Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Post your screenshots thread


Rael0505

Recommended Posts

Bumping the topic and my engine a bit

attachment.php?attachmentid=1526&stc=1&d=1320450157

Screenshot of the HUD.

The little ball in the left of the health shows what kind of impact you're gonna get: A small one, a hard one, or an instant death.

The "capsule" in the right tells you if you've chosen to make a Skill Roll when you touch the ground. If you id, it'll say "COIL".

Changelog:

* Added Health, and an impact factor that will make you lose health if falling from a big height. Scale goes 0~1000, and the max health the impact can drain from you is 600. Still, a very big fall will result in instant death.
* The genesis of a menu, or level select, idk. You choose whichever map you want to play.
* Speedrun mode.

To-Do:

* Add a proper animation and SFX for dying after losing all health after a big fall.
* Replace the Beta SFX
* Finish the Level Ending.

After that, I'll be pretty much releasing a little beta here to know what you guys think.

One more thing: Can anyone redirect me to any sprite drawing tutorial? I am having TOO MANY ISSUES when drawing a proper character.

post-1782-138639765228_thumb.png

Link to comment
Share on other sites

Looks amazing as always, Strife. But I think it can use some more saturation, you know bump the colors a lil' bit... The water waves doesn't combine with the rest of the bg, cause they're too bright and too colorful.

Either way, awesome. Looking foward to see more.

Link to comment
Share on other sites

The way you've tried to do the homing marker is actually wrong. It should only appear when you are jumping or "Action = 1".

Assuming you're trying to mimmick it properly.

Jumppanels look like they function well however a nice touch would be to Atan2 his Xspeed & Yspeed when he is moving to create a sense of him moving in that direction. Either that or you could simple set a temporary angle on each node he goes to.

So it'd kinda be like "Set PlayerSkin_Sonic Angle to Atan2(Xspeed("Player"),(Yspeed("Player")).

Link to comment
Share on other sites

@BlazefireLP Thanks i'm going to go ahead and fix the marker. And changing the animation to the angle where hes going to obtain collision with the jump pads should be easy to so i'll change that also thanks Blaze.

Edit: It's getting kinda hard to do a few things since i don't have the full version of mmf2.....

Link to comment
Share on other sites

Bloody hell, chill out! I was only having a laugh with the newbie. Sodding internet; everyone takes everything so bloody seriously!

Shall I stick a load of happy emoticons on the end so it's obvious I was being sarcastic?

:) :) :) :) :)

because posting around here more often suddenly gives you the right to insult people?

Link to comment
Share on other sites

Again, STOP THE WAR. The time you lose deciding who is more stupid is the time you guys could be commenting the actual content of this thread.

attachment.php?attachmentid=1529&stc=1&d=1320877875

Here it is.

((DOWNLOAD HERE))

AND READ BEFORE POSTING ANYTHING ABOUT IT:

I need you guys to rate it, rate the gameplay (consider that these parkour-based moves are VERY VERY basic, and the actual characters are going to have much more movements that just these, either melee, either using a weapon or even shooting) and tell me what you think that should be improved.

Please, don't consider the Knuckles sprite, and let me repeat: THIS IS NOT going to be a FANGAME with a DIFFERENT GAMEPLAY, but yes an actual game. I will also ask again for some tutorials for drawing human characters, because it's my first time in 6 years of programming.

Move list:

- Wallclimb: Approach a wall and jump, you'll automatically walk on it. Getting speed and jumping on the wall will help you climb higher. You can also jump off of it and climb up another wall on the other side, but if you jump again out of this other wall, you won't be able to do so.

- Skill Roll: In case you're about to have a hard fall, press the down button to make a Skill Roll when you touch the ground to avoid losing health. Notice that, if you don't, you'll lose health relative to how high was the height you fell from. If your health reaches 0, you will faint. Also, if you fall from a very high height, you will automatically die as well.

- Slowdown: Press S at any time to create a slowdown that will give you more reaction time, creating an illusion effect. Pressing D or getting hurt will automatically deactivate it. This feature is unavailable in Speedrun Mode.

Things you should consider looking into:

- The HUD: The main bar with the red fill is your health. The circle on the left tells you which kind of impact you're going to have on your current fall (Heavy, Very Heavy, Deadly); The rounded thing on the right tells you if you're gonna make a Skill Roll when you touch the ground (it will say "COIL" if you will).

- The first look of the Main Menu, which is going to be very interactive, and is very simple for now;

- Make a walkthrough on both Play and Speedrun Modes;

- Wallclimbing, Skill Rolling, Walljumping with precision to reach higher heights;

- Dying by losing all health;

- Testing the Slowdown;

- Dying by falling from a VERY HIGH ground.

I'm sometimes experiencing some non-purposal slowdowns on my PC because of the use of Perspective, but that's probably because I use Windows 7 while having only 1 gig of mem. I'd like to see if you guys are experiencing any noticeable slowdowns here too, so I left a DEBUG key to activate/deactivate the Framerate count. Alternate between Visible and Invisible with Q and W.

LAST NOTE - Translations:

"Novo Projeto" = New Project

"Selecione um mapa" = Select a map

"Ãrea de treinamento" = Training Area

"Jogar" = Play

(Yes, this is primarily going to have Portuguese support.)

FLASH NEWS: Stage is unbeatable due to a little bug in the fadeout. Already corrected that on my project.

post-1782-138639765235_thumb.png

Link to comment
Share on other sites

@BlazefireLP Thanks i'm going to go ahead and fix the marker. And changing the animation to the angle where hes going to obtain collision with the jump pads should be easy to so i'll change that also thanks Blaze.

Edit: It's getting kinda hard to do a few things since i don't have the full version of mmf2.....

Check your Pm's braw.

Link to comment
Share on other sites

Very, VERY pretty. Not so sure about the sand though but it is becoming more and more apparent that sand is an absolute bastard to get right. Regardless, I like the blend of natural and construction. Seems to be a running theme with this game!

Also, apologies for getting touchy. I was only being silly with the newbie, I did not mean to cause any offence. This is the main reason the internet gets on my nerves from time-to-time; you can never tell HOW a person says something.

Also, cheers for the kind words Overbound; you're a ledge ;)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...