DimensionWarped Posted November 5, 2009 Report Share Posted November 5, 2009 There is nothing wrong with posting your work to share your results more than to look for criticism. I don't know why anyone thinks there is. I wasn't trying to slam you or anyone else with that post Streak, so I'm sorry if you think I was. Link to comment Share on other sites More sharing options...
Carl Winslow Posted November 5, 2009 Report Share Posted November 5, 2009 he's doing a really bad anyway. he could just do it the way it's meant to be done and change sonic's base color to something that doesn't show up elsewhere on the sprite (like yellow or green) and use that as the pallete change color. But apparently that doesn't matter, since you plan to do it using a method that quite a few people wouldn't be able to see. you'd think it'd be easy to do without abusing a shader feature when it's been possible on the NES with no real problem. guess he doesn't know how to create a color bank or someshit. Link to comment Share on other sites More sharing options...
Streak Thunderstorm Posted November 5, 2009 Author Report Share Posted November 5, 2009 Guess you don't know how the color change works in MMF2. It's okay. I excuse all of your blatant ignorance. Link to comment Share on other sites More sharing options...
Death_Daniel Posted November 5, 2009 Report Share Posted November 5, 2009 Gungriffon Geona's method is what I use streak, it's flawless. Link to comment Share on other sites More sharing options...
Asuma Posted November 6, 2009 Report Share Posted November 6, 2009 If you mean the "Replace Color" under the animation menu, then no, it's not. It will lag the SHIT if used incorrectly out your game, trust me. But we can talk about the many downsides of MMF2 in another topic. Link to comment Share on other sites More sharing options...
Death_Daniel Posted November 6, 2009 Report Share Posted November 6, 2009 It lags if you it says " Always, SetRGB " However if you have something that limits it from doing it ever 00:00 a second, it'll not lag. Atleast, thats what I've figured out. Link to comment Share on other sites More sharing options...
Streak Thunderstorm Posted November 6, 2009 Author Report Share Posted November 6, 2009 Its inefficient. That's enough about the recoloring. Link to comment Share on other sites More sharing options...
Serephim Posted November 7, 2009 Report Share Posted November 7, 2009 he's doing a really bad anyway. he could just do it the way it's meant to be done and change sonic's base color to something that doesn't show up elsewhere on the sprite (like yellow or green) and use that as the pallete change color. But apparently that doesn't matter, since you plan to do it using a method that quite a few people wouldn't be able to see. you'd think it'd be easy to do without abusing a shader feature when it's been possible on the NES with no real problem. guess he doesn't know how to create a color bank or someshit. HAY GUYS GUESS WHAT http://sonicunited.org/hsfqmtif/forum/forumdisplay.php?f=8 since its such a HUGE problem and so annoying, how about one of you make a topic about it over there to show how its done correctly so nobody makes such a DRASTIC graphical fuckup again? Unless you really dont care about it that much. No? Then why are we still bitching about it? Actually being on topic though, streak im looking at the engine trying to find something wrong with it, but from the videos i cant really find anything ATM. Since our games are somewhat similar in playstyle, i'd argue that perhaps you're knocking the enemies too far away to do any real combos or anything too them, but that would only be a problem that shows up while fighting them in an actual stage. We dont get enough playtests though. Since the enemies really dont hit back, there isnt much to comment on with the AI, except for the fact that i could predict their running away to be HIGHLY effing annoying since they run almost faster than sonic himself lol. so yeah bottom line, its kickass, waiting for a playtest. Personal question though -- how did you go about getting the health bars above their heads? Link to comment Share on other sites More sharing options...
Asuma Posted November 7, 2009 Report Share Posted November 7, 2009 You actual set the position of counters, if I'm not mistaken. Link to comment Share on other sites More sharing options...
Serephim Posted November 7, 2009 Report Share Posted November 7, 2009 If only it was that simple. MMF2 has a serious problem with specifying objects out of multiple instances. Link to comment Share on other sites More sharing options...
Asuma Posted November 7, 2009 Report Share Posted November 7, 2009 You have to code a loop for each object thing. We can open a topic to talk about MMF2. Link to comment Share on other sites More sharing options...
Serephim Posted November 7, 2009 Report Share Posted November 7, 2009 thats likely a good idea. I was experimenting with assigning objects to other objects automatically for multi-object AI enemies that didnt have to be hard-programmed into the game and just created through runtime, but got discouraged after MMF2 kept pissing me off. It should be extremely easy, but for some reason it loves to screw up. If someone starts the topic in the R&D ill be glad to input though. im just seeing if streak did it the same way. Link to comment Share on other sites More sharing options...
Death_Daniel Posted November 7, 2009 Report Share Posted November 7, 2009 Especialy with "+Random" and "Runtime" based events. I also think Serephims idea is good and should be done. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 7, 2009 Report Share Posted November 7, 2009 I frankly think that everything that needs to be said about MMF2 has already been said. Many times. Link to comment Share on other sites More sharing options...
LarkSS Posted November 7, 2009 Report Share Posted November 7, 2009 how did you go about getting the health bars above their heads? The same way they all have their own unique set of sensors for collision detection. ;> Link to comment Share on other sites More sharing options...
Death_Daniel Posted November 8, 2009 Report Share Posted November 8, 2009 The same way they all have their own unique set of sensors for collision detection. ;> Ai, is you're specialty. Right Lark? Link to comment Share on other sites More sharing options...
Serephim Posted November 8, 2009 Report Share Posted November 8, 2009 The same way they all have their own unique set of sensors for collision detection. ;> I demand to know your method! ive tried everything from loops + spreaded values to doing almost everything with arrays and still MMF2 has trouble distinguishing objects. Am i missing something, or have i just failed to achieve the correct event/condition order? I gave up trying to find out. If i found a way to bind objects created in runtime together, i could do soooooo many things with my AI. edit: perhaps we should stick this conversation in another forum, like R&D or Assistance? Link to comment Share on other sites More sharing options...
LarkSS Posted November 8, 2009 Report Share Posted November 8, 2009 I'd say yes, since Streak's topic has just taken a detour down a one-way road. Also, spreading values is important, but it's even more important to make sure that the objects handle themselves correctly when one object is destroyed/created and the sensors decide to play musical chairs. If you keep no values aside from a collision value inside of the sensors and check each sensor individually to relate it to the enemy using a fastloop, then things should work out the way you want. Just be sure to keep your condition order in check ( mmf2 is very picky when picking up id information depending on condition order ). Link to comment Share on other sites More sharing options...
Kasei Honoo Posted November 11, 2009 Report Share Posted November 11, 2009 LAAAATE COMMENT but.... I couldnt help but get reminded of Ash Crimson from KOF.... that girly man... especially since he was designed to bug some people Link to comment Share on other sites More sharing options...
Daniel Posted November 11, 2009 Report Share Posted November 11, 2009 *looks at Rep, de-rep'd by JEV3* "Tact, meet DNL... DNL, Tact." Link to comment Share on other sites More sharing options...
Death_Daniel Posted November 11, 2009 Report Share Posted November 11, 2009 *cough* Off Topic *cough* Link to comment Share on other sites More sharing options...
Daniel Posted November 11, 2009 Report Share Posted November 11, 2009 *cough* Off Topic *cough* Sorry about that... *insert on-topic message here* Link to comment Share on other sites More sharing options...
Kasei Honoo Posted November 12, 2009 Report Share Posted November 12, 2009 But yea time for a real ONTOPIC I like the idea that you arent just using some overlay but i wont comment on color otherwise rage will happen again. Also I need some intense help with my A.I Like I used a system that shows whatever you hit's health on a hud that shows up for you instead of separate bars. I just need multiple a.i help but gah not ON TOPIC >.< Link to comment Share on other sites More sharing options...
Serephim Posted November 12, 2009 Report Share Posted November 12, 2009 We have 2 whole forums for that Link to comment Share on other sites More sharing options...
Death_Daniel Posted November 12, 2009 Report Share Posted November 12, 2009 But yea time for a real ONTOPIC I like the idea that you arent just using some overlay but i wont comment on color otherwise rage will happen again. Also I need some intense help with my A.I Like I used a system that shows whatever you hit's health on a hud that shows up for you instead of separate bars. I just need multiple a.i help but gah not ON TOPIC >.< For the sake of what you said: Lark could help you a great deal. Did you watch his MechaMadness AI video on youtube? Good example of his AI. Link to comment Share on other sites More sharing options...
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