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Rael0505

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can anyone tell me how to make continually scrolling frames like Sonic's bosses in BTS?

Also here is my sprite edited and finalized by zigzax

[qimg]http://i1325.photobucket.com/albums/u638/Zig13/SonicXtremespriteprogress_zps41005f5b.png[/qimg]

If you're taking about "Sonic Advance 2 run and blow shit up" kind of bosses, lake used a conveyor belt in the floor, made the level smaller and made all parallaxes move automatically.

Here's what Lake told me a while ago.

oh yeah, it's very simple actually. but as far as i know, they don't work quite the same way in the Delta and newer builds. (that's why i still use 0.5 but they still work on those)

anyway. just clone a level frame change it's size to the size of the camera (usually 320 x 240) and then place a conveyor belt in the floor instead of a normal tile.

and to cover up the conveyor belt, just place an background systen box, i mean, a parallax, just like any of those you have in the background. set its values D and E to 0 and the alterable value F to timer/-5 (you can change the -5 to adjust the speed)

and there you go.

Hope it helps!

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If you're taking about "Sonic Advance 2 run and blow shit up" kind of bosses, lake used a conveyor belt in the floor, made the level smaller and made all parallaxes move automatically.

Here's what Lake told me a while ago.

Hope it helps!

wow I never thought of it like that! thanks! I actually did find a glitch once in bts using the "U" cheat. I skipped to the boss with the submarine where you have to hit the bombs and stuff. For whatever reason when I started. I was on a platform like really high up, where the parallax was glitchy. but the parallax was still scrolling... I thought it was weird. I jumped off it and hit the bottom and fought the boss as normal

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An update on my Digimon platformer, now that I have a slight reprieve from uni assignments:

RenaSelect.png

Renamon is more or less fully functional (though the lack of a unified animation base makes it harder to properly animate her right), and I've also implemented a character select similar to Battle Spirit (the thing in the middle is supposed to flicker). It should be easy to implement other characters, the arduous part is getting all the individual sprite images ready.

Also, I added a border much like in the GBA version of Battle Spirit, which I think is a neat touch. It can be resized, too, which is handy.

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@MrPoetato: The tiles look alright, although the checkerboard pattern in the "tetris-shaped" piece is a bit irregular - some squares are taller than others.

@Jassbec: Use BBCode to link a site with your image:

<url=http://www.sonicfangameshq.com><img>http://sonicunited.org/hsfqmtif/forum/sfghqskin/reputation/reputation_pos.gif</img></url>

Replacing all the <> with [], the above code does this:

reputation_pos.gif

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@MrPoetato: The tiles look alright, although the checkerboard pattern in the "tetris-shaped" piece is a bit irregular - some squares are taller than others.

@Jassbec: Use BBCode to link a site with your image:

&lt;url=http://www.sonicfangameshq.com&gt;&lt;img&gt;http://sonicunited.org/hsfqmtif/forum/sfghqskin/reputation/reputation_pos.gif&lt;/img&gt;&lt;/url&gt;

Replacing all the <> with [], the above code does this:

[qimg]http://sonicunited.org/hsfqmtif/forum/sfghqskin/reputation/reputation_pos.gif[/qimg]

that tile Is just an example, im pretty sure

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@MrPoetato: The tiles look alright, although the checkerboard pattern in the "tetris-shaped" piece is a bit irregular - some squares are taller than others.

@Jassbec: Use BBCode to link a site with your image:

&lt;url=http://www.sonicfangameshq.com&gt;&lt;img&gt;http://sonicunited.org/hsfqmtif/forum/sfghqskin/reputation/reputation_pos.gif&lt;/img&gt;&lt;/url&gt;

Replacing all the <> with [], the above code does this:

[qimg]http://sonicunited.org/hsfqmtif/forum/sfghqskin/reputation/reputation_pos.gif[/qimg]

Oh yeah! it works, thanks.

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Yeah, it's just an example. The tetris tile is going to actually going to be at least twice it's size, ill make sure to fix(ot temove) the checkerboard pattern. Thanks for the feedback though!

[edit] Update!

tile-processv2_zpsd7f95b63.png

The diamond-shaped structures are extremeley W.I.P though.

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Your game is looking good guys, keep it up! :D

Anyway, here's a mock-up InfinityAlex made for Floral Frost, an ice level for Sonic FTB.

floralfrostmockup.png

There's going to be a race that belong to the level, it's the fox-thing on the left, do you have any names for the race?

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The character in question seems rather strange considering the concept we're going for, especially since he popped up with no explanation. Perhaps we could make a specific badnik for this, or use a different character? (Also, first time I've heard of the race concept)

This sounds like discussion to be chatted through PM, so we'll talk that through there. In any case, I agree with the sentiments that the tiles could be a lot more frosty...and floral...ey.

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A while back, (Check page 123 for more details...) I mentioned that I was cooking up an in-game manual for Sonic Epsilon, which I will not be featuring at SAGE this year.

Well, I think I'll just drop this in here and slip back to my researching and maze-o-matic-ing.

manualcover.png

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The character in question seems rather strange considering the concept we're going for, especially since he popped up with no explanation. Perhaps we could make a specific badnik for this, or use a different character? (Also, first time I've heard of the race concept)

This sounds like discussion to be chatted through PM, so we'll talk that through there. In any case, I agree with the sentiments that the tiles could be a lot more frosty...and floral...ey.

As for the fennec, he's a character I've had kicking around for a while and I thought he could be used.

And, yes, the tiles need a lot of work. I did try putting small, recoloured green hill flowers on to the checkered part, but the dimensions didn't work well with the tile dimensions.

If you have any suggestions on how to make my tiles better, then fire away!

@Jassbec

The race doesn't need a name, the fennec fox does.

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So. In my game, the boss right before you enter the death egg will be none other than (a variation of) big arm. I started now for programming practice. I've got it down except for one thing... Explosions. I don't know what to program, I've tried tons of things. I did some studying, and I know the explosions in S3&K are not randomized. You can tell quite easily if you look at the pattern of the explosions when you destroy one of the fingers of S3&K's death egg robot battle. Anyways... I don't think an animation would work right, so I know it has to be with non-randomized programming, but I just can't figure it out. This is the programming I have so far for when you beat the boss.

6L9vKux.png

detailed help would be greatly appreciated.

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Felt like flexing my pixel art muscles while I wait for stuff. Probably won't be doing anything with it beyond a few touchups... though I do like the organic feel that the higher resolution gives.

That looks awesome. The higher resolution and simple style makes it stand out damn good :).

Messing around with filters. Might/might not have an option to include them in game. Engine's complete also!

SEGAGG_zpsfbc37d05.jpg

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My game just took a trip to Las Vegas and came back with this new minigame.

_salom_adventure__collect_your_rings_for_vegas_by_kainoso-d680ci9.png

concept37.png

Basically you put in how much you want to bet (5 to 10 to 20 rings) and pull the lever and stop each of the 3 reels. Match each picture correctly and you'll win rings. The more rings you bet, the more win lines there will be (that's what the transparent lines across the screen are) but the less you bet, the more rings you'll win. For example, you bet 20 rings max, if you get a row of 7s, you'll win 100 rings. If you bet 10 rings, it'll double. 5 rings, triple. The chances of winning however are still being worked on, for right now it's almost impossible to win.

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Sure looks funky - you've inspired me to scrawl pointless concept art for bonus games; so thank you for that.

Either way, it doesn't matter to me if it's near impossible or not. I'm very good at luck.

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