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JimJamX
JimJamX - - 9 comments @ Custom Super Mario Bros.

Indeed it is. I've been doing lots of internal work. Lots of improvements to the performance. Stuff that doesn't really show well in picture or video. Lots of big changes too. Its been taking some time, I apologize for the wait. It may have looked good before, but I'm telling you it plays even better now.

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JimJamX
JimJamX - - 9 comments @ BETA Testers Wanted

Sure. I've gotten a lot of feed back on this current beta release, and am making adjustments. I'll inform you of the next release. Probably in a week or so. Keep checking in.

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JimJamX
JimJamX - - 9 comments @ BETA Testers Wanted

Sure, just let me work on the next revision. I've already got lots of good feed back from my current testers, and am in the process of implementing their suggestions. When that is done, I'll get back to you.

I'm approximating that I'll be able to release a new beta at least once a week. So keep checking in.

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JimJamX
JimJamX - - 9 comments @ First Teaser Video

Thanks. I've put a lot of work into it so far. I'm working on a new video soon. Its going to demonstrate Mario in a Somari version of Green Hill Zone. The purpose is to show of the flexibility of the level editor.

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JimJamX
JimJamX - - 9 comments @ Sonic: The Fated Hour

No August update! Oh no!

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JimJamX
JimJamX - - 9 comments @ Sonic: The Fated Hour March Update

The other very important thing is avoiding the GTA 3 glitch. If you weren't aware of it, I'll explain.

Grand Theft Auto 3 (and its sequels) had a very similar system but with a hidden "stamina" bar. When you held dash, you would deplete stamina. When it hit Zero, you could no longer dash until your gauge refilled. This took about 5 or so seconds. That meant the difference between life or death in a pinch. You had to pace yourself with how often you dashed, and how long to avoid a "fatigued" state.

But what was the glitch? If you repeatedly mashed the Dash button instead of holding it, you character would accelerate to top speed. But since you weren't holding the button, the stamina would replenish itself inbetween button press intervals.That means, for every time you pressed the button, you would lose say 1 stamina point. When you let go, you gain 1 stamina point. But your character doesn't slow down to normal speed for a few seconds. So your stamina bar is just fluttering between 99% and 100% instead of depleting slowly to 0% when holding. To summarize, repeatedly pressing the dash button effectively gave you infinite running ability. (a broken game mechanic)

And in your game, it looks as though this glitch is already present.

How do you fix this? Well, the only way I can imagine is to make the FIRST button press consume more stamina than the holding process. When you press DASH, subtract 25% stamina, and then only 5% every frame after when held. What this does is prevent people from Dash spamming. Dash spamming would then cause the gauge to deplete 100% in only 4 repeated presses. This may also help in preventing overuse of the instant dash, and promote a balance with the traditional SpinDash.

Sorry for the huge posts. I would just like to see the project head in the right direction, and you've been doing a great job already.

I'm just an enthusiast and and a critic.

Good karma+2 votes
JimJamX
JimJamX - - 9 comments @ Sonic: The Fated Hour March Update

My other comment is on the new boost system. If you do use this system, you have to take into account a few things. In Sonic Rush (and your game) just lightly tapping the boost button adds enough momentum to instantly put Sonic at top speed. The thing about the Sonic Engine, is that once Sonic is at top speed, he stays at top speed. Thats how Sonic works. In Excite Bike or Motor storm, you can only boost for so long because the boost is actually exerting the engine of the car. So when you let off of the boost, you slow down to normal top speed. But Sonic doesn't slow down after accelerating, because he isn't an over exherting engine. This can be seen in the long slope area in Chemical Plant Zone that pushes Sonic off screen beyond his normal speed limit. The boost in your game is instant acceleration, not like the Motor Storm, which has a gradual acceleration to its physical limit. So there really is no reason to hold the boost in, because once you let go you will still be traveling at the same speed. It would be the same as if Sonic's Spindash was instantly charged on the first button press. Whats the point ot pressing the button any more?

Which leads to my reason of the instant boost system being broken. You have to charge (accelerate) the Spindash. The spindash has variable output speeds. You can "instantly" boost for how ever fast you can charge the attack. But with the Instant Boost there is not acceleration factor, so there is no real trade off. You need to not limit how LONG you can hold the boost (because that is pointless since top speed it met instantly), but instead you need to limit how often the boost is used.

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JimJamX
JimJamX - - 9 comments @ Sonic: The Fated Hour March Update

First of all, the Wind shield is very interesting, but I think it is a bit too strong. The amount of height, distance and speed gained from the wind jump is over powered. It out performs Knuckles glide ability. Its important to keep Sonic's double-jump moveset as varied from the other characters as possible. Even if Knuckles isn't going to be in the game, Sonic should not infringe on Knuckles abilities.

Here is my more literal analysis of your shields. Figure A shows the approximate distances each jump carries you. I've drawn on Knuckles glide pattern as a comparison.

I41.tinypic.com

Figure B and C show show a little idea for an alternative glide ability. B does a small loop and then juts forward. Figure C would be similar to the wind attack in Sonic Heros. It also gradually lifts you up and forward. Both of my methods would require Sonic to be in his Ball form, and make the move both utility and attack. Both B and C would end with Sonic Gliding down slowly as he already does in your video.

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JimJamX
JimJamX - - 9 comments @ Sonic: The Fated Hour

No no! You can't get rid of the Equip system! It was one of the things that set it apart from the other Sonic fan games!

I really enjoyed running through the Dry Savanah with the various load outs. Each experience felt so different and interesting.

You could still implement a simple equipment system like the older versions had with Chaos Emeralds. Or even just use a simple Sonic Adventure style equipment system: Get this item, now you can use wall jump. Get this item, your acceleration is increased. Get this item, and now you have a stronger spindash. Get this item to have to have Sonic Rush boosting. Etc...

Just use a Global Value for each item. 0 represents "Not Collected", 1 represents "Collected - Unequipped" and 2 represents "Collected - Equipped."

And for an Equipment menu, just check if the value is greater than 0 for each item. If it is, display the item in the list, and allow the player to toggle the value from 1 and 2 to equip/unequip.

I'm an MMF2 user too, so I can help if you want. I've made a simplified menu system before, and I can send you the code.

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