StealthyMC Posted June 22, 2014 Report Share Posted June 22, 2014 Taking a little break from Edge of Darkness, I decided to try and recreate Emerald Hill Act 1 in the Studio engine. I learned that I could just stretch out the terrain masks instead of making new ones. It's working out pretty well, actually. Perhaps this could be used as an example level in Aero's future builds of this engine, if the level is good enough. After SAGE I'll probably complete the rest of it and post it on here and Youtube. Link to comment Share on other sites More sharing options...
OverbounD Posted June 22, 2014 Report Share Posted June 22, 2014 Just be careful not to stretch them too far. Otherwise the enlarged pixels will make the player hop up and down. Link to comment Share on other sites More sharing options...
StealthyMC Posted June 22, 2014 Report Share Posted June 22, 2014 Just be careful not to stretch them too far. Otherwise the enlarged pixels will make the player hop up and down. I started noticing when I first messed with the terrain masks. So far, the player travels along the ground smoothly. Link to comment Share on other sites More sharing options...
OverbounD Posted June 22, 2014 Report Share Posted June 22, 2014 The trick is to use more trangles the steeper the slope Link to comment Share on other sites More sharing options...
StealthyMC Posted June 22, 2014 Report Share Posted June 22, 2014 The trick is to use more trangles the steeper the slope I'll be sure to keep that in mind, thanks. Link to comment Share on other sites More sharing options...
VectorSatyr Posted June 22, 2014 Author Report Share Posted June 22, 2014 level_goto_next() can send the player to the next level on demand, but does anyone know how to do the same for a specific level? Like, for a level select or to reset to the beginning without resetting stored data... 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); 1 Link to comment Share on other sites More sharing options...
Riseodvi Posted June 22, 2014 Report Share Posted June 22, 2014 (edited) 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); Awesome, works like a charm! Edited June 22, 2014 by Riseodvi Link to comment Share on other sites More sharing options...
WreckingPrograms Posted June 24, 2014 Report Share Posted June 24, 2014 So from what I've seen, this is about the most useful Studio engine, so good job! I'm not using pre-made engines myself, but if I did, I'd definitely use this! Link to comment Share on other sites More sharing options...
VectorSatyr Posted August 10, 2014 Author Report Share Posted August 10, 2014 (edited) New version now available! Here's a changelog: (it is also included with the editable) GENERAL NOTES New control scheme for global game functionality: Alt + F4: force-quit. F3: Double window size. F4: Fullscreen. F5: Scanlines. "C" key: Free-roaming state. (Debug mode only) Made various adjustments to code complexity too numerous to list. Added inline documentation to almost all scripts. objPath and objExampleQuicksand are now depreciated. (See "Rooms\Zones\Examples" for new examples) Added proper Sonic 2 Title Card and Sonic 1 drown popup. (See "Objects\Scene\Overlays") "Perfect Bonus" now added to objScoreCard. Music queuing and playback is now handled by objMusic. (See "Objects\Game") Direct playback overriding the priority queue is possible. (music_play) Music overlays (eg. 1up music) now have their own playback function. (music_play_overlay) Global sound effect volume can be adjusted. (audio_set_volume_sound) Basic loading and saving functionality is available. (See "Scripts/Game/File") On failure, the input_check* functions now return -1, not 0. Can now "pause" the game from anywhere. (game_set_active) Can travel directly to a specific scene as long as you know its scene index number. (scene_goto) in_view now accepts a second argument for adjusting the offset of the view boundary. The transition_* scripts were merged into transition_to. (See "Scripts/Scene/Overlays/Transitions") Player bounding box size is now determined at character selection. (player_change_character) State and state change scripts were merged together; state changes are now accessed by calling the corresponding state script using a negative number as an argument (usually -1; some special cases use lower numbers, such as jumping) Listener position now updated in objZone instead of objPlayer. DASH-style angle detection implemented for those wanting to construct custom masks. (See "Objects\Scene\Zone Objects\Parents\Collider") objBridge code reworked to be one single platform instead of several smaller ones. objSignPost must be deliberately touched now; simply passing its x-position is no longer enough. objWater is now a customizable object that can be stretched to "fill" specific areas. (See "Rooms\Zones\Examples" for example usage) Water-running can be disabled per-instance of objWater. objConveyorBelt created in response to confusion around objExampleMovingPlatformH. The later no longer works like a conveyor belt. objExampleCorkscrew now available. (See "Objects\Scene\Zone Objects\Specific\Examples") RESOURCE CHANGES SPRITES New: sprTitleCardBorder (in "Scene\Overlays\Title Card") New: sprTitleCardGame (in "Scene\Overlays\Title Card") New: sprDrownPopup (in "Scene\Overlays") New: sprWaterMask (in "Scene\Zone Objects\General\Water") New: sprKnucklesFlipReverse (in "Scene\Zone Objects\Player\Characters\Knuckles") New: sprSonicFlipReverse (in "Scene\Zone Objects\Player\Characters\Sonic") New: sprTailsFlipReverse (in "Scene\Zone Objects\Player\Characters\Tails") New: sprRhinobotDust (in "Scene\Zone Objects\Specific\Enemies\Rhinobot") New: sprExampleConveyorBelt (in "Scene\Zone Objects\Specific\Examples") New: sprExampleCorkscrew (in "Scene\Zone Objects\Specific\Examples") Removed: sprExampleBreakableDebris Removed: sprExampleQuicksand Removed: sprPath Edited: sprExampleEnemy renamed sprRhinobot SOUNDS Edited: bgmClear, bgmDrowning, bgmGameOver changed into .wav files. Edited: bgmTest renamed bgmZoneEH BACKGROUNDS New: backScanlines (in "Game") SCRIPTS New: audio_set_volume_sound (in "Game\Audio") New: music_play (in "Game\Audio") New: music_play_overlay (in "Game\Audio") New: load_controls (in "Game\File") New: load_settings (in "Game\File") New: save_controls (in "Game\File") New: save_settings (in "Game\File") New: scene_goto (in "Game\Program") New: game_set_active (in "Game\Program") New: collision_box_vertical (in "Scene\Genera\Collision") New: transition_to (in "Scene\Overlays\Transitions") New: player_reaction_corkscrew (in "Scene\Player\Physics\Reactions\Specific") New: player_reaction_sign_post (in "Scene\Player\Physics\Reactions") New: player_reaction_water (in "Scene\Player\Physics\Reactions") New: player_get_surface_angle (in "Scene\Player\Physics\Rotation") New: player_get_surface_angle_air (in "Scene\Player\Physics\Rotation") New: player_set_wall (in "Scene\Player\Physics\Update") New: player_is_slipping (in "Scene\Player\State\Functions") New: player_is_debugging (in "Scene\Player\State\Specific") Removed: transition_fade Removed: transition_titlecard Removed: player_landing Removed: player_is_slide_standing Edited: audio_clear_priority renamed music_delete Edited: audio_play_priority renamed music_play_priority Edited: audio_set_priority renamed music_add Edited: level_goto_next renamed scene_goto_next Edited: angle_distance renamed distance_to_angle Edited: player_collision_ceiling renamed player_get_collision_ceiling Edited: player_collision_floor renamed player_get_collision_floor Edited: player_collision_object renamed player_get_collision_soft Edited: player_collision_wall renamed player_get_collision_wall Edited: player_movement_air renamed player_move_air Edited: player_movement_ground renamed player_move_floor Edited: player_update_ramp renamed player_can_launch Edited: player_get_terrain_angle renamed player_get_angle Edited: player_wall_eject renamed player_get_wall_offset Edited: player_get_reaction renamed player_react Edited: player_update_cliff renamed player_set_cliff_facing Edited: player_get_terrain renamed player_set_floor Edited: player_get_terrain_list renamed player_set_local_list Edited: player_floor_transfer renamed player_set_mask_rotation Edited: player_slope_factor renamed player_set_slope_friction Edited: all player_state_* and player_is_* scripts were merged together; see general notes Edited: player_state_standby renamed player_is_waiting TIME LINES New: animKnucklesCorkscrew (in "Zone Objects\Player\Characters\Knuckles") New: animSonicCorkscrew (in "Zone Objects\Player\Characters\Sonic") New: animTailsCorkscrew (in "Zone Objects\Player\Characters\Tails") New: animShieldLightning (in "Zone Objects\Player\Effects") Removed: animShieldLightningFront Removed: animShieldLightningBack OBJECTS New: objMusic (in "Game") New: objSceneObject (in "Scene") New: objDrownPopup (in "Scene\Overlays") New: objCurveConcaveAuto (in "Scene\Zone Objects\General\Terrain Masks\Experimental") New: objExampleConveyorBelt (in "Scene\Zone Objects\Specific\Examples\Moving Platforms") Removed: objInputDummy Removed: objCapsuleSwitch Removed: objPath Removed: objExampleQuicksand Edited: objProgram renamed to objGame Edited: objTitlecard renamed objTitleCard Edited: objScorecard renamed objScoreCard Edited: objLevel renamed objZone Edited: objField renamed objTrigger Edited: objNonSolid renamed objColliderSoft Edited: objSolid renamed objColliderHard Edited: objSceneObject renamed objZoneObject Edited: objExampleEnemy renamed objRhinobot Edited: objExampleBackground1 renamed objExampleBack1 Edited: objExampleBackground2 renamed objExampleBack2 ROOMS New: zoneTest3 Edited: startup renamed roomStart Edited: test_level renamed zoneTest Edited: test_level_2 renamed zoneTest2 Edited August 10, 2014 by VectorSatyr 2 Link to comment Share on other sites More sharing options...
Recommended Posts