Cybernetic Outbreak Update/Release Thread. Woo!
#77
Posted 02 November 2007 - 07:57 PM
It's possible I might have it buried in some random folder on my old hard drive...you know, from when I leaked the ROM. :P
Kinda feel bad about that now..
Kinda feel bad about that now..
#78
Posted 03 November 2007 - 09:43 AM
You should all stop beating around the bush and poking this hack for flaws and just admit that he's done a good job here.
So, yeah. Good job, Icara! Radon Factory's not half bad- the palette rubs me the wrong way, but I'm just hoping it'll look better once the background's in. Also, ICEknight's frog is so much cooler than yours.
So, yeah. Good job, Icara! Radon Factory's not half bad- the palette rubs me the wrong way, but I'm just hoping it'll look better once the background's in. Also, ICEknight's frog is so much cooler than yours.
#80
Posted 15 November 2007 - 06:24 PM
Ergh, There's a problem with the solidity engine even though I did not change anything, If you're going at a high speed when rolling sometimes solidity will be ignored and you end up going through the wall, This happens during loops mostly and sometimes spindashing into a wall. Anybody think they can help? Because the solidity is normally solid you can even push against it.
Edit: If anybody knows a fix for this since I think it's actually an old bug in the game It'd be appreciated.
Edit2: Pic
Edit: If anybody knows a fix for this since I think it's actually an old bug in the game It'd be appreciated.
Edit2: Pic
This post has been edited by Varion Icaria: 15 November 2007 - 06:34 PM
#81
Posted 15 November 2007 - 11:00 PM
I've seen that bug occur in the ORIGINAL Sonic 2 game. I believe it happens because you're going too fast for the planes to switch correctly.
Unfortunately, I don't know how to fix it. Sorry.
Unfortunately, I don't know how to fix it. Sorry.
#82
Posted 16 November 2007 - 12:48 AM
This can usually be fixed by using the invisible solid block object.
Also, your signature is a bit too big. Please, make it smaller.
Also, your signature is a bit too big. Please, make it smaller.
#84
Posted 16 November 2007 - 08:42 AM
Shadow Fire, on Nov 16 2007, 02:32 PM, said:
This is why I love Invision Power Board. I blocked both of them a long time ago.
Back on topic, this really happens because you're too fast. Sonic's new position is calculated on each frame, adding a certain amount of pixels according to your speed. Say that you're going at 10 pixels per frame on the X direction, Sonic's new X will be old X + 10. And if this leads you into a wall (that was, like, 5 pixels far), you're stuck there. The L/R controls will be swapped in this case, to help you get out of there easily. This has been used in Nitsuja's S3&K speedruns to skip a portion of Hydrocity (and other zones, but it's obvious in HZ), and in other speedruns as well.
This post has been edited by nineko: 16 November 2007 - 08:50 AM
#85
Posted 16 November 2007 - 10:15 AM
I don't think that is the problem though..
He can be just standing still beside a solid wall and spindash right through it..
He can be just standing still beside a solid wall and spindash right through it..
#86
Posted 16 November 2007 - 07:34 PM
SMTP, on Nov 16 2007, 04:15 PM, said:
I don't think that is the problem though..
He can be just standing still beside a solid wall and spindash right through it..
He can be just standing still beside a solid wall and spindash right through it..
??
If that's the case, an invisible solid block wouldn't be the solution and it's not a bug in the original S2..
Make sure you have everything set right, like the angle, collision definition, and make sure it's set to "all" solid on both high and low. If you're using the 03 xx object, make sure you have those set correctly. Dunno what else could be causing it, I've never had that problem with all the levels I've made.
#87
Posted 20 November 2007 - 08:15 AM
I've run into another problem, This time around it's with layer deformation, I've been converting some from S1, They move the way they are supposed to, but there is one problem that seems to occur, The BG sometimes has a delay update where tiles begin to overlap, and usually if I go down to a secondary area that is deformated and go back up some of the secondary area's 16x16 tiles got misplaced, I don't know what the problem is exactly but it happens with all of the deformations I port to S2, if anybody has a Ram guide for all of the BG and Camera things between S1 and S2 could you pass it my way so I can see if I am doing anything wrong?
#89
Posted 07 September 2009 - 09:27 PM
Oh that's pretty amazing. <3
Since it's mostly testing and stuff, I can't say much, but it looks amazing to finally see in motion (compared to MSN pics)
Since it's mostly testing and stuff, I can't say much, but it looks amazing to finally see in motion (compared to MSN pics)
#90
Posted 07 September 2009 - 09:30 PM
This is the first time I ever seen you upload anything on YouTube. D: Awesome job, honey. I'm looking forward more of your finished work on those even though you showed them to me in person.
