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DarkchaoX10

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About DarkchaoX10

  • Birthday 12/01/1996

Profile Information

  • Gender
    Male
  • Location
    Germany
  • Interests
    Spriting,Programming,Drawing.
  • Fan Gaming Specialty
    The making of Menus and Sprites.
  • Current Project
    Sonic Reborn

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  1. Most of you told me about giving the levels more Paths and etc,well i just started to work on the revamped Seaside Valley Act 1 and this is how the design looks currently: (no objects in the level yet,underground path will have spikes and bridges) Click on those links to see it! http://4.ii.gl/h5wLl1mNG.png http://4.ii.gl/hwnPyaEy9.png http://4.ii.gl/4tLOKudrW.png
  2. It's been a while since i last posted here Anyways,i'm currently working on remaking Seaside Valley Zone and completly change it's Stage Design : ) (I will keep the Demo 1 boss though...)
  3. I didn't continued making the next zones. I'm recoding some of the engines stuff,like the player physics and I'm working on making some new sprites for both the player and the upcoming zones. The next demo will properly come in a few months.
  4. I will keep the design of the Hud and the Rings/Time/Score part. About the wisp box...I could remove it and instead add a little Icon of the current collected wisp power up to the life icon... whatcha think?
  5. Final Version of the hud ^^ (The Life icon will be changed trough later.)
  6. Some little Drawings of the Wisp Designs in Reborn: The new design for the Spike Wisp (Zone 1) The Design for the Bubble Wisp in (Zone 2)
  7. A Spriter from my team is working on a new hud,watcha think? Its a wip: (ignore that the hud stuff is behind the hud sprite.)
  8. A friend helped me and it seems that i got it to work now thats the new code: // deacceleration on slopes. if (action == action_rolling){ if ((relative_angle < 180 && sign(x_speed) == 1) || (relative_angle > 180 && sign(x_speed) == -1)){ // the character is going up a slope... x_speed -= sin(degtorad(relative_angle))*roll_decc_factor_up; }else{ // the character is going down a slope x_speed -= sin(degtorad(relative_angle))*roll_decc_factor_down; } }else if(ground == true && relative_angle > 35 && relative_angle < 335){ x_speed -= sin(degtorad(relative_angle)) * slope_decc_factor; }
  9. It seems to be a problem with the whole action/movement code. I added the above and removed the other rolling codes,but sonic is keeping getting faster when walking on Slopes and Loops... Heres the Whole Step Action/Movement script if you like to see it: Also,your code only would work like this for me: if (x_speed < 0) { if (key_right) x_speed = min(0, x_speed+roll_decc_strong); else x_speed = min(0, x_speed+roll_decc); } else if (x_speed > 0) { if (key_left) x_speed = max(0, x_speed-roll_decc_strong); else x_speed = max(0, x_speed-roll_decc); } // Deceleration based on angle if ( ((x_speed > 0.0) && (relative_angle < 180)) || ((x_speed < 0.0) && (relative_angle > 180))) x_speed -= global.SinTable[relative_angle]*roll_decc_factor_up; if ( ((x_speed < 0.0) && (relative_angle < 180)) || ((x_speed > 0.0) && (relative_angle > 180))) x_speed -= global.SinTable[relative_angle]*roll_decc_factor_down; // If player isn't on ground anymore, or pressed, switch to jump. if (!ground) { action = action_jumping; } else if (key_action_pressed) { action = action_jumping; shield_usable = 1; } // If player definitely stopped, just change to normal. else if (x_speed == 0.0) { action = action_normal; shield_usable = 1; }
  10. SuperBlitz,those are the Rolling codes: Also,whats wrong with the jumping? some of you said that it isnt that good,i dont see a reason why...
  11. I know the current physics sucks,so could you guys maybe help me out just a little bit? those are the current values i have for most of Sonic's physics. slope_decc_factor = 0.14; // slope deacceleration factor crouch_down_timer = 0; // timer with stores how much time the char. is crouched roll_decc_strong = 0.07; // deaccelerate while pressing the oppsite direction roll_decc = 0.03; // deacceleration value while rolling roll_decc_light = 0.02; // deaccelerate while pressing towards the same direction roll_decc_factor_up = 0.05; // slope deacceleration factor while rolling and going up roll_decc_factor_down = 0.20; // slope deacceleration factor while rolling and going down spindash_accumulator = 4; // spindash amount accumulator spindash_min_acc = 8; // spindash minium accumulator value spindash_max_acc = 16; // spindash maxium accumulator value y_speed = 0; // y speed max_y_speed = 12; // max y speed (only affects when going down) y_acceleration = 0.2; // y acceleration / gravity conversion_factor = 0.8; // speed conversion factor when landed on the ground jump_strenght =-6.60; // the jump strenght skid_decc = 0.23; // deacceleration value while skidding top_x_speed = 8; // top x speed when running on flat ground max_x_speed = 12; // max x speed x_acceleration = 0.046875; // acceleration / deacceleration slope_decc_factor = 0.14; // slope deacceleration factor slide_jump_force_x = 4.2; slide_jump_force_y = -6;
  12. So i quite need some help with my fangame,i cant of course do everything alone. What i'm looking for is someone that is good in spriting so the game will not just reuse original art. And im looking for some new Music Composers that are good in making Genesis Like tracks. Most of the people in my current team have they own projects or stuff to do,so they mostly dont have the time for that,so it would be quite nice to have some new team members that i can ask. If you want to help,leave a post!
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