Playing with AVISynth scripts Also serves as an updated look at Prism Hill Act 2 Too bad the game can't be played with this filter.
Today is a good day for this thread. I like the look of this, interesting use of Sonic 4 bits and bobs. Widescreen ratio is cool too, usually when I stretch games up on my laptop, tv or PSP the scaling looks pretty bad.
Frame blending is a very bad idea and whoever invented it should be shot. I don't get how some people can actually like it. The level looks very nice, though. The PSP most likely doesn't, but most laptops have an option to disable the stretching and use black bars instead. Look for it in your graphic card settings, since surprisingly often this isn't the default setting. Many TVs let you choose the aspect ratio as well (my LG HDTV does, for example).
As nineko showed, the palette issue is "resolved", as in it appears to use the right amount. I wouldn't doubt screenshots that Xenowhirl posts, as I've seen the Yoshi in Sonic 2 hack in motion for myself (albeit an older version, but still bloody amazing). Blaze, that looks great. The only two things I have qualms over (as always :U perfectionist~) are.. 1) The sped-up music. Is it possible to load external DLLs and call functions? It may be an idea to look into bass.dll and bassfx.dll. It'll allow you to speed up the tempo of an mp3 without affecting the pitch. (bass.dll to load things normally, bassfx.dll for the speed up effect.) It's what I used in SonMP3. If you can't, then, meh. :x 2) The end of level tally starts before the end of the level complete music. I know this is petty, but with everything else trying to be perfect, it's one thing that stands out to me. Otherwise, all awesome looking.
I'm fine with the slight pitch shift, and I can't find anything that would allow MMF2 to use external DLLs anyway. At least, not the version I'm using. I've fixed the score tally timing, though. Good catch.
No new release yet, just a screencap: The highscore saving isn't working, but I've added the ability to load new levels... kind of. Each level has to be hard coded, as there are several tile data dependencies in the code for the controls. I'd still appreciate someone who specializes in AI offering to help me re-write it =P
Not at all meant to steal attention, but this is a Pac-Man game in Java. I can't take credit for programming it, but I was responsible for making all the graphics, the jingles, as well as the ghosts' AI code. I followed some notes we found somewhere on the web, which were basically an interpretation of the original assembly code in plain english, so supposedly it's accurate to the original game, meaning you can use the same strategies to manipulate the ghosts' movements. I bring it up because the levels are not hardcoded, in fact, they're simple text files in the archive! You can open them up and edit them, add new ones, etc. When it can't find the next level file, it loops back to the first one and repeats. (This is useful, because it only bundles the standard original maze by default.) Additionally, I made a super cool routine that allows the level tiles to use different colors per level - this can be defined in colors.lvl, which is just the amount of red, green and blue (floating point, valid from 0.0 to 1.0) to tint the tiles with. One line per level, is completely independent from the actual layout.
+ - I wish. I can't get MMF to run it's own apps. I love the way the crabmeat scuttles in. Maybe name the level after something from Sonic Crackers? It looks fun but also dangerous.
You don't necessarily have to learn GML, most of the code is already there so most of it is copy and paste.
Lots of new features and updates, not the least of which is a complete AI overhaul and 17 levels. Now with a wiibrew page! http://wiibrew.org/wiki/PieChart
Sonic Maker has icons: This was too small to post on the topic. Soon all the menu items will have icons, even the less important ones.
=D Honestly, when you get to be able to play these levels that you make, you feel very powerful. Also, once I have it ready for release, I will make Green Hill zone act 1 the default test level, as it will be able to be remade, almost perfectly! + - "Almost", because I don't know how it will turn out yet.
Holy shit, that looks so awesome. Maybe for those blue blocks on the sides (which I take are scrollbars) you should add up and down/left and right arrows.
Hmm, I will ponder on that. Depends on how much effort it will take I guess. I just realised that Sonic sprite is from Sonic 2 and it has 2 extra colors, it's Sonic 1 now. I'll add another screenshot showing scrollbars if I can.
So (bad example tiem ) If I was to recolour GHZ into Clusterfuck Chaos Zone using the exact same tileset, I could import the collision data into it and instantly have all the collision done? That's pretty sweet... This just gets better and better every time I see something added/changed/new.