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VectorSatyr

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VectorSatyr last won the day on August 6 2011

VectorSatyr had the most liked content!

About VectorSatyr

  • Birthday 10/08/1987

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  • Gender
    Male
  • Location
    California
  • Fan Gaming Specialty
    Scripting
  • Current Project
    ???

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  1. New version now available! Here's a changelog: (it is also included with the editable)
  2. If a Sonic fangame can't strike a balance between spectacle and difficulty, it should at least hit the ground running in either direction. It can be said that Mega Drive leans on the spectacle side hard, but that's not to say it plays badly. Sonic controls well enough to allow me to fully appreciate the cool things this game has to offer, from gimmicks to hidden treasure to surprise boss fights. It will catch people off guard that you cannot use the spin-dash at the beginning, but it's easy enough to adapt until it becomes available. Overall, I was pleasantly surprised and entertained. Keep it coming, boss!
  3. At the time, I didn't think about needing to skip ahead to specific levels. Use this script for now: /// level_goto(room) // get next room objProgram.level = argument0; // start level transition_titlecard(objProgram.level, 24);
  4. Bad news: the build that is up for public download uses a rendering system that is incompatible with the updates to the graphics pipeline in Game Maker Studio 1.3 and beyond. Good news: You can open up your build notes and click on the name of a previous version to download a copy of it and roll back; or you can wait until I am ready to release version 1.1 of this build. (Suggestion: don't wait. I'm not even sure when I'm going to release the next build yet) EDIT: This has already been implemented and is ready for use in version 1.1. More details on release.
  5. You can actually move every object in the room in GM (and even every tile), but I wouldn't call that a very good solution, honestly. Just do what Potatobadger originally recommended, and keep the camera locked in one particular zone. EDIT: Good on you for finding a solution, Blitz.
  6. Nothing's stopping you. There isn't a rule against posting your build. (Just don't act surprised if people trying to help grow a bit weary of the downloads)
  7. It's psuedo-code, not actual code. You're supposed to write your own code using the same logic. (You're probably using var literally; var is just for temporary variables, they go out of scope at the end of the code block)
  8. Just a repository for all of my fangaming ideas. They will probably go into an actual fangame at some point. Maybe. (3/8/2014) Character physics and ability test.
  9. Basic pseudo code: var collision; var last_collision; on begin step event: last_collision = collision; collision = false; on collision event: collision = true; if collision and not last_collision just collided; perform stuff on end step event: if not collision and last_collision stopped colliding; perform stuff
  10. Are you attempting to open it as an editable, or are you importing it? A .gmz file has to be imported as it is compressed for the purpose of easier distribution. Once imported, it will decompress all of its contents to a folder where you can edit the project files like any other you'd make in Game Maker : Studio.
  11. Currently, there is no implementation for calculating the angle of non-standard terrain automatically. You will either have to construct the tube out of standard masks, or wait until I've implemented a method in a new build. (If you choose the former, you have options. You can create a child of NonSolid with a reaction_script that puts the player into player_state_rolling by force, and place it at either end of the tube. You will then need to prevent the player from jumping out of the state somehow or uncurling from moving too slowly. Alternatively, you can make your tube object a child of objPath with a custom reaction_script that sets the player to a path matching your zoom tube; you'd also set the player to a new state based on player_state_path, where you'd handle acceleration and going backwards, and in the End of Path event, you'd put the player into player_state_rolling at a speed relative to the path_xspeed and path_yspeed.)
  12. Yes, but a it's a bit different than usual. I'll leave it at that to pique your interest.
  13. I will meet you on Skype, Lange. (tameraeron) Some of the structure is the same, some of it is different. An example is that animation is not external files, but are instead setup with timelines.
  14. I wouldn't want you to switch over right away - Edge of Darkness needs to be finished sometime, right? It's more complex than DASH, but has some of the same features.
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