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Fangaming Discussion (20 posts)
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User is offline Jun 18 2015 06:46 PM
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~~(_ _C^>
Age:
20 years old
Birthday:
March 19, 1995
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England, Surrey

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Posts I've Made

  1. In Topic: Sonic Portal

    18 May 2015 - 06:18 PM

    Ah yeah Covarr, I remember that thread and seeing your video, thanks :P

    Felik, you have a good point.
    I guess I failed to mention that I am not trying to design it to be about speed and purely speed, because there would always be flow problems when playing a stage for the first time. Can't expect people to solve portal puzzles whilst running at top speed as well as aim and place the portals. However, even though the game is more about thinking and puzzles, you do have the ability to be fast, but in order to take advantage of Sonic's speed, that comes with replaying the stage. That will be encouraged by having different modes like "Story mode" being primarily about solving the puzzles in your own time and fashion in order to progress to the next stage, and "Time Attack mode" being solely about trying to beat the stage as fast as possible.

    I've noticed that I'm catering to my own experience. I enjoyed Portal's puzzles and appreciated the slow pace, but I felt inclined to replay the games a few times, practising and trying to complete them fast and it was a great sense of satisfaction to speedily complete a level once you've learnt it well enough. So in Sonic Portal, once you understand the puzzle, you can do it much faster a second or third time around. You are not expected to be all about speed and flow when you first play each puzzle.

    I have designed a few stages that are almost primarily about speed, but it still requires practise in order to flow nicely.
  2. In Topic: Sonic Portal

    18 May 2015 - 04:25 PM

    I've uploaded another video. It's one of the several gels that are in Portal 2.
  3. In Topic: Sonic Portal

    09 May 2015 - 06:13 AM

    Thanks guys!

    I uploaded a new video a few days ago showing light bridges.


    Yeah the level design ideas are crazy if you enjoy portal mechanics. I want to make a insanely early "sandbox" build of this game with a miniature level editor so that you guys can mess around with it. There's way more features already made that I really want to show, it's just that they are simply "made" and not polished and have placeholder sprites.
  4. In Topic: Sonic Portal

    21 April 2015 - 01:23 PM

    View PostXeal, on 21 April 2015 - 01:17 PM, said:

    View PostJase, on 21 April 2015 - 01:03 PM, said:

    https://www.youtube....h?v=M2E5rTwtBd8
    (^lol how do I make embedded youtube player?)


    Remove the 's' from https.


    Oh yeah, thanks!
  5. In Topic: Construct 2 Sonic Engine?

    10 January 2015 - 08:44 AM

    View PostJayextee, on 10 January 2015 - 07:37 AM, said:

    I thought you could set the gravity of separate sprites (in much the way they can have separate timescales, so motion can be slowed for Sonic's sprite and not everything else to mimic underwater physics). I admit, it's been a few months since I touched Construct 2 though.


    I just checked it out, it's a bit weird and random but:

    You can't change the gravity of individual physics objects. You get an action called "Set world gravity" in all sprites with a Physics behaviour applied. If you use this action, it will affect all physics objects, even if it's not related to the Sprite, just as long as it has the physics behaviour.

    You can't change the angle of gravity, at all. Everything can either go down or up.

    I think the best workaround is to "Set world gravity" to 0 and then manually create gravity at angles and varying strengths manually. (Throw all objects you want to do this with into a family, give the family some alterable values like Phys_Gravity and Phys_AngleOfGrav, then you only have to do 1 set of gravity events!)

    If you or anyone wants to take the physics route, I'd highly recommend checking out this 3rd party physics plugin, called "Chipmunk Physics", that offers much more functionality (especially when handling collisions). I would have used this but I have physics intergrated deeply in my project and Chipmunk Physics was only in early development when I was beginning my project Posted Image
    https://www.scirra.c...physics_t110815