- Archive Pages
- Archive 1 - November 12, 2006 – December 2, 2007
- 1 Contacting SSNTails
- 2 Level Design Submission
- 3 What did you just import?
- 4 Holy crap, that's a lot of imports.
- 5 I'm confused.
- 6 Background
- 7 New NiGHTS Tutorial
- 8 Things Sorter
- 9 Sector Spike Tutorial
- 10 To Do as of 12/13
- 11 Hoop bitsetting
- 12 SRB2Riders...
- 13 About the state list
- 14 Botanic Serenity Glitch
- 15 What's happened since you left?
- 16 Teh Things Sorter
OK, I know that you can PM him from the MB. I tried to PM him just now, but it wants me to log in, so I threw that option out. I...feel like I'll get sucked in if I create an account. Past experience has shown me that getting sucked into message boards has been very bad for me.
I also see that you can AIM him. I don't have AIM.
Maybe you could ask him? –SonicMaster 21:33, 30 November 2007 (PST)
For now, I'm going to try to manually place all the objects in. Tedious, but it may be my only option. This third WAD of mine, Circuit into Dreams, feels important to me (it also explains the sheer amount of questions), so I want to get it finished. –SonicMaster 21:33, 30 November 2007 (PST)
EDIT: See last comment in our NiGHTS debugging thing. Yeah, it would help if I wanted to make future NiGHTS levels. But I think I want my fourth WAD to be an Emerald Hunt instead... –SonicMaster 02:21, 1 December 2007 (PST)
From the looks of things, I think the OBJECTPLACE matter is best settled directly. Get an AIM account and just use it to talk to SSNTails. It's simple easy; you can even use AIM Express, a web browser applet, so you don't have to install a program. --Digiku talk 07:41, 1 December 2007 (PST)
Level Design Submission
Submissions are to be sent to my e-mail at FuriousFox@gmail.com. Submissions need to have "Contest Submission - November/December" as the subject line, and contain the name of the stage, your nickname, and the contest you are submitting the map to in the e-mail body. If you do not give me a nickname, your e-mail's given name and e-mail address will be used to attribute the file. For multiple maps in one e-mail, make sure to put the information for each map included. I prefer attachments, but links in the body of the e-mail are also alright provided they are to your own webspace. No SendSpace, Rapidshare, or other similar file hosts. Files hosted on such servers will not be included. Note that maps that are considered unplayable will be rejected.
Thank you so much! ––SonicMaster 09:59, 2 December 2007 (PST) (I'll give my sig its link a bit later, HoneyComb)
That really makes me happy to know you like it. Thanks! –SonicMaster 10:36, 4 December 2007 (PST)
WARNING: This page is 35 kilobytes long; some browsers may have problems editing pages approaching or longer than 32kb. Please consider breaking the page into smaller sections. –SonicMaster 15:02, 2 December 2007 (PST)
Darn; the sendspace link expired. Can you upload again? --Digiku talk 16:16, 9 December 2007 (PST)
Wow, this is impressive. I like it. :) If you really want to know what I think about it in relation to the contest, highlight below:
--Digiku talk 16:27, 9 December 2007 (PST)
I did that so it has some actual difficulty in it. At least they're not 32 fracunits apart like they initially were. That's when I hated it. Personally I think the distance now is fine...but, oh...OK...I guess my opinion doesn't matter as much as others'...I thought it would be liked because it's a NiGHTS map. That's not very common for others to make NiGHTS maps, is it? –SonicMaster 16:37, 9 December 2007 (PST)
Circuit stages aren't so much about difficulty as they are about flow. Having some variation on up-and-downness is good, but difficult should almost certainly be exchanged for better flow. The pillars aren't a bad idea, but they should be spaced out more or be easier to fly through. As for NiGHTS map popularity, I actually wouldn't know myself since it's never been down before XD. But I'll tell you this: BSZ was raved mainly for its visuals, not for the NiGHTS gameplay. --Digiku talk 16:41, 9 December 2007 (PST)
VISUALS?!! OK, so I use Low-End. In fact, it has lagged before in Low-End, so...whatever. I like its NiGHTS gameplay; that is the defining thing of it! –SonicMaster 16:45, 9 December 2007 (PST)
I have another level idea, but it's approaching the end of December (WHICH MEANS NiGHTS IS COMING TO WII!!) so I want to know the last day of submission. I want to also know when the results of voting are declared. –SonicMaster
The submission deadline is December 31st, 7:00PM EST. Voting also starts then, and ending about a week later at January 8th. --Digiku talk 23:27, 12 December 2007 (PST)
What did you just import?
That was a batch edit for the level menu templates. I decided that the map links weren't worth it, since there's no drive at this time to properly introduce maps to the Wiki. --Digiku talk 17:39, 3 December 2007 (PST)
Holy crap, that's a lot of imports.
:( It is harder to now catch up to you in amounts of edits. Now your edit level is like over 4000, while mine is 1615. But I still make more edits per month. :P –SonicMaster 15:14, 4 December 2007 (PST)
My awesome batch editing skillz ensure that I'll always be ahead of SonicMaster! :DDDD *shot*
Anyways, the recent mass-importing of pages covers almost the entire Wiki: all pages that were under Category:Sonic Robo Blast 2 and Category:Editing. The only changes that were done were changing up category listings. Some pages may not be changed, as they required no changing. However, it's a batch edit; what do you expect? ;P See Talk:Main Page#Category listings were revamped. --Digiku talk 15:24, 4 December 2007 (PST)
562 pages were affected in all. Just for the interested. :P --Digiku talk 15:28, 4 December 2007 (PST)
My faux sorrow...it's too much. XD Aww, my record in a day was like 110 edits or something. –SonicMaster 15:30, 4 December 2007 (PST)
That's amazing. :) I'd pin my legit edit record at 50 or so. --Digiku talk 15:44, 4 December 2007 (PST)
That's the time when I was fixing tons of double redirects. I believe I had manually fixed 98-100 double redirects that day. ^_^ But you're a more helpful contributor. –SonicMaster 15:47, 4 December 2007 (PST)
Pfft. I write content. You make it beautiful. I used to do both at once. :P --Digiku talk 16:00, 4 December 2007 (PST)
Cause then it would bullet it. –SonicMaster 16:31, 4 December 2007 (PST)
Would SSNTails really be against a Sega-made SRB3, even if:
- It were made better than SRB2? It'd have to have SRB2 core gameplay for this to be possible.
- He would be the producer?
- Sega wouldn't stop SRB2 from being free?
EDIT: This question arose from a comment by Honeycomb in User talk:SonicMaster/SRB2 clone.
–SonicMaster 18:29, 4 December 2007 (PST)
Aren't we gonna do something about that background? Disregard this if you've posted the background before reading this message. –SonicMaster 18:34, 8 December 2007 (PST)
My main concern with the crystal GFZROCK was that, coupled with the side menu graphics, the total download size would've been too big. Now with the menu graphics dumped (sorry DW), that's not much of an issue. Anyways, I disable the background on my own page style, so DW can decide on the background himself. --Digiku talk 18:41, 8 December 2007 (PST)
New NiGHTS Tutorial
I'm making one. It doesn't have graphics yet because I haven't been able to find a time to make the track in SRB2 Doom Builder...on my friend's computer. No, vanilla DB doesn't work on mine, either. *sigh* Despite that, I want to know how you think it looks so far. –SonicMaster 16:19, 10 December 2007 (PST)
EDIT: I know you commented, Kaysakado, but I want Digi's word on this.
lol, thanks. XD Y'see, after working on BSZ, I just naturally steer away from all things NiGHTS, simply because BSZ was such a hassle (and a joy) to make! :D
I'll review this. Thanks. --Digiku talk 01:23, 12 December 2007 (PST)
Have you reviewed it yet? –SonicMaster 00:33, 13 December 2007 (PST)
You haven't mentioned Things Sorter in your to-do list. –SonicMaster 09:44, 11 December 2007 (PST)
Sector Spike Tutorial
This would be a very helpful tutorial. What do you think? –SonicMaster 14:10, 11 December 2007 (PST)
EDIT: I don't know how; I'd like to know.
I actually wanted to do this. It's way easier than it looks; it's just a lot of repetitive copy-and-pasting. --Digiku talk 15:06, 11 December 2007 (PST)
To Do as of 12/13
Digiku: So Digiku: I want to, 1. Write up mod rules according to my proposal Digiku: That's real simple Digiku: 2. Set up the Community section, and put Mod rules there, along with all other applicable pages as discussed ** SRB2 section should be completely cleaned of community content so it's just VANILLA SRB2. Obvious community pages, such as SRB2MB, and all mods pages, such as Mystic Realm and Botanic Serenity, should be in the Community section. Editing section is already clean. DW and I agreed on these points. Digiku: 3. Make final fixes to the page style ** Make pre have a gray background within tables ** Mainly fix up images, then done. Category backgrounds don't fade properly; side menu graphics need to have complete picture, not clipped (sorry, they're still not making it on the main style.) Digiku: Perhaps make it the main style if everyone else likes it Digiku: Then I think that's it DW: Then it's all up to me to make sure it doesn't go haywire! Digiku: Yay! DW: Fair enough. DW: :)
--Digiku talk 14:07, 13 December 2007 (PST)
kind of annoyed with SRB2Riders, as they try to replicate the levels from the original and use all the Sonic Riders music. –SonicMaster 18:57, 24 December 2007 (PST)
EDIT: Does that bother you at all?
About the state list
I'd like to drop off a reminder that you suggested me to...
Incorporate Var1/Var2 descriptions in these tables. I'll show an example later; just drop me a note on my Talk page to remind me.
Botanic Serenity Glitch
I have triggered this glitch about four or five times now. In the second mare of the Perception, if I ever get hurt inside the room with the Ideya Capture, I may get stuck. To prevent this, you must make sure not to get hurt on track with looping Axes. I'm not sure, but I think this is always the case for when an Axis Transfer transfers Super Sonic directly to an Axis that rotates in the same fashion, i.e., a clockwise Axis to a clockwise Axis or a counterclockwise Axis to a counterclockwise Axis. –SonicMaster 12:01, 25 January 2008 (PST)
What's happened since you left?
I found out about a glitch. See above. Also, read the Main Page. I put a news post of what happened there! –SonicMaster 17:24, 8 April 2008 (PDT)
Yeah, it looks like some really awesome stuff has been done here since then. Bravo! Er, sorry about the glitch? ;D That's what you get when you don't test enough, I suppose! BSZ's beyond my concerns now, though. :( Though I've got some awesome surprises waiting! --Digiku talk 13:37, 11 April 2008 (PDT)
Hah, that's funny! --Digiku talk 19:26, 18 April 2008 (PDT)
Teh Things Sorter
Weren't you going to make a new one cuz your old one doesn't seem to work...please? –SonicMaster 21:46, 23 April 2008 (PDT)
Sorry, SM. :( That's aside from my responsibilities. I remember doing one out of .NET, but 1. The source is beyond reach, and 2. The source is so incomplete and broken that you could just start on one of the templates and that'd be as far as I got. :P But maybe someone else can do it! Heck, the first program was made from Multimedia Fusion, if that helps anyone. --Digiku talk 21:08, 25 April 2008 (PDT)