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WindowsZone Sonic for your desktop!

#256 User is offline RojaaZu 

Posted 24 May 2010 - 07:55 PM

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I just started following this topic, and I can't seem to get the program to work. It crashes immediately. Is there a later version than the one on the first page?

#257 User is offline DigitalDuck 

Posted 24 May 2010 - 08:25 PM

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QUOTE (RojaaZu @ May 25 2010, 01:55 AM)
Is there a later version than the one on the first page?


No, MM constantly updates the one on the front page to the latest one. You could try this earlier version, which was a while back, before MM changed everything in it. If the earlier version works, then at least you've got a working version.

And I can't get the latest version to work either, for the same reason.

#258 User is offline MainMemory 

Posted 07 June 2010 - 10:57 PM

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This isn't dead!

In fact, here are some updates:
* New Updater program that will allow you to get the latest version of non-essential components (extra player INIs, extra objects). I'm unable to have it update the main program because WindowsZone as a zip is HUGE. I've also moved the WindowsZone stuff to a subfolder of my site.
* Sonic (and others) will now "zip" outside of a solid object that they are inside as in the games, instead of being able to walk around inside them. This also applies to nonsolid objects, rings can now be collected if you're standing over one.
* New objects: GHZ Rock with 2x gravity, GHZ Platform (doesn't move because I fail at understanding ASM). Lamppost and Advance Booster have been updated as noted in the previous item.

As for the people that are experiencing crashes on startup, unfortunately I have no idea what could be causing it.

#259 User is offline MainMemory 

Posted 09 June 2010 - 07:03 PM

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More important updates

* Redone updater, now the selection form is part of the main program and WindowsZoneUpdater.exe just downloads and extracts the files. Because of this, it can now update everything except for WindowsZoneUpdater.exe itself.
* Right-clicking on Sonic will show the menu.
* Right-clicking on any other object will delete it.
* "Infinite Lives" option in Options.
* "Create Random Objects" now uses a CheckedListBox.
* Sonic now uses the correct Spindash charging and release sounds, recorded from S3K with Gens/GS by me.
* New object: Spring, all four directions, yellow and red varieties.
* New object: MTZ Nut, behaves pretty much like you'd expect.
* GHZ Platform now has Horizontal, Vertical and Falling varieties.

And in case anybody's interested in making objects for this (use VB.NET or C#, reference WindowsZoneAPI.dll), here's the VB.NET code for the Motobug as an example.
This post has been edited by MainMemory: 09 June 2010 - 07:04 PM

#260 User is offline RGamer2009 

Posted 11 June 2010 - 12:34 AM

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Nice Update. Love the Updating program!

Will that check for anything new you make and download it? Or will we still need to download new versions?

Also I believe a Spring Jump sprite is in order...

And I feel the falling platforms should fall like a few milliseconds after contact like the Genesis ones...and not a full second later like with this program. :P

I love the Nut though.

#261 User is offline MainMemory 

Posted 11 June 2010 - 01:08 AM

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The updater can check for and download any updates except for the updater program itself, so I can use it to release updates to the main program.
Having a spring animation would require some extra code for the up-facing spring to check for a player and another animation that I didn't feel like doing at the time.

#262 User is offline SonarDragon 

Posted 11 June 2010 - 09:05 AM

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I really hate to say this so many times, but you're 100% you don't know why whenever I run this, it locks out controls to everything but it.

Does anyone else have this problem, or am I just crazy?

#263 User is offline MainMemory 

Posted 11 June 2010 - 10:11 AM

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I have looked several times, but I haven't found any explanation for it.

At least now you can get to the menu...

#264 User is offline SonarDragon 

Posted 11 June 2010 - 04:28 PM

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Oh well, I guess it just wasn't meant for me.

#265 User is offline MainMemory 

Posted 14 June 2010 - 08:16 PM

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NOTE: Unless I feel that I need to update the updater, all future updates will NOT be part of the 7z file linked in the first post. You will need to use the updater.
Anyway, three updates:
WindowsZone:
* Player INIs may now specify PlayerDLL and PlayerClass attributes to allow custom player code.
* Made Overridable Deleted sub available to objects, it will run immediately before the object is removed from the list.
* Added Shield Monitor.
* Added Shield object/variable to Player class, adjusted hurt routine.
* INIs may now omit the image attribute for frames, these frames will display no image rather than crashing the game.
GHZ Platform:
* Adjusted (halved) time that the falling platform will fall.
Big Ring:
* A big Ring, objects which enter one will be transported to another one.
* REQUIRES WindowsZone update 4:21 PM 6/14/2010!

I'm just sad that the Big Ring doesn't work properly if you're on the ground when you hit it (you stay on the ground).
This post has been edited by MainMemory: 14 June 2010 - 08:16 PM

#266 User is offline RGamer2009 

Posted 17 June 2010 - 07:25 PM

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Its very annoying how EVERYTHING is checked when I want to place just one thing!

Just throwing that out there.

EDIT: Big Rings don't act like they should when running directly at them!

Also I like the new bumpers... smile.png
This post has been edited by RGamer2009: 17 June 2010 - 07:30 PM

#267 User is offline MainMemory 

Posted 17 June 2010 - 07:48 PM

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QUOTE (MainMemory @ Jun 14 2010, 08:16 PM)
I'm just sad that the Big Ring doesn't work properly if you're on the ground when you hit it (you stay on the ground).

QUOTE (RGamer2009 @ Jun 17 2010, 07:25 PM)
EDIT: Big Rings don't act like they should when running directly at them!

v.png
And the bumpers have this too (it can't bounce you off the ground). I'm not sure how to fix it other than having some kind of override that makes the hit object ignore solid objects during the frame.

I'm wondering if I should try to port a boss, and which ones I would be able to do.

And I"m also realizing that making a completely new character is pretty much impossible right now because I coded all the badniks specifically to interact with Sonic and check the rolling/jumping flags.

#268 User is offline RGamer2009 

Posted 17 June 2010 - 08:10 PM

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Oh, one more thing....



PARADOX!!


#269 User is offline SMTP 

Posted 17 June 2010 - 08:56 PM

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Aww, the new version locks out ALL controls on me too... sad.png

#270 User is offline MainMemory 

Posted 17 June 2010 - 10:08 PM

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QUOTE (SMTP @ Jun 17 2010, 08:56 PM)
Aww, the new version locks out ALL controls on me too... sad.png

...and it didn't before? Or it did and still does?

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