|
Post by ShadowXeldron on May 22, 2023 3:02:20 GMT -6
is there gonna be that version for sonic 3 air android? I did attempt to build an APK of the latest release by folowing the instructions in the repository, but it wouldn't work. It built fine, but it crashed a few seconds after opening it on both the emulator and real hardware.
|
|
zoroarkgamer62
Fire Breath
I love seeing some mods and testing mods and no i have no discord
Posts: 89
|
Post by zoroarkgamer62 on May 22, 2023 14:28:05 GMT -6
is there gonna be that version for sonic 3 air android? I did attempt to build an APK of the latest release by folowing the instructions in the repository, but it wouldn't work. It built fine, but it crashed a few seconds after opening it on both the emulator and real hardware. oh ok
|
|
|
Post by thomashallmodders on May 31, 2023 23:45:30 GMT -6
Eukaryot? I have a suggestion for a new modding feature based around Super/Hyper Sonic's animations.
You know how there's one crouch frame for those forms? It bugs the hell out of me knowing that there's two look up frames (despite being recolored base Sonic sprites), yet one unique Super Sonic crouch frame.
Maybe you could add in a second one to break the inconsistency. Sure, that's one more sprite people have to deal with when making sprite mods, but still, it'd be good for the people who have a massive issue with inconsistency, such as myself.
Can you at least consider it for a future update, please?
|
|
MorganReiss
Flicky
Just a guy that mods Sonic 3 AIR.
Posts: 38
|
Post by MorganReiss on Jun 2, 2023 8:54:46 GMT -6
Eukaryot? I have a suggestion for a new modding feature based around Super/Hyper Sonic's animations. You know how there's one crouch frame for those forms? It bugs the hell out of me knowing that there's two look up frames (despite being recolored base Sonic sprites), yet one unique Super Sonic crouch frame. Maybe you could add in a second one to break the inconsistency. Sure, that's one more sprite people have to deal with when making sprite mods, but still, it'd be good for the people who have a massive issue with inconsistency, such as myself. Can you at least consider it for a future update, please? What about also being able to change the amount of frames sonic has on the continue screen? That would be cool to see, too.
|
|
|
Post by thomashallmodders on Jun 6, 2023 20:01:51 GMT -6
Something you definitely need to do is make music modding a little easier by having the game accept more music file formats instead of just Ogg Vorbis, such as MP3s or WAVs. Would definitely save a lot of time and failed conversions if that was an feature instead of wasting our time converting them to Ogg Vorbis.
I mean, how else am I supposed to port another game's soundtrack like Sonic Triple Trouble 16-bit's official soundtrack that released alongside the final content update? Huh? I really don't want to waste my time again.
|
|
MorganReiss
Flicky
Just a guy that mods Sonic 3 AIR.
Posts: 38
|
Post by MorganReiss on Jun 24, 2023 9:13:10 GMT -6
The one thing I want in Sonic 3 AIR the most is options for speedshoes ranging from sonic cd to mania. You plan on adding this in the next update Eukaryot?
|
|
|
Post by Awesome Donkey on Aug 4, 2023 6:42:15 GMT -6
I'm not sure where to report this, so I will here. I found an issue relating to the Character Rotation options in the latest A.I.R Git commit that I compiled on Windows. Start SOZ act 1 as Sonic and move forward and go down the downward sand curve and Sonic's sprite will momentarily flip upside down. This will happen in other levels with similar curves as well and this only happens when using Smooth and Mania-Accurate rotation options, it doesn't happen with Normal. Also happens when using no mods whatsoever. It doesn't happen in the last test version posted on Github in May, it's something that's been introduced since then.
|
|
|
Post by Eukaryot on Aug 6, 2023 3:54:22 GMT -6
I'm not sure where to report this, so I will here. I found an issue relating to the Character Rotation options in the latest A.I.R Git commit that I compiled on Windows. Start SOZ act 1 as Sonic and move forward and go down the downward sand curve and Sonic's sprite will momentarily flip upside down. This will happen in other levels with similar curves as well and this only happens when using Smooth and Mania-Accurate rotation options, it doesn't happen with Normal. Also happens when using no mods whatsoever. It doesn't happen in the last test version posted on Github in May, it's something that's been introduced since then. Thanks for the info! It's fixed now again on Github.
|
|
|
Post by nonamebuddy on Aug 6, 2023 18:28:57 GMT -6
Hey Euka, are we getting a test build for Android?
|
|
|
Post by Awesome Donkey on Sept 15, 2023 6:58:22 GMT -6
Greetings Euka, hope all is well with you. I've been compiling AIR for over 6 months now, and I've encountered an issue that may be an AIR issue. As a test, I compiled a 64-bit build on Windows, and it works pretty well... except if I use iCloudius' Extra Character Slots (ESU Framework) mod, it'll cause the 64-bit Windows version of AIR to crash immediately. I realize the 64-bit Windows version of AIR is likely not that important at the moment, but it could be some day in the future if Microsoft decides to drop 32-bit support completely. Here's a screenshot of the error... And here's a link to the crashdump it creates when it crashes. I've also compiled a 64-bit Linux build for my Steam Deck too, and it doesn't crash there. Only with the 64-bit Windows version. It should be easy to reproduce; 1) Compile a 64-bit release Windows build of Sonic 3 AIR (which I compiled from the latest Github commits). 2) Add and only use the latest Extra Character Slots mod from the aforementioned topic. 3) Attempt to start the 64-bit Windows version of Sonic 3 AIR and it should crash immediately.
|
|
|
Post by Eukaryot on Sept 28, 2023 4:55:54 GMT -6
Greetings Euka, hope all is well with you. I've been compiling AIR for over 6 months now, and I've encountered an issue that may be an AIR issue. As a test, I compiled a 64-bit build on Windows, and it works pretty well... except if I use iCloudius' Extra Character Slots (ESU Framework) mod, it'll cause the 64-bit Windows version of AIR to crash immediately. I realize the 64-bit Windows version of AIR is likely not that important at the moment, but it could be some day in the future if Microsoft decides to drop 32-bit support completely. Here's a screenshot of the error... And here's a link to the crashdump it creates when it crashes. I've also compiled a 64-bit Linux build for my Steam Deck too, and it doesn't crash there. Only with the 64-bit Windows version. It should be easy to reproduce; 1) Compile a 64-bit release Windows build of Sonic 3 AIR (which I compiled from the latest Github commits). 2) Add and only use the latest Extra Character Slots mod from the aforementioned topic. 3) Attempt to start the 64-bit Windows version of Sonic 3 AIR and it should crash immediately. Thank you for the info! Looks like the if-else-if chain in ESU caused an actual stack overflow during script compilation, due to too deep recursive calls there. The usual 32-bit Windows Release build was fine, but it could happen on 64-bit builds and 32-bit Debug as well. It should be fixed now, after I made some changes to the code (it's on Github) to avoid that on all platforms / architectures.
|
|
|
Post by Awesome Donkey on Sept 29, 2023 12:12:43 GMT -6
Can confirm the 64-bit Windows build works perfectly with ESU now, thanks!
|
|
|
Post by ForteNT7601 on Sept 30, 2023 11:05:41 GMT -6
i wish there was something for the mod configs where you could hold W (default key for Y) and jump to the next mod in the config list
|
|
|
Post by feelinfungal on Oct 7, 2023 18:42:44 GMT -6
hey Euka, i don't know about proper ways of communicating things to you about A.I.R. so i figured posting a reply to this forum would be the easiest thing to do. i've noticed an issue regarding rendering text using Renderer.drawText during screen fading, where the "tint" isn't applied to it, and because of that, it just vanishes during the fading for some reason. since PNGs and BMPs (using Renderer.drawCustomSprite) are able to fade on-screen during the same situations, it confuses me as to why text rendering seems to have something missing to make it work in screen fading. here's a video showing what i mean (with the text being drawn with a function run every frame): i hope this is able to be fixed and put into the next build of the game, since it'd help mods using this function for their menus and whatnot
|
|
vat0
Monitor
Posts: 6
|
Post by vat0 on Oct 28, 2023 18:47:17 GMT -6
¿Tendrás planeado agregar las funciones que tiene el Sonic Origins?
|
|