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Showing content with the highest reputation on 11/24/2010 in all areas

  1. Thank you, I will release a demo soon, I am doing a few bugfixes. Don't worry, I'll fix that.
    1 point
  2. I changed the acceleration because according to Sonic Retro's Physics Guide, Sonic is supposed to accelerate at 0.046875, but however, Damizean and RogueYoshi made it 0.04768 in the X-Mas engine. I don't know why, though it might have been possible that because Game Maker isn't perfect, using a different value somehow made it more accurate to the Genesis games. I'm no expert, but Damizean and RogueYoshi are, and because of that, future releases will have the acceleration changed back, even though it contradicts Sonic Retro's Physics Guide. And I've never encountered that ball glitch you mentioned. And to add animations, first you add a new sprite, then go to Scripts -> Global Objects -> Player -> Animations -> scrPlayerAnimationsLoadSonic (or Tails or Knuckles). Open it up, scroll to the very bottom, and place this: ds_grid_set(global.AnimationsSonic, 24, consAnimationsName, '[B]OMGLOLOLOL[/B]'); ds_grid_set(global.AnimationsSonic, 24, consAnimationsLoopbackTimes, 0); ds_grid_set(global.AnimationsSonic, 24, consAnimationsLoopbackFrame, 0); ds_grid_set(global.AnimationsSonic, 24, consAnimationsLoopbackAnimation, '(None)'); ds_grid_set(global.AnimationsSonic, 24, consAnimationsSubAnimation, '(None)'); ds_grid_set(global.AnimationsSonic, 24, consAnimationsSprite, [B]I LIKE PUDDING[/B]); ds_grid_set(global.AnimationsSonic, 24, consAnimationsFrameList, ds_list_create()); ds_grid_set(global.AnimationsSonic, 24, consAnimationsFrameSpeedList, ds_list_create());[/CODE] For every time it says, "24", change it to "25" or the next number of animations (for instance, if you already inserted a 25th animation, then the next one would be 26). Then change "OMGLOLOLOL" to the name of your animation, for now, let's call it 'omglololol'. Then change, "I LIKE PUDDING" to the name of the sprite you inserted. (Depending on the character animation, change AnimationsSonic to AnimationsTails or AnimationsKnuckles) Next, place this at the bottom: [CODE] ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 0); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10);[/CODE] Again, change 24 to whatever animation number that comes next, and copy and paste that over and over again until it matches the same amount of frames the new animation has. For every time you paste it again, you have to change the frame number to the correct order (right next to where it says consAnimationsFrameList), that means change 0 to 1, and 0 to 2, and so on. For example: [CODE] ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 0); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 1); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 2); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 3); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 4); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 5); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 6); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 7); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10);[/CODE] After that, open up scrPlayerAnimationHandleSonic (or Tails or Knuckles) and then it's pretty much self-explanatory what to do there. That's the best way I can explain it. I know, I suck at explaining these things.
    1 point
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