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JonBaxter

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  • Posts

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About JonBaxter

  • Birthday April 19

Contact Methods

  • Discord
    Jon#2538

Profile Information

  • Gender
    Male
  • Location
    Brazil
  • Interests
    Creating maps and being an idiot on the internet

Profile Fields

  • My Project
    Sonic Arena 2 Remake

Recent Profile Visitors

1,417 profile views

JonBaxter's Achievements

  1. Heyo, I've sent you an e-mail with my contact info so we can talk about the game. Somehow you weren't the only one who showed interest in this project, as another person added me on discord just a few days after your message!
  2. Hey Jon! I wanted to talk to you about Sonic Arena 2. If you can see this, please message me ASAP

    Sincerely,
    A fellow brazilian Sonic Arena 2 old player, CCCchamileon.

  3. I am looking for help with a project I've been working on during my off time for a while: a remake of the Sonic Arena 2 online RPG. - The game - The original game was made in the XtremeWorlds engine by the NoMoreBlue and unceremoniously closed its doors in 2012 due to unkown reasons. 8 years later, the game's original fans are still up and about, wanting to somehow re live Sonic Arena 2. This project aims to remake the original game from the ground up, following in its footsteps while straying from its more confusing design choices from the time. The project is being worked on in the Intersect Game Engine and aims to up the visual fidelity of the original game, flesh out its original mechanics and rewrite the story in a way that new players can be introduced to the game easily. The original S.A.R. - Who we're looking for - Currently the project is at a standstill due to dwindling free time on my end and inability to find others willing to help work with the game. As such, we are looking for people who are willing to really dive deep into the project to help flesh it out with art assets (tiles, sprites, maps), music, story drafts and experience / level progression. An informal design document is currently being worked on as an outline for devs to get a feel for what the game should shape up to become over time. We are specifically looking for: --mappers --sprite artists --writers - Will I get paid? - Unfortunately, no. I do not have the funds to properly hire professional developers for this project. The most I can offer is my unwavering faith in you and a (purely virtual) hand shake. - Current progress - As of the time of writing, the game is still in its initial development stages. Area progression is being planned, enemies and level balancing is being experimented with, art assets are being drawn and mechanics being thought out. It's very much a machine with several cogs attached but only a single, disconnected, spinning one. This has been a pet project of mine for a long time and as much as I like to entertain the idea of finishing this all on my own with my two hands, this will clearly be a project which requires the effort of multiple individuals to come to fruition. - What about you? - I will keep working on the game regardless of how many developers decide to join the project. I've been the only one making sprites but not tiles, importing assets, designing maps, balancing enemies and creating equipment so far, and I don't plan on stopping. Most of my time is dedicated to creating character sprites and mapping out areas with a woefully limited RPG Maker tileset. - Can I help? - In order to apply to help with the game, either message me on Discord at Jon#2538 or leave a reply below with: --your skills --development area of interest --availability [IMPORTANT] --any prior experience as a dev, if applicable Your application will be reviewed and I will send you a private message here in the forums confirming or denying your application. Thank you!
  4. I'm interested in trying my hand at making some maps. I got a project of my own but I feel like I could get some experience still, and I love creating small worlds. I unfortunately can't work all day since I have to study and whatnot, but I'd love to help.
  5. I am trying to make event-based enemies that act like the attack on sight regular NPCs, but I don't know if there is a way to make an event only activate after "player is X tiles away". Right now events that autorun encompass the whole map and even adjacent ones if I remember correctly, but I want an event that only starts its logic flow after a player enters its "custom boundaries" I already tried some incredibly ineffective methods to make that work that should work on paper such as making a big sprite with a single entity in a 32x32 space and the adjacent spaces being completely blank, like this: Then setting the event to "player touch", making the enemy start its logic flow...but it simply doesn't run for some reason. it just displaces the enemy's actual position in a weird way, botching the process. Are there any possible tricks to make this work that I'm not seeing?
  6. bump. seems like almost all maps bigger than 4x4 take a long while to load for my players, but not me (the host), and everyone connected has .NET framework up to date. has nothing really been changed since beta 4? this didn't happen before at all in much bigger maps
  7. The game actually loads just fine for them after a while, but I'll ask them to update .Net and see what happens EDIT: I have confirmed that this indeed not being caused by an outdated .net framework. what could be the cause then?
  8. I am unsure if this is a problem caused by shoddy hosting or if it's a legitimate bug being caused by the new intersect version (5.1) since this wasn't happening before, so I was instructed to post this here instead of Bugs & Suggestions. Every time one of my game's players tries to join my game they are stuck in a black screen for several minutes at a time before the game is displayed properly. At first I thought it was caused because I forgot to upload a mapcache.db file along with my game's test builds, however after linking the cache file the players would still always pick a character and go to a black screen for several minutes. While this seems like an obvious loading problem caused by a large map size this was not being reported by anyone before the engine was updated to version 5.1 and the large map was not altered between either. is this a bug or just a problem caused by slow internet on the host's end?
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