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wrath1138 wrote:>_< my latest build got damaged and the "backups" I thought I had were like a month old for some reason, even when I had backed them up. Either they got rewritten somehow or I don't know what happened. This sets me back by more than 40% of work so everything you saw in the last trailer is gone.
So once again release date TBA.
that's bad news you do not share a beta mantic ruins?
Doesn't matter. We'd have to have the engine to support water... X-O
Man, talk about your work going down the drain. 'SHOT'
Seriously dude, I'm sorry... that project was looking awesome. Too bad it had to go and be delayed like that...
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>_< my latest build got damaged and the "backups" I thought I had were like a month old for some reason, even when I had backed them up. Either they got rewritten somehow or I don't know what happened. This sets me back by more than 40% of work so everything you saw in the last trailer is gone.
So once again release date TBA.
Last edited by wrath1138 (Today 01:02:41)
how badly damaged? did you lose the files by deleting/overwriting them, or did your hdd crash? have you tried any file recovery software? i'm asking because there may still be a possibility to recover your stuff and save time.
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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that's too bad. sorry to hear that. It was looking awesome.
on the other hand, not everything is bad. A good side would be being able to use a newer version of the engine.
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that's too bad. sorry to hear that. It was looking awesome.
on the other hand, not everything is bad. A good side would be being able to use a newer version of the engine.
If I move the levels to the new engine is there a way to program the red rings, speedpads and such back in the game with the new object file?
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If I move the levels to the new engine is there a way to program the red rings, speedpads and such back in the game with the new object file?
Yes, you can make these and many more. From what I've seen on the videos, the only thing you can't do through scripting at this time is water. You'll need to hack the game if you want it, or stick with the old version.
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wrath1138 wrote:If I move the levels to the new engine is there a way to program the red rings, speedpads and such back in the game with the new object file?
Yes, you can make these and many more. From what I've seen on the videos, the only thing you can't do through scripting at this time is water. You'll need to hack the game if you want it, or stick with the old version.
So you're saying I could even make acid objects that take away 1 ring per quarter-second, and make the acid shield proof to this?
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So you're saying I could even make acid objects that take away 1 ring per quarter-second, and make the acid shield proof to this?
yes.
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SilverstepP wrote:So you're saying I could even make acid objects that take away 1 ring per quarter-second, and make the acid shield proof to this?
yes.
What about the 4-way pipe system (not the nodes)?
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yes...
anything that is "simple enough" and that does not require advanced math, as this first version can't handle mathematical expressions.
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use backup now!!!!
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Doesn't matter. We'd have to have the engine to support water... X-O
Man, talk about your work going down the drain. 'SHOT'
Seriously dude, I'm sorry... that project was looking awesome. Too bad it had to go and be delayed like that...
maybe he changed water to use the source code of the engine or edited directly in two layers dimage: palette 1 and 2
(PS:RUBEN,USE BACKUP FOR NEXT)
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*Update*
Good news
Last edited by wrath1138 (2010-09-08 06:44:18)
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that is the problem, that doesn't.
I will make a new version (2.0) that do the game energy supports.
I'm going to do this in a different language so there is a linux version (and maybe Mac).
because I totally to start over with LC, this take a while.
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*Demo is up*
-- There is a bug in jungle jamboree I'll fix it in a sec.
-- Fixed.
Last edited by wrath1138 (2010-09-10 20:52:06)
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the space is better now 92 MB to 31.5 MB!
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the space is better now 92 MB to 31.5 MB!
That was because of the use of FMOD and large mp3 files
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reeeeeeeeeeeaally nice demo!
I really enjoy your level design. Spider Hill is the one I like the less. Wind Chime 1 is my favorite. The levels are diverse and not linear.
Too bad you lost many of your levels the other day. I'd love to play the full game. x_x
I'm not sure why do you use so many "loop" objects on areas where they aren't needed. Example:
These objects do nothing. Same about Jungle Jamboree: you have lots of loop objects where passable bricks would suffice. Since the loop objects are used to disable certain bricks, they may cause bugs if the player does not touch a "loop off". Luckily, for the new movement engine we're adopting a new, more intuitive system. The "loop" objects will be kept for backwards compatibility, but they will be deprecated.
The oil ocean barrel is fine, but wouldn't be nice if the corresponding bricks get their z-index increased, so the player would appear to be "inside" them?
I'm not sure if its a problem with the engine or my computer. Sometimes the title screen music doesn't play. Neither does the invincibility music or speed shoes song.
The only problems I've seen related to audio are when too many samples are being played, they get clipped out. The audio system needs some improvements, but I prefer to leave that to 0.2.0.
Also the spikes collision box should be tweaked.
How exactly? We found a small mistake in Jungle Jamboree:
You're using a brick that looks like a spike, but the brick by itself does nothing.
And um there is no way to change the speed and invincibility music is there? ^^u
Yes, by changing their respective files in musics/ . Perhaps we'll get a new invincibility song (by Di) to 0.1.4.
Still, your demo is so much fun. Congratulations again, wrath
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reeeeeeeeeeeaally nice demo!
I really enjoy your level design. Spider Hill is the one I like the less. Wind Chime 1 is my favorite. The levels are diverse and not linear.
Too bad you lost many of your levels the other day. I'd love to play the full game. x_x
I'm not sure why do you use so many "loop" objects on areas where they aren't needed.
These objects do nothing. Same about Jungle Jamboree: you have lots of loop objects where passable bricks would suffice. Since the loop objects are used to disable certain bricks, they may cause bugs if the player does not touch a "loop off". Luckily, for the new movement engine we're adopting a new, more intuitive system. The "loop" objects will be kept for backwards compatibility, but they will be deprecated.The oil ocean barrel is fine, but wouldn't be nice if the corresponding bricks get their z-index increased, so the player would appear to be "inside" them?
I'm not sure if its a problem with the engine or my computer. Sometimes the title screen music doesn't play. Neither does the invincibility music or speed shoes song.
The only problems I've seen related to audio are when too many samples are being played, they get clipped out. The audio system needs some improvements, but I prefer to leave that to 0.2.0
You're using a brick that looks like a spike, but the brick by itself does nothing.And um there is no way to change the speed and invincibility music is there? ^^u
Yes, by changing their respective files in musics/ . Perhaps we'll get a new invincibility song (by Di) to 0.1.4.
Still, your demo is so much fun. Congratulations again, wrath
I'm so glad you liked my levels. : )
Wind Chime is of my newer designs and the levels I was redoing follow that structure so its good then. Spider Hill has been revamped but I hope I can finish that later on.
As for the spikes, its just that, ok those aren't an error, I added the spike looking brick so I would use the danger tag on top of them instead of the included spikes but it didn't help. I find that its too easy to get hit by the spikes if you touch them from the side. That part in jungle jamboree if you spindash that wall to reach that secret area the spikes would hurt you. Sometimes I've been hurt by them by just walking next to them.
As for the loop tags. That's something I carried from the old versions I kinda forgot about the Z-index. so I would use those to make sonic get behind objects. ^^u
Also apparently the title screen music just doesn't play after ending the quest and returning to the title screen. A friend of mine tried the demo too and happened to her.
I don't see a link to change the speed music and invincible.it in the samples config. Would I need to replace it with another .it? would it accept another format?
Last edited by wrath1138 (2010-09-11 05:47:17)
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Sometimes I've been hurt by them by just walking next to them.
Okay, I'll improve the logic a bit.
I don't see a link to change the speed music and invincible.it in the samples config. Would I need to replace it with another .it? would it accept another format?
Unfortunately the samples config is only for samples. If we get an .ogg for the invincibility song today or tomorrow, we'll tell you, so you'll be able to replace it by another .ogg.
PS: you replace musics/speed.ogg by something else
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Talking about music formats... .ogg is very heavy. Maybe we can implement the .mp3 for the music. More avaiable and needs less memory
Piece of cake...!
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Talking about music formats... .ogg is very heavy. Maybe we can implement the .mp3 for the music. More avaiable and needs less memory
Well, there's a lot of mp3 to ogg converters out there. Try Audacity, for example.
Ogg is actually smaller at most times when I convert them... 'shrugs'
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Talking about music formats... .ogg is very heavy. Maybe we can implement the .mp3 for the music. More avaiable and needs less memory
It's the opposite way, actually.
If you need even more lightweight music, use .mod/.it/.xm/.s3m
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So-Nick wrote:the space is better now 92 MB to 31.5 MB!
That was because of the use of FMOD and large mp3 files
use FMOD sond libary? convert to mp3 codec tipe fraunho
fer MP3 codec is KBfor minutes!!!!!!!
ps:so-so quality
Last edited by So-Nick (2010-09-11 15:19:45)
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