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United-TI Archives -> Sonic
 
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X1011
10100111001


Active Member


Joined: 14 Nov 2003
Posts: 657

Posted: 01 Mar 2004 08:01:39 pm    Post subject:

DigiTan wrote:
I'm curious to know how you'd do those gravity-defying loops in a Sonic game.  The collision system is especially puzzling, since you'd be working with uphill/downhill surfaces instead of the traditional square tile.

Maybe you could just forget about collision detecting in loops and have him move in a fixed path.

Quote:
Also, don't make the background so dark like in Mario. It's too hard to see.

Try turning your contrast down, or play a different level set.
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 01 Mar 2004 08:09:59 pm    Post subject:

I play the included levels. But that wasn't my point anyway. Intead of

1111
1111
1111
1111

do

1010
0101
1010
0101

That's probably what has already been planned on, but im just throwing out my opinion.

Btw has anyone designed any sprites yet?
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Keith Pierce


Advanced Member


Joined: 02 Feb 2004
Posts: 411

Posted: 02 Mar 2004 08:02:08 am    Post subject:

I am still working on them! I have very little time with school and sports! I have been working on sonic, tails, knuckles and robotnick! All i am really doing is atleast trying to make them look have way descent! But hey i dont know! Wink
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 02 Mar 2004 06:25:48 pm    Post subject:

CrASH_Man's tilemap routie is very fast ... but it requires a big buffer for tiles and pre multiplied mapdata. Also everything is vertically aligned (as they put it) because the LCD is in vertical mode. The BIG drawback is that because the mapdata is in a pre-multiplied temp array ... you can only have a maximum of 32 tiles in any map ... which is not very high if were talking Sonic Sad.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 04 Mar 2004 02:20:52 am    Post subject:

Any titlescreen ideas on the drawing board yet?
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Keith Pierce


Advanced Member


Joined: 02 Feb 2004
Posts: 411

Posted: 04 Mar 2004 08:06:25 am    Post subject:

yes I do but for some reason I am having problems converting it! Does anyone know how and if so can you help?
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 04 Mar 2004 08:37:09 am    Post subject:

there are a few Sonic projects popping up all over the place! Yay Sonic Goodness! Very Happy.

Also why are you guys worrying about the titlescreen? That should be way down in the list of priorities ..... What about the challenge of getting the scrolling engine done?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 04 Mar 2004 06:29:47 pm    Post subject:

Quote:
yes I do but for some reason I am having problems converting it! Does anyone know how and if so can you help?

If you've got a sprite drawing utility like GStudio, you can draw the titlescreen in it, and export it like a 'giant sprite'. It also has a real good import utility.
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Adm.Wiggin
aka Tianon


Know-It-All


Joined: 02 Jun 2003
Posts: 1874

Posted: 04 Mar 2004 08:39:29 pm    Post subject:

its actually called CalcGS, but we wont argue about it :lol:

anyway, it rox :D

(it also does grayscale perfectly, and map data well)
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John Barrus


Member


Joined: 25 May 2003
Posts: 131

Posted: 05 Mar 2004 12:30:35 am    Post subject:

I agree with triplea - you guys should get working on the code and stop worrying about the title screen.

As for collision detection: I think I remember Joe P saying that for Metroid, he had a mask for every tile and somehow figured out collisions that way.

Speaking of scrolling and Joe P, I believe his scrolling routine for Metroid allows for scrolling 1,2 or 3 columns at a time-- so I believe that a fast and effective routine for sonic's speed can be written...
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Keith Pierce


Advanced Member


Joined: 02 Feb 2004
Posts: 411

Posted: 05 Mar 2004 01:13:51 pm    Post subject:

we have been working on that! Well i have but i have been working on the title screen off and on!
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 05 Mar 2004 04:13:43 pm    Post subject:

Well, for the titlescreen, I say it's best to start with the basic tasks first. But the development is totally up to Keith. I'm not absolutly sure this is right, but didn't SQURXZ use a sophisticated collison routine for sloped surfaces? Other than Metroid I can't find too many other programs that had sloped objects.
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X1011
10100111001


Active Member


Joined: 14 Nov 2003
Posts: 657

Posted: 05 Mar 2004 07:25:20 pm    Post subject:

Mario has hills.
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Keith Pierce


Advanced Member


Joined: 02 Feb 2004
Posts: 411

Posted: 05 Mar 2004 10:05:30 pm    Post subject:

yeah i dont know yet on how to do the slopes but i think i may use what sam did for mario i think that may be best!
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 14 Mar 2004 08:25:05 am    Post subject:

Any progress on Sonic?
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Keith Pierce


Advanced Member


Joined: 02 Feb 2004
Posts: 411

Posted: 14 Mar 2004 09:24:10 am    Post subject:

not really been putting all my programing time into chasm 2, but i hope that once chasm 2 is finished that i can work on sonic.
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 08 Apr 2004 01:39:25 pm    Post subject:

Gah! ... so sonic is still a go?
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Keith Pierce


Advanced Member


Joined: 02 Feb 2004
Posts: 411

Posted: 09 Apr 2004 12:32:13 am    Post subject:

u bet it is.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 15 Apr 2004 11:32:26 pm    Post subject:

Any luck on a Sonic sprite? I've been trying to draw the little scamp for a while now, but I couldn't come up with anything recognisible.
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 16 Apr 2004 08:37:44 am    Post subject:

There were Sonic Sprites in the OLD thread that were ok ... i did a Sonic Sprite test a long time ago ... but that was in GrayScale Smile.
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