The game over message doesn't look blurry to me... either way, if you have a decent image editor, you should be able to resize it to 50 or 25% without antialiasing. And if somebody wants to rip the lamppost sprites from Sonic 2 or 3K, I bet they'd work to just replace the ones in objects\Lamppost\. And if anybody (besides FraGag) actually wants to make an object/objects for this, I will attempt to explain how the objects work and provide a piece of sample code (probably Motobug).
Either press the X key to enter debug mode, or select the "Create Random Objects..." item on the menu. In debug mode, the controls are just like the original games, with Z being A, X being B and Jump (whatever it's set to) being C. Also I'm thinking I should attempt to port or create a Tails-like AI, but rather than simply having another player that follows you, I'll give it to a Metal Sonic enemy, that will then chase you and attack you.
I should add this. It would be awesome to save your Options configuration...so you wouldn't have to fix/change it every time you start the program.
First thing I though was "oh god another Red Zone remix X_X", but this was rather interesting. I tried it out and yes, the program did prevent me from doing anything else (me no multitasking = ;-. Still, the concept is unique and once the bugs are squished out, it'll be great. :3
Now I've implemented a "Metal Sonic" boss that will chase after you, and has all the same abilities you have, and can even collect rings, activate lampposts etc. The only thing it's missing are the actual sprites, which I couldn't be bothered to format and make an ini for. I've also added the variable jump height feature. Edit: I've made some updates to the AI that make him nearly impossible to kill without using spikes or a badnik.
Main reason I don't use this is because it seems to eat more and more of my memory as long as I keep it open...has that been fixed? I kinda haven't bothered to update since the second release or something :P
Hmm, everytime I run it, it says "WindowsZone has stopped working", and it tries to find a solution, only to have that window disappear and nothing happen afterwards. I tried running as administrator, as well as using compatability mode. I'm using Windows 7 Home Premium 64-bit. Edit: I should mention that I did NOT download the DX runtimes because I didn't think I'd need them. This is Windows 7... it should have DirectX 10 (or is it 11?) runtimes installed. Correct me if I'm wrong. Plus, 100+MB is a big download, so I only want to download it if I absolutely need it.
Irixion: I ran it for a few minutes, it started at 25,000 K and ended at 32,000 K, although I had created several objects during that time. It seems to fluctuate. I should also probably add a counter for that to the HUD. saxman: I would say you probably do need it, I don't think any version of Windows ships with the DirectX Runtimes for the .NET Framework. Wikipedia confirms this: "Unlike the DirectX runtime, Managed DirectX, XNA Framework or the Xbox 360 APIs (XInput, XACT etc) have not shipped as part of Windows. Developers are expected to redistribute the runtime components along with their games or applications." link. In other news, I have an S1 style HUD working, and am working on various types of monitors, then I'll try to get springs.
Then slopes, then Tails then Knuckles then Robotnick, then ... sorry. Now I've figured out how to use it, I LOVE it! Although the enemies get effected by the boosters, thats not meant to happen.
Windows 7 does not include the .NET bridging libraries for DirectX out of the box. Nor does it include the DirectX extended libraries. So, you still do need to run the DirectX web setup.
Well anyway, now there's an S1 style HUD (images in /HUD) and a 10 ring and 1up monitor, which also works for Metal Sonic (who still has no sprites of his own). And, I think I've made it slightly less CPU intensive by adding these lines: gfx.InterpolationMode = Drawing2D.InterpolationMode.NearestNeighbor gfx.SmoothingMode = Drawing2D.SmoothingMode.HighSpeed gfx.CompositingQuality = Drawing2D.CompositingQuality.HighSpeed Since I'm using sprites anyway, and nothing (yet) uses an alpha channel. Also there's a RAM counter in the debug HUD (in MB).