The waterslides in Delta 1.4.3 are pretty simple. About 8 events. Uses a qualifier and an alterable value on the water slide active object for the direction to slide in (-1 for left, 1 for right). I didn't bother putting together water graphics for the engine and instead opted to use an invisible active for the demo.
I've been a member of this forum for a while, but just recently came back to the Sonic fanbase. I've started work on a fangame... it's in the VERY early stages, and is using AeroGP's Sonic Studio Engine. I'm working on the first zone, and wanted to NOT do the typical tropical theme for the first level. I've instead opted to make a zone based on Central Park. Here's a couple of images of it. The foreground level tiles are 100% original. The background uses graphics from Spring Yard, Chemical Plant, and Mushroom hill. Let me know what you think, as I'm trying to decide what to do with the visual design, and want to know what does & doesn't work. THANKS! EDIT: I just noticed that the two tall glass skyscrapers in the background resemble the World Trade Center... this was an accident, and has been fixed in the current build. Sorry.
Hey folks, I just uploaded a short reel of my project's basic character physics. A lot of time has gone into making emergent physics that feel nice, so a lot of the hard parts are done with. Assuming my ADHD doesn't screw with me too badly, features should be coming along steadily. [media]https://www.youtube.com/watch?v=09OcOGLvWoM&feature=youtu.be[/media]
As I said, your engine's actually pretty well done so far. Definitely has the best movement feel to it and is eerily similar to Generations' feel. You also did a great job making all the imported animations link together nicely, especially with how you made Sonic lean towards the direction he's moving at high speeds. Now you just need some object logic, rings, and etc. Off to a great start!
Well recently I decided to stop lurking and make some actual posts. Recently I've taken a break from working on Edge of Darkness for a bit, and tried recreating EHZ in AeroGP's Studio engine. It's meant to be an example level, showing off the engine's physics and yada yada. After SAGE is over I'll be posting a video and the source file for this.
Hey Hez, If you'd like to use the sprites I have so far anywhere, drop me a PM. Be aware there's no full set though, only a very limited one. Also, SuperBliz, gimmie somma that. Looks perfect.
While doing GHZ 2.5D some years back, I spent months documenting everything in that level in such a manor. Thought that some of you guys may find this one useful. Its for the Bridge physics behavior. ( if you want pixel perfect bridge behavior than here u go !) EDIT: Maybe we need some kind of Fan gaming Resources thread pinned to the board or something! A place we can post our discoveries, documentation, and share assets. http://youtu.be/KH9KSi8bFpo
Andrew! Your log image has inspired me to (with help from Mercury) document the bridges movement from Sonic 1, 2 and 3 mathematically in the Sonic Physics Guide. http://info.sonicretro.org/SPG:Game_Objects
You should add my chart to show logs relative to which log Sonic is currently standing on. You know so people can check if the math is correct when attempting it in their games. I've also made similar charts for everything from flower animations to the crumbling cliff physics. and even enemy behavior complete with movement timings ( how many pixels passed for how many frames), how many pixels distance till Sonic is detected before an enemy decides to attack, also got enemy frame counts and timings for each enemy animation set.
Kind of in the middle of getting AXSX ready for next release, wouldn't have time to organize stuff. There are a lot of files, notes, and pictures. Many are PSD's with layers and notes on layers. would be a lot of work getting them into a user friendly form.
Alright, Heroic Battle Spirit's new demo for SAGE Act 2 has its basic layout done, along with some visuals and one of its main level gimmicks, though it doesn't look that great right now, still need to find a background to use for it. Also, something I'm trying to work on for the main boss fight. Since the boss I have in mind has literally nothing I can use in terms of sprites or animations, and nobody's helping me with art, I decided to cheat and use Inkscape to trace various references to create parts I can use to animate in Spriter. Say hello to Ranamon, fellas. This took hours, and it was tedious as hell. See, this is why I don't do art. This has no right to look even remotely decent, even if it sorta does. And I'll probably have to do it AGAIN if I want to do Calamaramon for the same boss fight, though, thinking about it, that might actually be too early, it might be more interesting to save that for a rematch in another stage. Considering the time I have to finish the stage, that's probably for the best. And now I can't find decent references of Ranamon's legs and feet at the angle at I want. FFFFFFFFFFFFF-
Been working on my project again. Just finished one of the more complicated parts of my character control engine. My game now feels a lot like Unleashed, both on normal ground and on ice, with only one set of logic! [media]https://www.youtube.com/watch?v=zul0ixMcTGo[/media] My next goals are to make a better free camera and to finish the water physics. I'll read up a bit on how Unleashed and Generations' camera splines work and junk.
I really wasn't gonna post anything about this on here, as it's really just something I'm putting together in Sonic Worlds for my own amusement. But seeing as it's Scotland's big day, I thought: Why the hell not? http://www.youtube.com/watch?v=YFrB-_H1hf8 Yeah I know, the tiles are a mess and are hardly original, some still use the default Worlds graphics, there's very little object placement, the whole thing is WIP. As I said though, just a bit of fun. :v: