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Mobiethian

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Everything posted by Mobiethian

  1. Actually, I experimented a little with it and I set the water level to 2000 (from 1004 I think it was) and it took the water out as well as the bubbles. Very strange but it worked! Guess i'm sort of a noob when it comes to the event editor and conditions, but it's not too bad. Thanks guys!
  2. Sorry for the double post, but I ran into another problem. I did change the master values to 0 as instructed by Asuma to do so, and it indeed took the water out. But for some reason, Sonic now has bubbles coming out of his mouth. (Techinically) It's sort of as if Sonic has swollowed a bottle of dish soap. At this rate, i'm pretty sure something else needs to be done to change this back to norm. Any ideas??
  3. Alright, will do. Since I have no internet at home I can't make adjustments to it right off hand, But I will do that when I get home. Thanks, if all goes well, +rep on the way.
  4. Normally, I would start a new topic but I don't think it's needed for this question.. but is the water removal process the same when using this updated engine or is there something different that needs done to do so? When I go into the event editor, I am looking in the general methods/water section and it says "Destroy the water object if it isn't needed". I don't quite understand what I am supposed to do to 'destroy' it. I tried deleting the actual water object but it's still there when I do.
  5. Great! I guess this really does mean they'll fix everything to meet the fans expectations but don't count on it.
  6. I wanted to let you know XeroNazoBlaze that i'm giving you a rep point because your solution fixed my issue. At any rate, I got all of my tiles ported over to this engine and it's going very well so far. If I bump into any more ruts, i'll be sure to bring it up here. Thanks a ton! EDIT: Hopefully the +rep went through ok, I know some others had issues doing it before.
  7. Will do, thanks! If not, i'll check other properites, etc. to see what needs adjusted.
  8. For some reason, this version of SW runs slowly and the previous versions do not and never have. I am using R247 MMF, must I update? I have been using the SW version in the sticky until I resolve this issue and would like to use this one.
  9. So I decided that I would redesign my Hexagon Hill Zone tileset to produce a slightly more classic grass look for the zone. Before I get too involved, I wanted to get some feedback and suggestions for what I came up with. Here is a 128 x 128 tile sample showing the grass and hexagon patterns: When I looked at the other original grass styles in other Sonic games, it appeared as if the individual blades of grass were four pixels in width. Mine has 2 each. Is this okay even though the pixel widths are shorter? Is something missing? NOTE: The black line indicates where Sonic is actually going to be walking/standing, while leaving the top of the grass exposed and not an obstacle.
  10. I had this issue before. And LarkSS' suggestions are what fixed it for me. Hope it works out. Or you may need to upgrade your MMF version.
  11. Sure thing DW. And I forgot to mention before that I may possibly need you to help me with background parallax stuff but I should be able to find what I need in the SW Help threads. I'll worry about that when I cross that bridge.
  12. Great! I'm going to attempt it eventually so if I bump into any ruts, i'll be sure to address it, thanks. This version is rather nice and I don't mind the scrolling as it is. That being said, Sonic Mobius will be built with this one - and currently replacing GUI fonts, etc. now and then eventually sprites. Woah, going to be my first attempt at making a new Sonic sprite sheet, should be much interesting but not impossible.
  13. I'm actually not sure if it would be best to rebuild my levels in this recent engine from scratch .. probably would be. Rather than trying to tackle the end of level score issue I 'somehow' created and wasting time. Is it difficult 'at all' to alter the sprites in this version due to the additional neat stuff added in to the Sonic 3 sprites?
  14. 1. - Yes but what happens is.. Sonic passes the sign, then the score is tallied up: It adds the score up + time bonus and ring bonus, but when it's done, it automatically throws in another 5000 points every time, which I know isn't right. It happens no matter what. I think I might have screwed up some coding (or something) while I was replacing the number fonts in the animation frames. I can't say for sure though. I seriously don't know what I would have done to it just by replacing the numbers in the animation frames. I did it to all of them including the GUI but that's working fine. I was thinking of comparing my current event list editor to the base engine events to see if I could spot what's different. 2 - And you solved the next frame issue for me, it's great thanks DW!
  15. For some reason my reply post disappeared, i'll just send you a P.M. .. unless it comes back somehow?? EDIT: Never mind, it did.
  16. Surely. I am capable of altering certain events to an extent, but the main issue that I want resolved is mostly about the end of act events. 1.) Score tally is still out of whack and i'm needing to know what specific set of events are what I should be looking at to fix it. I did get some help on the SW Help topic but unfortunately wasn't able to understand the coding associated with that event. 2.) I need to know how to allow a frame to go to the next as if you've passed an act or zone and going to the next. I hope I didn't make it seem like a whole lot to take on with so little details but if you could direct me to a good source to learn the event editor better, as well as some detailed coding information, that would help me out tremendously.
  17. I'm thinking I just need to focus more on the coding and that's the largest obstacle holding me back. Art - Not an issue. I do have several questions, but wish someone could take me through it instead of posting topics about them to get help. Anyone willing to assist me 1-1? Otherwise, I do agree that everything is nicely organized.
  18. I'm still waiting to download because of crappy internet. But I am looking forward to this. Good thing there's dedicated workers on S.W. to make it the best. I hope there's some bugs ironed out for the most part. And perhaps more user friendly.
  19. Now that's something that I never gave a thought to, it's good. I do believe the water in the background in EHZ S2 has reflections similar to that. Great addition.
  20. Thanks for the tips Rael, i'll get those areas fixed up. As long as the waterfalls are alright I feel more at ease. Any tips about waterfall animating?
  21. Sure. The whole background is still WIP but it shows that it's taking shape. Most of the water art needs finished as well as the mountain-like structures and shading. If you see anything else that could use some bettering, let me know. BG from Hexagon Hill Zone (in SCD2 proj.)
  22. I need a few design tips. No matter how many times I try to make a waterfall for a background, it just doesn't look right to me. I tried to reference from designs in GHZ, S1 and PPZ, SCD but it's hard to distinguish a consistent waterfall pattern. When I zoom in on screenshots of other zones' waterfalls, I try to see what type of pattern the designer followed to make the pixels in the water look evened out and flow smoothly. This is the best I have come up with so far: Image zoomed in (above) Image at actual pixels (above) It may be possible that my design would not need any improvement, but if it appears to anyone that it needs it, I would like to have some tips to make it look right, please. Also, I need to know how waterfalls are animated. I was thinking that the colors move downward to create a spilling effect. In other words, I was thinking that the first color moves down while another color from the palette replaces it repetitively in that pattern. Is this true?
  23. There's a ton of possibilities for that and I want to try something different and fantastic. I'm not sure if I want to have a 3D cloud effect like the original or not. Currently the background is from Hexagon Hill Zone and that is also W.I.P. Here are some more details about the game, and these are listed on the project website as well. THE ZONES: Hexagon Hill Zone Conical City Zone Terrarium Tower Zone Cobalt Canyon Zone Plateau Palace Zone Arctic Arena Zone Panic Powerhouse Zone Foxtail Fury Zone CHARACTERS: Sonic the Hedgehog Miles "Tails" Prower Nack the Weasel a.k.a. Fang the Sniper (Act 2 mini-boss) Dr. Robotnik (Act 3 main boss) Foxtail Fury Megabot (a metal Tails with spinning blade-sharp tails) The foreground art for HHZ has been re-designed to better fit into 128 x 128 chunks. I'll post some new screenshots when I complete the tileset. NOTE: If anyone here has an idea or design that they would like to share/contribute, you're more than welcome to do so on this thread. Any contributor(s) toward this project will be credited on the project website as well as the end game credits.
  24. segasonicfan4life - Of course, like Hypersonic645 said. Password - I think the title is great, for a fangame that is. The 2 is a reshade from the Sonic 2 title screen, yes. The Sonic CD + 2 idea with Tails is experimental, and the result may be rather interesting. I have always wanted to see it. We'll see what happens.
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