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Sonic Mobius


Mobiethian

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Well, I think a good Idea for Fang, to replace the spindash is maybe a shoot. Ya know, he pull the gun up and shoot with it. Not long range and with a delay between the shoots. And maybe it's a good idea to make the player lose something when it shoots, to not abuse of it, like rings. Every shoot consomes 2~5 rings. I dunno.

I actually thought the spindash for Nack could be used to charge your gun Megaman-style or something.

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I actually thought the spindash for Nack could be used to charge your gun Megaman-style or something.

That's an idea i'd like to keep an open mind about.

I don't get it. Why is Nack the Weasel teaming up with the good guys? Last time I checked, he's a bounty hunter.

He's not with the good guys, I planned for him to have sort of a Knuckles role and only working on his own. There's a different storyline with Nack then the other ones, but he is indeed still a bounty hunter.

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I wanted to elaborate about Nack/Fang a little bit since SonicFan2010 brought up the good guys subject.

Nack is also an Act 2 boss in each zone when playing as Sonic or Tails. Not on DRR's side either and sort of in the game as double trouble.

hhzscrn005.png

As you can see in the screen, Nack pulls a "No can do" at the end of Act 2. I don't have any specific boss methods/ideas thought up yet but will probably be an easy machine deal and only 4 hits to defeat.

Update before I have to go, Act 1 is completed now (YAY) and some of 2. Sticking with the month or two time frame for next release.

Peace.

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Does Nack face Sonic and Tails every Act 2 as well?

Up until Zone 5, (Polar Palace) and then Nack no longer appears as a mini boss in the remaining zones. And DRR is always Act 3 boss, in every zone.

The foreground pattern....its so beautiful.

You have a thumbs up in my book, my good man. Well fucking done, all in all.

Thank you quite so much! They (FG tiles) all fit together now using an interlocking method of the patterns. Adds fun to the building process.

Three-way battle, eh? Nice! Could make for an interesting boss battle at some point...

3 way battle definitely planned for Zone 5 (Player vs. D.R.R. and Nack together but both still fighting alone) and involving an ice vs. fireball fight as well as possible bottomless pit. Just one idea I had for it.

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Who is D.D.R.?

Precisely this:

Dr. Robotnik, I presume.

Anyway, this looks nifty. I'll be interested in seeing how Nack handles compared to Sonic.

And thanks. Lots of work going into it.

Dance Dance Revolution, my homie...

I'm sorry, I had to say that. :)

Haha! Technically DRR would stand for that. :)

Started drawing Zone 2 (Terrarium Tower) tiles from scratch. The original tiles and background had too much cyan and was a bit too hard on the eyes. This time, I'm going with sort of a Tidal Tempest present foreground look with sea-foam green shades and glass textures in some tiles. I'll get some screens up as it comes along.

Peace fellow HQ-ers.

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3 way battle definitely planned for Zone 5 (Player vs. D.R.R. and Nack together but both still fighting alone) and involving an ice vs. fireball fight as well as possible bottomless pit. Just one idea I had for it.

Could be interesting for a cut-scene, coming across Nack and Robotnik fighting, before they decide Sonic to be the greater threat...

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Arr, a special demonstration edition!

The level is looking good apart from the obvious placeholders. A 2- or 3-frame animation for the waterfall in the background would have made a difference for my eyes though.

You seem to know what to do with the animation frames, and perhaps parallax stuff? Can you help me? I have been bugging others for the help and didn't get too far.. can you or maybe someone else assist me with how parallax functions work (MMF2)? I need it, because I really don't know what i'm doing with it.

Parallax is what makes the backgrounds work with a 3D effect. I have been researching the MMF2 help file but it doesn't give enough information.

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In MMF2, you use the layers function to achieve parallax:

Basically add one layer for each part of your parallax component, and in the properties dialog, you can edit the layer's "scrolling coefficient". Make it >1 for a quicker scroll (ergo front elements), <1 for a slower one (elements in the back).

http://www.clickteam.com/website/usa/img/uploads/tutorials/download/scrolling_tutorial.pdf This clickteam tutorial covers the basic of scrolling and parallax.

I also read there's a "parallaxer object" extension, but I dunno what's the advantage it has.

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  • 10 months later...

Huge bump! The project is still alive and a SAGE demo was released. http://www.mediafire.com/?rax8m8z2r0qygac EDIT: Soundtrack has been switched back to original Sonic music for the present time.

I was able to fix some sprites, etc. But not a whole lot has changed in that area, except we removed super peel-out for Sonic.

Sonic, Tails, and Nack "Fang" are all playable and with super-mode. Nack still needs work, but we'll get there.

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Slingerland told me once, "Triple-post again and i'll rip your fucking balls off." I have to take that chance now, sorry dude. Reviews for the demo so far are not too bad, but I expected a little better from some. Apology accepted but i'm sure you all expected better from me for SAGE this year and I apologize to you as well.

For the final day of SAGE, I am re-releasing the demo. There were some complaints about the music choice, so it has been switched back to what it was before we hired the (now fired) composer. It should be more suitable until we get new tunes.

I edited my post above to show the new download link. The previous one is now locked. The project website is http://www.sonicmobius.webs.com for more game info.

One more thing, I've been aware of the sprite issues with Nack/Fang but haven't been able to fix them. And I have every intention to remove the coding in Worlds associated with the Knuckles moves. Every time I tried, I screwed things up more. Yes, his sprites were replaced with Fang (designed by Silverbolt) and we had no choice but to replace the Knuckles animation frames with his and it made it look weird when playing him. (Not intentional) He really isn't supposed to fly, climb or spindash at all.

So, having said all this, we are well aware of the issues and are looking for help. There's a download link to the actual MMF2 .mfw file that is password-protected. If I can get some help i'll gladly grant access to it so we can resolve this.

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