quick look on Sonic 1's first boss, the chain rings and the ball aren't rotated. It is not mandatory though - it depends on what you're trying to achieve. Thought I'd just drop this screenshot here... Not a big progress though, it's probably like this for a month. News include up to 4 resolution types (2x on the photo, 15/20/30/60 FPS which you can choose depending on your machine, and a tile system much like classic Sonic games, with 32-bit coordinates system. There's also experimental fullscreen (which SDL1.2 tends to fuck up with on Linux) and motion blur (using the OpenGL Accumulation Buffer, making the game run SLOOOWWWWW), but still WIP. You can grab the full code under the MIT License
  10. You'd have to run a visual test to ensure if it works the way you want. If you can't right now, just grab some pen and paper and convert it to an angle 0 < x < (360 or 2*pi). If the angle's different, then you might want to write a function to make the adjustments for you.
  11. Thanks, Core D: I really messed up on that angleInRadians thing. There's no real significancy on converting angles to radians and vice-versa, it actually depends on which Framework/API you're using to render your game. Taking C/C++ as an example, void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); requires your angle value to be in degrees, meaning you can use the direct value of double atan2(double, double). XNA Game Studio, though, uses radians in the method SpriteBatch.Draw (Texture2D texture, Rectangle dest, Nullable<Rectangle> src, Color color, Single angle, Vector2 origin, SpriteEffects effect, Single depth) for example. (note: float is an alias for Single in C#) One last thing I'd like to add: Apparently, the angles of the masks are also stored on the tiles' data, on classic Sonic games. But that's only for angle-mode changing and rendering purposes. The actual influence of ramps on speed is calculated in real-time, because Sonic can be over two pieces (16x16) at the same time. This way, you get a gradual influence of the slopes on speed.
  12. You need trigonometry. It's not that much hard for common platformer games. In Genesis, they are given by collision masks. Basically bytes showing the height of the first point and the height of the last point. And then, for full 360°, there are four modes which the player can assume - which I'm not gonna get into, but it's basically a rotation of all sensors, depending on Sonic's position, limits and etc. So imagine a platformer like Mario or Megaman for now, which are less complicated about that. What you can imagine is that you have two lines: one a few in front of the player, other a few pixels behind the player. The code checks for the height of the mask on the corresponding X coordinate of each line (notice that I'm not telling you here how it recognizes which tile is on the player's feet position, but I'm already assuming the engine knows!). The player's Y position will assume the biggest height both masks. If there's only one, set it to this only one. If there's none, set angle to 0. In Sonic games, Sonic has three speeds, which are X Speed, Y Speed and Ground Speed. Ground Speed changes directly X Speed and Y Speed (This doesn't happen in Sonic Worlds Engine), but this is a feature of the 360°ness. You can take a sneak peek on Sonic Retro Physics Guide to understand it a bit more. Now, about ANGLES: for a common platformer, the angle is given by the arctan of the DIVISION between the DIFERENCES of the two Y values and the two X values. You'll also need to convert it to radians, if necessary. In pseudocode: deltaX = pointBack.X - pointFront.X; deltaY = pointBack.Y - pointFront.Y; angle = arctan(deltaY / deltaX); angleInRadians = angle * (180 / PI); If you're using a programming language like C, C++ or Java, there might be an atan2(deltaY, deltaX) function that does the job of arctan(deltaY / deltaX) for you. If I'm not mistaken, MMF2 has arctan. EDIT: Stay sharp with null quotients -- meaning: deltaX. It will most likely not happen, but if you overlap the back sensor with the front sensor, you might get and undefined result on your calculation.
  13. Does the whole background move as one or each part moves separately or...? I like it, although the colors don't seem to fit in some way. They seem to call other color or something. Perharps you should consider putting an outlined logo or something on the black part. Also, I don't wanna be a jackass, but your game name seems to be cool. (Will delete this once you see it)
  14. I believe I fixed it. It may seem weird because I'm rendering all of them on a line. Later I'll try to make something like LiBi posted. This is only normal mode rendered, though. Shadow mode also seems OK, but highlight mode is still getting on my nerves. I'm afraid I'll have to make the algorythm myself. EDIT: Just noticed that I mustn't sort them by hue... using a much likely not-well-implemented quicksort. The result is... EDIT 2: I'm done. The full code is here.
  15. Need some help on this. This is supposed to be a replica of the Genesis system palette, rendered through SDL and OpenGL. The palette is essentially a matrix, with colors sorted by hue. All colors are stored in the SAME Genesis format (16-bit, 0x0RGB). This is in normal mode, and there also is Highlight and Shadow mode, but my concern is that the colors are too dark, or that not all colors seem to be there (ignore the cornflower blue background). Can any of the artists here give me a 512 colors palette reference or tell me if my impressions are right or wrong? Sorry for bad image quality.
  16. I won't be in this year's SAGE :/ but I hope to show some kind of exclusive demo of an indie game next year, just for this community.
  17. moar pls It interested me quite a lot. Is this Hell?
  18. Happily that's NOT TRUE. They didn't come to this point, but in counterpart, there's a bastard in congress who suggested a law in which any protest during the Confederations Cup/World Cup would be considered terrorism. Some things like that seem so absurd that we're almost sure it won't be approved, BUT, we can't trust that anymore: Currently, occupying the position of the Commission of Human Rights and Minorities, there's this congressman called Marco Feliciano, who is also admitelly racist and homophobic, having said things like "The Africans are descendant from the cursed part of Noah's family tree" and "Don't worry folks, I'll treat homosexuals and black people as if they were real persons." Now, if there's not enough WTFs, currently, in the middle of the turbulence of protests that's been going on, this man just approved a law project that guarantees what he calls a "gay cure". The law project is actually a correction in one of the laws of the Federal Council of Psychology, which forbids a psychologist to refer to homosexualism, and also forces the psychology professional to literally help someone stop being gay. TL;DR: We couldn't stop a nazi reaching the head of the Commision of Human Rights and Minorities, and now it just approved a gay cure law project.
  19. Nobody says a word? Perharps the problem doesn't seem serious enough, right? We'll just go play soccer and dance samba in our forest, because that's what we do for the other countries. (Samba isn't even appreciated where I live, personally.) Well, there's one more for you
  20. I'd be an extremely bad brazilian citizen if I didn't spread this video. http://www.youtube.com/watch?v=AIBYEXLGdSg
  21. Hm, I was actually aiming for dessaturated sprites... the project I'm working on will feature it. But that's ok, my team's been making some tweaks on it, it's getting better (: I'm not sure if I'll post here the newest work of my team's artist, but here's an example of the new sun I made myself: WARNING: Image is 1920x1080 At least it looks a bit more beautiful, I think...? EDIT: Come to think of it, it looks better in motion. EDIT 2: This is a controller, pause, debugger and quick command line test, ran on Windows And this is a cellphone shot of an older DEBUG version of it, running on my server's Ubuntu 12.10:
  22. O hai Let me just pop out of nowhere and drop this I'd like some feedback here. There's nothing special here; not even pixel shaders. Also ignore the bad things in the scenario (such as the horrible sun setting between mountains and the outline problems). also, should any brazilian be interested in fully Portuguese MonoGame tutorials,
  23. I can totally recommend you C# using XNA Framework. If you have some experience with C++ and coding you won't have problems, plus you'll enjoy the flexibility that coding gives you. And the best part: IT'S FREE (Only for Windows, though. To develop for Xbox360 and Windows Phone you gotta pay in order to debug)
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