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ShootingStar

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Everything posted by ShootingStar

  1. Definitely an interesting engine. I find it rather easy to get from point A to point B with the current engine, which is definitely a benefit, but at the same time it lacks a major sense of speed. Experience shows you can't have both though, so if you don't feel like sacrificing control, that's fine. The oddities with the slope engine are actually kinda cool. They remind me of an old game called "Airboarders 64." When you think about it, it's actually a bit more realistic. Running up a 90 degree incline before backflipping off is a skill many humans actually have, so it's not totally out of the realm of realism. Besides, I can see it adding interesting potential with level design based more around finding a path between points A and B than just clearing obstacle after obstacle. Of course, it's a completely different story if that's not what you're going for...
  2. (First? Lolnoitsnot) My first thought was that this would be something similar to those old games on Animetheme that were created entirely through DHTML. The big deal there being that those games were all slow-paced RPGs and Strategy games, can web-based languages like Javascript and HTML really produce something as fast paced as Sonic? Of course, then I saw the video, and it makes a bit more sense now. But why with the spaceshooter elements? That hardly seems Sonicy at all. I'll post more commentary when it finishes downloading though. (32.2 MB lolwut?)
  3. Zombie Furries? I'm not sure if that's awesome or horrible.
  4. Okay, no, seriously, it's been roughly 72 hours since my submission, and no word in my inbox. I hate to sound impatient, but at this point would it be safe to just attempt to resubmit? Or what?
  5. On the subject of registration itself, Roughly 48 hours ago I submitted my booth on the page thingy, and still haven't received an email regarding either rejection or approval. I did however, receive the fancy "automated registration success" email, so I know the email I provided is working. Not to sound impatient, but when exactly can I expect either a rejection or approval?
  6. Well, from what I'm seeing right now, the player doesn't have too much control over what stats raise. Perhaps different, more specialized ways to take out enemies, and shift what kinds of chaos drives they drop. A dash move for running drives, a shockwave for power, classic head stomping would shift them towards flight, no clue about swim or stamina though.
  7. Looks like it has potential, but it needs some work. Mainly in the graphics, the stairs in that image don't really "flow" together, also that BOMBORG thing looks pillow shaded, which I'm pretty sure is bad. The stats DO effect gameplay don't they?
  8. (lolbandwagon) I'm still waiting for Sonic to don purple tights and go flying around enemies, blowing them up in the process. MANDATORY NIGHTS REFERENCE! On a more serious note, I still say that we're focused too much on Sonic games being Sonic, and forgetting about whether or not they're fun. This could turn out well if done properly. Of course, that's what I ALWAYS say when Sonic Team does something weird.
  9. I'm trying to offer my criticism here, I apologize if it comes out kinda mean, but that story was horrible. (Save the giant squid mech, that sounds like it'd be a fun boss) and it sounded at the time like you wanted the game to be storyline driven, and well, look at what happened to ShTH when they took a decent game, and tried to drive it with bad fanfiction.
  10. So, are you keeping the same story as before? I certainly hope not, Antimatter isn't the sort of thing a blacklisted independent scientist like Eggman can just get his hands on, the bloody stuff doesn't even exist beyond theory. Ignoring all the other painful flaws that story had. I suppose I should say something about the game itself. Motion blur is nice, but that rushing air effect just doesn't work as well as it did in SA2, maybe you should reduce the number of "streaks." And yeah, the walking animation is horribly stiff, and the running animation looks more like he's flying. Remember, you move your arms when you're running.
  11. I suppose I should clarify what I'm actually trying to do here then. Basically, I've been trying to reverse engineer Irrlicht's built-in collision functions into a workable "vector based gameplay fad" Sonic fangame. So far it's proven horribly hacked, but mostly acceptable. (Contradiction? You be the judge.) I actually kinda like it as-is, and might just hack in proper acceleration and call it quits, but still it seems like a good idea to at least try. Basically as-is the player is freely able to move around with WASD, but is responsible for aligning himself with oncoming slopes himself. I was wanting to make it so that he doesn't have to, and the game simply "forces" him into the angle needed. I can already use the built in functions to find the vector of the normal of the triangle the player's standing on, I'm just not sure how to translate that into degrees of rotation. I suppose since I've got an engine doing about 80% of the work for me, I don't really understand it myself. Hence most help anyone gives me is probably going to be in vain. But again, it seems to be too much math for a little sophomore like me who hasn't even had a chance to take trig, and I'm actually started to like it as-is. So yeah.
  12. I'd honestly assumed that by posting this question in a public forum, I was asking everyone and it didn't matter who was best suited to the problem. If you're saying I should give up though, I'd rather not, although it does feel like I'm constantly asking someone for help.
  13. Going to bump this topic to say that unfortunately the previous post hasn't helped me at all due to being too complicated for my insignificant brain, however I've gotten a better idea of what I'm doing, and am prepared to reword/update the details of my question. Here's the deal, I have the player's location, and angle on a vertical axis (Your standard turning left and right rotation like virtually every 3D game has, not anything complicated) I know he is standing on a triangle, and I know the normal of that triangle. How can I use this information to find his other rotation values? Any help is appreciated, but if at all possible, maybe avoid using too much complicated terminology? Edit: Rereading the previous post, I don't think it even covers what I was asking, hence my confusion.
  14. http://img391.imageshack.us/img391/474/perfectchaosphotofu2.jpg Something old and stupid I did forever ago, but never bothered to post outside of my ancient/no longer active DeviantArt.
  15. Doing everything in my power to polish Sonic QZV up for SAGE. Can't guarantee just what the demo will have, but I know there'll be one. I mainly use Youtube as a means of releasing info, so I guess it'll do for a website: http://youtube.com/profile_video_blog?user=DraykonVokelda Edit: Set up a somewhat minimalistic webpage on Freewebs, should work fine: http://www.freewebs.com/sonicqzv/index.htm
  16. Okay, two major questions I have here. Both of which are very vague and theoretical sounding, but please bear with me. 1. I know the location of an object, I know it's rotation along a vertical axis, I know it's standing on a triangle, and I know the three points of that triangle in a three dimensional existence. I know from looking at most existing 3D fangames that this information can be used to determine the object's rotation along a horizontal axis, but I don't know how. If at all possible, I'd like reference to some math.h functions, a formula, etc. But any help here is appreciated. 2. Once I have this information, I'll admit that screwing around I've still yet to figure out just how to adapt the old 2D vector turning around algorithm thingy to work with two axis. To put it in a more understandable way, I know the player's current speed, and I know his rotation along two axis, how do I use this to determine his new location? Any help in either question is appreciated, thanks in advance. :3
  17. New Sonic wasn't really bad enough to be "worst in show." Parts of it were actually pretty cool. I'm voting Commander Squiggles, just for it's sheer random humor. "tabtabtabtabtabtabtabtabtabtabtabtabtabtabtabtabtabtabtabtab"
  18. Actually, that was a typo, I meant a generic RAGE entry, as in it really didn't have anything special about it. My bad. And the ending of Command Squiggles really did feel like it was referencing some random old n00b. Perhaps I should go back and listen to it again.
  19. Random thoughts on the games. Couldn't get very far in Egg-Rocky. Good for a quick laugh if only because I'd recently seen random parts of that movie. I'll admit it, I actually enjoyed the storyline of New Sonic. It really feels like a psychological horror up until the end. The ending still rocks though. Red the Hedgehog was actually pretty cool. I'd kinda like to see a serious fangame done with that concept. Jesus the Hedgehog in GROWABEARD was also awesome. Evil the Hedgehog was... interesting. Mostly just a generic SAGE entry. Sonic and Dawn was mine, I can't really say anything about it. StH&M3ftAD:ESAUR didn't seem to have the same charm as the original Egg Shaped Aliens, I guess because it really felt like more of the same. Rushed Adventure really had the right idea. There's something infinitely epic about Sonic, Tails, Knuckles, and Shadow all fusing together, going super, and fighting Cthulu. The game itself really did feel like a bad fangame, though I'm not totally sure that's a good thing. (Just a note, what's this nonsense about Cthulu being copyright DragonXVI?) Sonic 4 was more frustrating than funny. I love the implementation of the fancharacter, but something about the game just wasn't right. As for Commander Squiggles... I'm not really sure what to say. I'm guessing there's some weird in-joke I don't get at the end. All in all, it was... an interesting take. Overall, I'm not sure what my favorite was.
  20. (Shooting Star, that one guy who appeared forever ago to showcase a single fangame for roughly 4 posts, has reappeared out of nowhere. THIS IS IMPORTANT INFORMATION! SERIOUSLY!) Well now, this has caught my attention. Making fun of general Sonic n00bs is always fun. Crappy two hours worth of Gamemaker has been submitted, yayz.
  21. Perspective looks messed up. Tiles say the camera's looking straight, down, but the objects say the camera's at an angle. But other than that pretty neat.
  22. While it does have particle support, it's somewhat limited, and rather complex. I'm not even sure it's possible to move the emitters in realtime. Edit: Scratch that, Irrlicht's particle support is awesome. Got a cool lightning effect to go with it as well. But you can't really capture it in a screnshot.
  23. Really, 90% joking, 10% slightly offended. But I really don't want to hijack this topic, so yeah.
  24. It's the SA2 Sonic model, but heavily modified to be riggable. Hence the lack of a real tail, and curvy arms. No direction really. I typically just mess around until I get something I like. Not the best strategy I know, but I'm not a very artistic person. x.x
  25. Wait, what? This implies to me you think I'm using MMF, or Gamemaker or something, which is simply not true. I would never create a game with anything shorter than C Programming with a bunch of libraries that do most of the work for me.
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