Aaron C-T Posted June 20, 2008 Report Share Posted June 20, 2008 It was to me. Haven't touched MMF in like.. 2 years. Thanks a ton. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted June 20, 2008 Author Report Share Posted June 20, 2008 Was that ever a secret? Not many people seem to use it the way I do... so maybe! Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted June 20, 2008 Author Report Share Posted June 20, 2008 http://www.moddb.com/games/10305/sonic-the-fated-hour/videos/94376/recent-work Photobucket's giving me troubles so you get to watch this video at Moddb. Link to comment Share on other sites More sharing options...
Serephim Posted June 20, 2008 Report Share Posted June 20, 2008 Most DEFINITELY the best fangame progress ive seen in ages. Years even. Applications for your programming time is amazing to say the least. And yeah, the new burst effect definitely looks tons better. (the rush one was fugly anyway. Looked like it was drawn in Paint.) This one actually resembles the newer one shown in Unleashed. (which means it looks amazing.) I think the shoe color thing is amazing in technical terms, but i still think it would have been cooler to use overlays >>; Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted June 20, 2008 Author Report Share Posted June 20, 2008 Also way too time consuming. It's all about knowing your limits. Link to comment Share on other sites More sharing options...
RedEchidna Posted June 21, 2008 Report Share Posted June 21, 2008 I like it. However, the music fading out to nothing on the menu kinda bothers me. Maybe fade it so that it plays very quietly, but in a way so that you can still just barely hear the music? Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted June 21, 2008 Author Report Share Posted June 21, 2008 Why? Link to comment Share on other sites More sharing options...
Hapi-San Posted June 21, 2008 Report Share Posted June 21, 2008 I like it. However, the music fading out to nothing on the menu kinda bothers me. Maybe fade it so that it plays very quietly, but in a way so that you can still just barely hear the music? I agree. The fade to nothing just seems.. weird, especially for an in-game menu. Unless you're going to replace it with something else entirely. Link to comment Share on other sites More sharing options...
Cyber Rat Posted June 22, 2008 Report Share Posted June 22, 2008 Why? Because it only fits well with survival horror games for some reason, or space first person shooters. You should consider the idea of adding something "quiet" in the background, it can't hurt. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted June 23, 2008 Author Report Share Posted June 23, 2008 So today's Sonic's 16th Birthday, so I updated TFH on Moddb. http://www.moddb.com/games/sonic-the-fated-hour/news/sonic-tfh-june-media-recap-plus-new-demo-info Unveiled something I'd been kinda-sorta been keeping a secret but decided it didn't really NEED to be a secret. If the link doesn't work (the news has to be approved, you see), try again in an hour. You could just watch the video in the videos section, but the news update also concerns the upcoming beta. Link to comment Share on other sites More sharing options...
Cstyler Posted June 23, 2008 Report Share Posted June 23, 2008 Wow, I like the Super-Sonic's gameplay! So today's Sonic's 16th Birthday, so I updated TFH on Moddb. Hey, wait.. Today's Sonic's 17th birthday :/ Link to comment Share on other sites More sharing options...
Serephim Posted June 23, 2008 Report Share Posted June 23, 2008 You should so give Supersonic a retardedly overshiney burst VFX that destroys everything Link to comment Share on other sites More sharing options...
Jsonic Posted June 26, 2008 Report Share Posted June 26, 2008 Like HyperSonic had in Sonic 3 & Knuckles? sounds good to me. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted June 27, 2008 Author Report Share Posted June 27, 2008 I'm getting super weary of writing all this menu code. Like I'm having doubts it might be worth it. Right now TFH has two layers in the frame editor. One layer is dedicated exclusively to HUD elements and one is dedicated to everything else (the level, etc.) That's what the HUD layer looks like if I make it visible (I usually have it invisible and then move stuff to it as I need to). Link to comment Share on other sites More sharing options...
Rael0505 Posted June 30, 2008 Report Share Posted June 30, 2008 Man, just looking at that gives me a headache! Don't know if I've said it, but I really love the way you set up the menu. All the work you've done is totally worth it, but how much more could you have to do? I'd think it's just about done. Link to comment Share on other sites More sharing options...
LarkSS Posted June 30, 2008 Report Share Posted June 30, 2008 Dude, you really need to seperate the different elements into their own layers for organization purposes. I remember when I was making my game for SAGE, the different parts of the menu were all overlapping, so I put them in their own layers so I could make invisible the parts of the menu I didn't need to see. Helped me a lot and that screenshot shows you probably should do it too. =P Link to comment Share on other sites More sharing options...
Serephim Posted June 30, 2008 Report Share Posted June 30, 2008 Layers = performance rape. Link to comment Share on other sites More sharing options...
Slingerland Posted July 1, 2008 Report Share Posted July 1, 2008 Man, Blaze, with all these features you're implementing, I'd go crazy over a SAGE demo that's just a test zone. Impressive work. Layers = performance rape. How did you determine this? Layering separates objects' collisions into different layers, thus performing less checks. I find that too much active shit in the same layer is a performance rape. Also, it can make the rendering in MMF2 less stressful. (+1 Dami assist) Link to comment Share on other sites More sharing options...
Blue Frenzy Posted July 1, 2008 Report Share Posted July 1, 2008 Man, Blaze, with all these features you're implementing, I'd go crazy over a SAGE demo that's just a test zone. Impressive work.How did you determine this? Layering separates objects' collisions into different layers, thus performing less checks. I find that too much active shit in the same layer is a performance rape. Also, it can make the rendering in MMF2 less stressful. (+1 Dami assist) It is theorical or it is proved that splitting into different layers improves performance? I would like to see real data about this, could help a lot on big large levels. Link to comment Share on other sites More sharing options...
Rael0505 Posted July 1, 2008 Report Share Posted July 1, 2008 Layers = performance rape. That couldn't be further from the truth. My game features a complex precipitation system (courtesy of Lark) that can really rape performance, but when the different size raindrops/snowflakes were organized into individual layers by size, the frame rate was 10-20 higher on average. It seems that the more that goes on in a single layer, the lower the performance rate is. I don't think that organizing the menu into different layers will affect performance though, it seems too little to have any significant effect. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted July 1, 2008 Author Report Share Posted July 1, 2008 I HAVE been experiencing some minor performance hiccups every now and again, though. Link to comment Share on other sites More sharing options...
Blue Frenzy Posted July 1, 2008 Report Share Posted July 1, 2008 Sorry for the offtopic, but i find this pretty intesesting. the worst and i mean worst thing ever on mmf is the low performance on levels over 500 objects, of course, if what you are saying is right, it is possible to move rings, boxes and enemies into different layers, or even split zone into different layers depending of x position, but i am not sure if the slowdown caused by multilayering the level worths it. I'd appreciate if someone can experiment with this. Link to comment Share on other sites More sharing options...
Cyber Rat Posted July 1, 2008 Report Share Posted July 1, 2008 I had a similar problem in TGF (I think). If I recall correctly, I made it so that everything is invisible, and when colliding with an invisible object which covered the whole gamescreen (and a little farther) it would turn visible; when leaving the gamescreen, it would turn invisible again. This solved my problem in TGF, but I honestly can't say if it works in MMF, since I've never tried it. Link to comment Share on other sites More sharing options...
Blue Frenzy Posted July 1, 2008 Report Share Posted July 1, 2008 Seriously? Making objects invisible don't stop the collision. Clickteam could have done if better by having a stupid list of collision objects and with how objects can collide. Anyway, if someone also want to talk about this it'd be better to make another topic instead of filling this one with garbage. Link to comment Share on other sites More sharing options...
Serephim Posted July 1, 2008 Report Share Posted July 1, 2008 Yeah, visibility (thankfully) doesn't end collision checks. I can run my entire game with everything invisible and still have it work perfectly. However i dont think MMF2 really suffers performance drain from collision checks. If anything its just the amount of objects it has to render per cycle. Link to comment Share on other sites More sharing options...
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