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cool!
i have just downloaded it. didnt play it yet, but when i started the game, i called the menu and its sprite wouldnt go away no matter what buttons i pressed
Happened to me too.
Also Gee I wonder who that second character is
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everytime you open the menu? i'm really not much into reviewing that release, but if it's game breaking i'll do it
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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what a hard game, isnt it? it was fun, though
scroll down fast if you don't wanna see them.
got stuck in here
when im in a moveable platform and hold up, the camera doesnt follow the player properly
?
colin starts in the middle of two levels. i wonder if the spawn points are correct?
sonic's running animation is bugged (he blinks)
how do i get through this part? sonic doesn't jump high enough
OMG !!!11!1
finally: after playing with sonic, i get a fatal error. i wonder how the ending is like (if there is one) ?
cool game. loved it. playing as michio is much harder than the other two.
everytime you open the menu? i'm really not much into reviewing that release, but if it's game breaking i'll do it
not every time. i pressed some random keys.
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there's no ending. and that was released as it was, so yeah lots of bugs
but you don't need to report them, we're rewriting everything so this system will become obsolete.
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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there's no ending. and that was released as it was, so yeah lots of bugs
but you don't need to report them, we're rewriting everything so this system will become obsolete.
i just saw in SD's website that you guys are going to rewrite the game. one of the reasons was that the code was messy.
if you allow me to offer you some advice, don't use too many global variables. Use them mainly to do message passing between objects. Have objects with clear responsibilities, and if you need some data, request it from some object rather than storing it in a global.
this approach makes you write a little bit of additional code, but it helps keeping concerns isolated. Programmers call it "decoupling".
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that's the kind of approach we're taking. we named all possible subsystems that we needed so that each is regulated by its own object. Some of the modules we had running all the time will most likely be adapted to run on call and destroy when not needed.
we are also trying to reduce in the number of lines and states of each object by passing the redundant tasks to a common child object that is then called by any object needing it.
we learned a lot in the last year, and always eager for more. all tips are welcome
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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Lots of eye goodies there. Haven't downloaded the game yet though. Or maybe I did, but haven't played it much. Anyways good work as usual!
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Lots of eye goodies there. Haven't downloaded the game yet though. Or maybe I did, but haven't played it much. Anyways good work as usual!
how do you know its good work if you haven't played it
yknow i do the same with your music sometimes. or do i?
Last edited by SupertheHedgie (2012-01-04 08:44:52)
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jobromedia wrote:Lots of eye goodies there. Haven't downloaded the game yet though. Or maybe I did, but haven't played it much. Anyways good work as usual!
how do you know its good work if you haven't played it
yknow i do the same with your music sometimes. or do i?
Two things can be recognized from far away: the quality of my mods and a SupertheHedgie comment
come on, if you have something to say about jobro's music i think you missed the right topic...
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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how do you know its good work if you haven't played it
These pictures comes to mind.
For my money these are stunning pictures that really shows off the game from it's best side. That's something we both can agree on. And... If you got something sensible about my music to say, say it in a proper topic without no delay. I'm always open for constructive critics, if you can give some that is.
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Two things can be recognized from far away: the quality of my mods and a SupertheHedgie comment
come on, if you have something to say about jobro's music i think you missed the right topic...
i was just joking
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i was only serious about the wrong topic
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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can i ask for a minute of your time?
what's the color you like the most, and why?
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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Maybe you could make it customizeable and choosable in-game?
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that's actually a good idea
extra work?? I HATE YOU SILVER!!! xP
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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that's actually a good idea
extra work?? I HATE YOU SILVER!!! xP
I aim to please. ;-l
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Hmm. I thought this was a Sonic custom only website. Interesting none the less though good work dev.
Last edited by ivinsjames (2012-01-26 21:30:59)
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Hmm. I thought this was a Sonic custom only website. Interesting none the less though good work dev.
It's a sonic-esque engine that allows you to create your own levels. This just made a completely new game out of the scripting system also in the engine which lets you make a lot of your own objects and abilities.
We aren't actually Sonic anymore though, as many people would tell you. Read around the forum and project page a bit and you'll understand.
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Hmm. I thought this was a Sonic custom only website. Interesting none the less though good work dev.
Thanks
After knowing the engine, you can do anything in 2D from Sonic to space shooters
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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ivinsjames wrote:Hmm. I thought this was a Sonic custom only website. Interesting none the less though good work dev.
It's a sonic-esque engine that allows you to create your own levels. This just made a completely new game out of the scripting system also in the engine which lets you make a lot of your own objects and abilities.
We aren't actually Sonic anymore though, as many people would tell you. Read around the forum and project page a bit and you'll understand.
Thanks for the info but I already figured as much from seeing this mod.
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sounds cool::)
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sounds cool::)
hey, you created an account with a name very similar to mine
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a bit of news:
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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thanks to fast loops, gravity and slopes can be handled by their own states, while the object moves around flawlessly up and down slopes.
execute "gravity" if "brick_type(0,1) == 0"
state "gravity"
{
gravity
}
no gravity applied if the bottom of the object is in contact with a solid brick. this solves a lot of gravity issues
execute "slope_correction" while "((brick_type(direction()*6, 0-1)) and (brick_type(0, 1)) and ((brick_angle(direction()*6, 0-1)<> 90)and (brick_angle(direction()*6, 0-1)<> 270))) or (brick_type(0, 0-16))"
state "slope_correction"
{
set_absolute_position xpos() ypos()-1
}
this prevents the object from using the default slope algorythm, replacing it with a "push out" whenever a slope is detected in front of the object. please notice that you may have to adjust the coordinates of brick functions to fit the size and shape of your object. precise level building is a must, NO OVERLAPPING BRICKS, or your walking object will fall when two bricks intersect.
goes well with
let "$angle = brick_angle(0, 4)"
set_angle $angle
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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glad you found fast loops to be useful.
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