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Nothing but the highest of praise for ya, you are, ilke the narrator would say... "AMAZING!"
Also freaking SUPER HAT KID HOLY CRUD
Until then, even though it may not be the same as Boosting, try out the Sanic Hat. It's also quite fun to use.
So if you nice people do know someone who can make this, go ahead ask them, you have my blessing.
But for me, the lag went away soon after that, so I'm really not sure what causes this lagginess for everyone else.
I'm really sorry about all this. If the lag prevents you from finding ?????????????, I could tell you what the secret is as a compensation (seriously, I think many people might have missed this, and I worked hard to make it, so... I might just spill the beans. :P)
I've been thinking whether the level playing for me normally is due to high RAM, or me, as the creator maybe having some additional files that makes it run smoothly? I'm not enough of a tech special to know.
But maybe I'll try adjusting the boost a bit, at least, by giving it a slightly longer turn off delay, so that it may work correctly even if the level starts lagging a bit by the end.
But then later in the level, both GPU usage and FPS fell lower and lower, eventually even below 60 FPS in 1080p, maximum settings.
Even thought the scale of the level is big, it shouldn't lag that much because most of it is just empty space, and that space is loaded in every level, even though you may not see it because of the closed nature of a given level - or in other words, if you can run Alpine Skyline or Nyakuza Metro smoothly, you shouldn't have a problem with this level.
Maybe try lowering graphics to the second highest pre-set option and limiting FPS to 60? Or maybe you need more RAM?
I'm sorry, I'm not a tech expert, so this is the best I can suggest.
My GPU is RTX 2060.
But anyways when it comes to scripting here's what can be done from just blindly imagining how it would work.
I would make a child of a StatusEffect in which inside multiplies the speed of the player by X amount. https://i.imgur.com/Ivuqqrh.png
For homing attack I am not sure but I recall someone on the server modifying the reaction times to making homing faster, by once again modifiying the player's own value.
There's a lot of things to learn in scripting but IMO best side to start with is understanding how coding works, like the if statements the for loop, the for each, how switches or functions work.
I was thinking about adding both "running on water" (inspired by your mod) and a stomping mechanic, but the latter I scrapped because I though the normal Dive move would suffice in stopping momentum, and the first because... well, there were already so many things going on, I didn't want to make the level even more complicated.
I would gladly learn and do scripting, btw, but I have no idea where to even start. I really have no modding knowledge outside of using these modding tools (I began with Weegee's tutorials, then self taught myself most things)
Very fun level to say the least.
https://i.imgur.com/XLYtTT9.png
Anyways good luck! Kismet can be very interesting to use but also sometimes jank to some extent in comparison to just scripts which keep things clean.
Personally I would go for the scripting route just because most of the assets in base game are provided and you can just make classes out of them with interaction and such but anyways.
This is very promising, the bugs can be too much to some extent, there should be an option to crouch stomp the ground to stop momentum and just go straight down.
One important design in sonic games is also that regardless of your position you aren't reseted back to a checkpoint, instead you take much longer dangerous routes.
In other words... the higher you go the harder the platforming is but also the faster you finish the level and skip harder, the lower you go the more enemies you get and more longer with dangerous hazards or things that just choke the player in waiting as a punishment.
Tips about routes, shortcuts, when to use Light Speed Dash, etc.
Or, if you're a speedrunner yourself, take this as a challenge video, and try to beat my record. :D
My run wasn't perfect, so it should be totally possible.
Music used is Endless Possibilites from Sonic Unleashed.
https://youtu.be/m5Q9k4zobt0
You can try practicing a bit before saying "this is just plain bad", or if you don't like it, just don't force yourself to play.
But anyway, I'm glad you enjoyed it somewhat.
I've set all Pons to have a collision that Blocks All Actors (so that the trace can detect them), but added the player (Player_Hatkid) as a never blocking exception so that you can still pick them up normally. Whenever you press Interact, a quick trace detects wheter there is a Pon in front of you, and if there is, then teleports you to the Pon's location, then automatically activates the trace again, so if there's another pon, you get teleported again.
For some pon chains, which serve as routues/shortcuts, your rotation gets updated upon teleportation, so you're movement is pre-determined, but for most pons, you keep facing the way you were before, so you just zip forward in a straight line as long as there are pons in front of you.
Sadly, I've no modding experience outside of the modding tools, so the whole level's pretty much just Kismet; but if someone talented could make this into a badge or something, I'd be happy with it, too. :)
And no, I won't add an option to turn voices off. Compared to the Wii/PS2 version of Sonic Unleashed, where you had to listen to that 1 "Aaaaaaaarrgh!" voice line over and over and over again every time you boosted... I think Hat Kid has more variety and is much less annoying.
Much like the Sonic levels, you might have to do a few runs to figure out every tidbit and optimazation, but if you do, you'll be able to do a very, very satisfying run.
You could even make a video of yourself and send me a link if you'd like to show off your skills. I'd be glad to watch. :)
Reventador, homing attacks will lock you into a position above your target the moment you execute the attack. Yes, you can miss owls and elvis birds, but I left that like that intentionally to make that "final arena section" a bit more challenging. You can still hit them with good timing or using your umbrella.
Boost only shoots you forward when you activate it, after that, it just keeps your max speed higher until you let go. If you'd like to change direction mid air, do so with a double jump, then use boost in the air to speed up again.