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Showing content with the highest reputation on 10/29/2010 in all areas

  1. 3D Sonic Fangame developed in the Blender Game Engine Overbound said not to be afraid of posting a topic, even if I don't have a great amount of content to show. I didn't want to post anything until I at least had something decently playable I could share, but I've been losing my motivation to work on the game, and I figured posting a topic on here about it would help get me motivated to keep working on it. So, here it is About This is certainly no ambitious project. In fact, this fangame only started out as a small project for school that I wanted to continue working on into the summer, to see what came out of it. My goals/plans for this game are simple: I wanted to create a sonic game with large worlds that could be explored, but with clearly identifiable paths through the levels. As well, I wanted to aim for a nice aesthetic look no matter where in the game you were, keeping in mind times where it obviously can't be help (lack of skill, player is staring at the wall, yada yada). I also wanted, and obligatorily of course, 2.5D sections in amidst all the 3D fun. Why not, after all =P Oh, and I don't feel any reason to ever keep any development in the game a secret. I feel keeping anything about it under covers gives the impression that I assume people will be hyped by the promise of progress and eventual content release, and I don't want that at all; I'd almost consider it pretentious, on my part. I'm just a guy with mediocre skills making a mediocre game, and there's no reason to act like it's anything else. Furthermore, I plan to make every bit of this game "open". Every part of this project will be made available to anyone, including any and all of the game's resources. Once they're decent, of course. ^^ Screenshots Some screenshots may be more dated than others, showing slight inconsistencies here and there. Concept Art Sometimes, as a way to help illustrate an idea I want to implement, create, or use, I draw it out on paper (and edit it a bit in Gimp) to make it easier for me to do once I get to it in game, as I have a reference to base the work off of. Here's everything I've come up with for that very purpose. Please, excuse my poor drawing ability~ Music Any music I've written for the project. If I ever create any sound effects of my own, I'll put them here as well. Zone 1 Act 1 Downloads 6.14.10 build 10.24.10 build -------------------- Well, thanks for checking out my game! I'm always looking for critiques on everything, anything that can help me improve my skills as a 3D modeler, a music developer, a graphic designer, and ultimately, a sonic fangamer. Even if you don't have any to provide, a nice little comment is always motivating ^^
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  2. Thank you for the comments, people! I must say that some pics in my previous posts must be reworked, cause at the moment I think I can do it better. Yeah, I already did.
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  3. From the current ME documentation: Explaining [ME]: [ME] Stands for Musical Engine. Programmed by LarkSS, it is an easy to learn and easy to use Music System. In this section, you'll learn all of the needed commands to implement when dealing with this system. =====FUNCTIONS===== play_music( ID, LOOP*, PRIORITY* ) ID = id value of a song LOOP = loop amount; 0 = infinite loop PRIORITY = higher values declare more important songs (won't be overwritten by lower priority) * Fields are optional and default to 0 if unspecified reset_music( ID ) ID = id value of a song stop_music( ID* ) ID = id value of a song * If no ID value is input ( e.g. you call "stop_music()" ), ALL music will be stopped unqueue_music() fadein_music() fadeout_music( TIME ) TIME = amount of time in milliseconds for the song to fade out from its current volume level lock_music() unlock_music() =====INFO===== play_music() This function allows you to play a song. The song you tell it to play will always play over the song that is currently playing, but if a song IS playing that the new one goes over top of, IT IS NOT LOST! The old song is added to a queue ( a queue is like a waiting line; think of the supermarket! ), and when the new song is done playing, the old one will automatically resume where it left off. The third argument allows you to give a song more priority over another, so that specific tracks will not get interrupted by not-as-important music. reset_music() You may not use this as much, but it's nice to have. As the play_music() function automatically resumes a song where it left off when it can be played again, sometimes you actually WANT it to start AT THE BEGINNING. That's where this function comes in. It finds the song you told it to reset, whether it be currently playing or waiting in the queue, and sets the position for it to resume back to the beginning of the track. stop_music() Sometimes you need a song to stop instead of continuing after a song is finished, or maybe you want to stop the song that is currently playing. Well now you can using this function. It will seek out and stop any song you specify, whether it be currently playing or waiting in the queue. Also, if you do not specify any song to stop, it will stop ALL music. unqueue_music() This function takes no arguments, as it only performs one deed; upon its execution, it will disable the current music queue, which as a result will cause silence once the currently playing song finishes. Further documentation can be found within the Functions subgroup of the Music Engine's events.[/CODE] [b]I'll show an example of how level music is played in Delta:[/b] The song is loaded into cache first (notice the "5" in the loop name, that is the song ID). This is located in ME's Cache group. Then it is played using the play_music() function. To make it easier to read, the ID is stored in a global string (see how the string with the level name has a value of "5"). In order to combine the global string with the function string, I had to use separate pairs of quotes and plus signs to 'glue' everything together. Also, make sure to always add 1 to the xindex of the queue array when calling a function; EVERY function, even in the SAME event.
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