Slingerland Posted September 3, 2008 Report Share Posted September 3, 2008 I managed to cut off 2 seconds exactly. There are a couple of places you could cut time if you did it differently, but they look far too acrobatic for me.My time trial at 52.91 seconds (sorry for the various quality issues, it's my first time making and/or uploading a video): Make sure that you make it a response to the contest's hub video, Kain. Also, if you guys want some time attack tips, in act 1, the second wall/cliff-run with the half-circle on top are great for skipping over a large part of the terrain. When you just get over the hill, just jump and you should leap right into the red spring. Make sure that you use the third hole earlier to grab the super shoe box, or else the leap won't be that effective. Also, the person I was referring earlier (50 seconds) was Strong Bad from SSMB. He has gotten his time in act 1 down to 48.87 seconds. I saw it. Link to comment Share on other sites More sharing options...
Kain Posted September 4, 2008 Report Share Posted September 4, 2008 Make sure that you make it a response to the contest's hub video, Kain. If I ever get a good second act run, then I'll find out how to splice them together and do that. Link to comment Share on other sites More sharing options...
The Taxman Posted September 4, 2008 Author Report Share Posted September 4, 2008 This is slightly off topic but I got to say that the Retro Sonic engine is amazing and I am totally envious of you guys getting to use it. Is there ever going to be a public engine release? I would kill to take Time Twisted and port it to Retro Sonic. Also what language does Retro Sonic use for scripting? It's my own scripting language, which is sort of a novelty mix of BASIC and C style syntax. I don't have a name for it yet, when I think of something I'll let you know ;P Overbound, the Retro engine is coded entirely in C++. Doubt they'd ever release it. I should explain that the actual C++ isn't being touched by the Nexus guys either. They're using the RSDK to do the game (although I've been doing most of the scripting so far, but that should change), and if anything needs adding to the engine, I do it. Retro Sonic had a Dreamcast version, is Nexus going to have one too? Who knows? Because the game files are platform independent Nexus could run on any platform that Retro-Sonic is compiled for Link to comment Share on other sites More sharing options...
Sir Euan Posted September 4, 2008 Report Share Posted September 4, 2008 UNSEEN TRAILER FOR SONIC NEXUS http://www.youtube.com/watch?v=hmo3Xi5ITRU&feature=related Link to comment Share on other sites More sharing options...
GHFan Posted September 4, 2008 Report Share Posted September 4, 2008 How about RSScript? Link to comment Share on other sites More sharing options...
Tweaker Posted September 4, 2008 Report Share Posted September 4, 2008 It's my own scripting language, which is sort of a novelty mix of BASIC and C style syntax. I don't have a name for it yet, when I think of something I'll let you know ;P TaxReceipt. DO IT Link to comment Share on other sites More sharing options...
The Taxman Posted September 4, 2008 Author Report Share Posted September 4, 2008 HAHAHA golden! Link to comment Share on other sites More sharing options...
Spike Posted September 4, 2008 Report Share Posted September 4, 2008 TaxReceipt.DO IT XD Perfect! Link to comment Share on other sites More sharing options...
kirbyhi5 Posted September 4, 2008 Report Share Posted September 4, 2008 This is excellent. Love how sync'd the animation is. Wonderful job guys! Link to comment Share on other sites More sharing options...
Chrome Posted September 4, 2008 Report Share Posted September 4, 2008 The wait was well worth it for this demo. Link to comment Share on other sites More sharing options...
RGX Posted September 4, 2008 Report Share Posted September 4, 2008 Just reporting another glitch. This happened in Act 1 with the speed shoes. I jumped up from the tip of a hill then Sonic went through the wall and got stuck between it and a pair of spikes. Link to comment Share on other sites More sharing options...
Eminence Posted September 4, 2008 Report Share Posted September 4, 2008 That was the most official/professional demo I've ever played. Not the most fun demo I've played, but from the intro to the the way the game itself plays. (Lack of lag, ect.) Link to comment Share on other sites More sharing options...
Asuma Posted September 4, 2008 Report Share Posted September 4, 2008 HAHAHA golden! Just a little off-topic here. So, just how is TaxReceipt? I'm you say it was something like BASIC and C style syntax. So, will this be hard to pick up. Link to comment Share on other sites More sharing options...
Aaron C-T Posted September 4, 2008 Report Share Posted September 4, 2008 Kain: Niice run. Rgx: That's priceless- he looks like he's in pain. xD Link to comment Share on other sites More sharing options...
Felik Posted September 4, 2008 Report Share Posted September 4, 2008 Wow! Pretty implessive work, but never, please NEVER put badnics right on the way when you are in running section. Link to comment Share on other sites More sharing options...
Gunn Posted September 4, 2008 Report Share Posted September 4, 2008 Nice! I like it. Great Engine. Link to comment Share on other sites More sharing options...
Cyber Rat Posted September 4, 2008 Report Share Posted September 4, 2008 You guys should keep all the small bugs, it makes it play more like a real Sonic Team Genesis title. Link to comment Share on other sites More sharing options...
Zal Posted September 4, 2008 Report Share Posted September 4, 2008 I'd say it probably can't find the necessary data files. I tried it and sure enough, it just gives a black screen. I'm not sure why this would matter since it's basically just like any other folder... weird. Runs fine when you open the folder from the quick launch bar as well. Not sure if you've figured this out yet or not, I haven't read all the pages. But this doesn't just happen with Nexus. I've found it happens with a lot of games. The problem is that it opens the file, but I believe it runs it in a temp folder (the app only you selected) and none of the other files. This happens with all games I've tried that rely on other files and especially in other folders. Windows is a ___ like that. By the way, this is by far the best retro game I've seen to date. Let's see how XG runs up against this. Must say though, as far as entertaining, classic games go. This absolutely cuts the mustard. That mustard was sliced right in half. Edit: Wow, I was censored. Link to comment Share on other sites More sharing options...
ila Posted September 4, 2008 Report Share Posted September 4, 2008 Aside from the bugs and the damn setup of one of the gliders... Fucking Perfect. I don't care how simplistic that sounds. This game plays more accurately than a rom hack, or a rom at all. Perfect. Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 4, 2008 Report Share Posted September 4, 2008 Wow! Pretty implessive work, but never, please NEVER put badnics right on the way when you are in running section. What convinced you that we wanted to make anything completely devoid of challenge? There are very few instances in the real Sonic games where you have segments completely devoid of enemies, and we are emulating Sonic CD here. Sonic CD doesn't play to the conventions of Sonic 2 and Sonic 3. It's more like Sonic 1, where they'll have a giant slope and then have a roller ball come up from behind you while on the most free-range downward slope ever and stomp your ass when you barely suspect it. Some enemy placements, sure, I'll agree were rushed and untested. Like the ones that snow you while you want to glide on those parachutes. A couple might need to be moved back a little, like some of the ones that show up right after landing from a potentially loooooong jump. Personally though, I'm not interested in any kind of long strip devoid of playing an actual game instead of just holding right. Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 4, 2008 Report Share Posted September 4, 2008 Just a little off-topic here.So, just how is TaxReceipt? I'm you say it was something like BASIC and C style syntax. So, will this be hard to pick up. //------------Sonic Nexus Yellow Spring---------------// //----Scripted by Christian Whitehead "The Taxman"----// sub Player switch Object.PropertyValue case 0 //Up Spring PlayerObjectCollision(C_BOX,-16,0,16,16) PlayerObjectCollision(C_TOUCH,-15,-2,15,4) if CheckResult==1 Object.Value0=8 Player.State=1 Player.Gravity=true Player.YVelocity=-655360 Player.Animation=11 end if break case 1 //Right Spring PlayerObjectCollision(C_BOX,-16,-16,0,16) PlayerObjectCollision(C_TOUCH,-4,-15,2,15) if CheckResult==1 Object.Value0=8 Player.Speed=655360 end if break case 2 //Left Spring PlayerObjectCollision(C_BOX,0,-16,16,16) PlayerObjectCollision(C_TOUCH,-2,-15,4,15) if CheckResult==1 Object.Value0=8 Player.Speed=-655360 end if break case 3 //Down Spring PlayerObjectCollision(C_BOX,-16,-16,16,0) PlayerObjectCollision(C_TOUCH,-15,-4,15,2) if CheckResult==1 Object.Value0=8 Player.State=1 Player.Gravity=true Player.YVelocity=655360 end if break case 4 //Up Right Diagonal Spring PlayerObjectCollision(C_TOUCH,-12,-12,12,12) if CheckResult==1 Object.Value0=8 Player.State=1 Player.Gravity=true Player.Speed=1048576 Player.YVelocity=-655360 Player.Animation=11 end if break case 5 //Up Left Diagonal Spring PlayerObjectCollision(C_TOUCH,-12,-12,12,12) if CheckResult==1 Object.Value0=8 Player.State=1 Player.Gravity=true Player.Speed=-655360 Player.YVelocity=-655360 Player.Animation=11 end if break case 6 //Down Right Diagonal Spring PlayerObjectCollision(C_TOUCH,-12,-12,12,12) if CheckResult==1 Object.Value0=8 Player.State=1 Player.Gravity=true Player.Speed=655360 Player.YVelocity=655360 end if break case 7 //Down Left Diagonal Spring PlayerObjectCollision(C_TOUCH,-12,-12,12,12) if CheckResult==1 Object.Value0=8 Player.State=1 Player.Gravity=true Player.Speed=-655360 Player.YVelocity=655360 end if break end switch end sub sub Draw if Object.Value0==0 DrawSprite(Object.PropertyValue) else Object.Value0-- switch Object.PropertyValue case 0 DrawSprite(8) break case 1 DrawSprite(9) break case 2 DrawSprite(10) break case 3 DrawSprite(11) break case 4 DrawSprite(12) DrawSprite(16) break case 5 DrawSprite(13) DrawSprite(17) break case 6 DrawSprite(14) DrawSprite(18) break case 7 DrawSprite(15) DrawSprite(19) break end switch end if end sub sub Startup LoadSpriteSheet("NexusGlobals/Items.gif") //Spring Resting Frames SpriteFrame(-16,-16,32,32,84,1) SpriteFrame(-16,-16,32,32,84,34) SpriteFrame(-16,-16,32,32,84,67) SpriteFrame(-16,-16,32,32,84,100) SpriteFrame(-16,-16,32,32,84,133) SpriteFrame(-16,-16,32,32,84,166) SpriteFrame(-16,-16,32,32,84,199) SpriteFrame(-16,-16,32,32,84,232) //Spring 'Boing' Frames SpriteFrame(-16,-16,32,32,150,1) SpriteFrame(-16,-16,32,32,150,34) SpriteFrame(-16,-16,32,32,150,67) SpriteFrame(-16,-16,32,32,150,100) SpriteFrame(-16,-10,28,26,117,133) SpriteFrame(-13,-10,28,26,117,160) SpriteFrame(-16,-16,28,26,146,133) SpriteFrame(-13,-16,28,26,146,160) SpriteFrame(-6,-20,28,28,198,257) SpriteFrame(-22,-20,28,28,198,286) SpriteFrame(-6,-8,28,28,227,257) SpriteFrame(-22,-8,28,28,227,286) end sub sub RSDK LoadSpriteSheet("NexusGlobals/Items.gif") SetEditorIcon(Icon1,0,-16,-16,32,32,84,1) end sub Just for a simple example. Link to comment Share on other sites More sharing options...
Asuma Posted September 4, 2008 Report Share Posted September 4, 2008 So this PlayerObjectCollision(C_BOX,-16,0,16,16) PlayerObjectCollision(C_TOUCH,-15,-2,15,4) Tell the engine to draw a collision box roughly the size of the object? Link to comment Share on other sites More sharing options...
VectorSatyr Posted September 4, 2008 Report Share Posted September 4, 2008 The first one checks for collision within the object's complete boundary. The second one checks for collision at the very top, because it's an up spring. It looks intuitive. My only issue is that it doesn't use braces, but is instead indent-sensitive, which is something I'd definitely have to get used to. Link to comment Share on other sites More sharing options...
The Taxman Posted September 4, 2008 Author Report Share Posted September 4, 2008 Well, what you're seeing there is two instances of the same function called slightly differently. The first one is performing a solid "box" collision and the second one is a "touch" collision. There's two because the spring is solid on some sides and bouncy on only 1. DW, that example is also a little out of date now that I added a few things... Also, the code isn't indent sensitive... but you should indent it anyway for the sake of neatness! Link to comment Share on other sites More sharing options...
Damizean Posted September 4, 2008 Report Share Posted September 4, 2008 Just guessing, because I haven't had the oportunity to talk with it with the taxman, but: The first collision call actually sets the object's bounding box. Throught that call, the player object then check's out if it's inside the bounding box region and gets the player box out of it. tl;dr: performs the collision penetration response with the object. The second call actually tests a collision without any response, just sets the results to 1 if the boxes happen to be overlapping. Link to comment Share on other sites More sharing options...
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