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mad.array

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About mad.array

  • Birthday 02/04/1985

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  1. Well, you may want to resize the sprites that are used as the sensors as well as repositioning them. If you are planning to use the speed/jump factors from the Worlds engine in your fangame then you may ned to upscale those as well though I'm not sure on that. Finally you might need to change the resolution of the fame window itself, which I believe is in the properties of the main project, though I'm not at my PC at the moment so again I'm not entirely certain. I'm sorry this post was filled with so mant maybes but I hope this has been some use to you.
  2. Thanks Damizean.Rep up. I've got Knuckles mostly working. I'm just having one small problem. when he runs off of a ramp, his angle doesn't change back to flat until he lands. I've tried switching through the other player skins and they all rotate back to 0 degrees rotation but the new one doesn't. I'm at a loss.
  3. Ohhhh, ok. Well that clears up that part of it. Thanks Rael!
  4. Hi guys. I've been trying to figure out how to add a new character into the Engines levels in an attempt to get a deeper understanding of the engine. Seeing as I'm here, you can figure out that I haven't been doing too well. I've got a sprite for Knuckles, a clone of Sonics information (topxspeed/maxxspeed etc) acting as Knuckles' stats at the moment and have changed the Character Value to 2 and added in the changes of animation for the frames I've put in but I've not been able to find out where the code for implementing the change happens. I know that if you press the 'r' key during a trial of the Worlds engine then you change from Sonic to Tails, but i've not been able to find the part of the code that makes one character invisible and the other visible. I'm thinking that I don't need to use the Global 'GameCharacter' value because the engine automatically changes the 'Character' value of PlayerMovementValues to the global value. I'm just looking for a guide on implementing him as a Sonic clone at the moment as I do want to feel like I've actually done something myself . This and any other assistance would be greatly appreciated. Also, can anyone give rep for answers cos I've not wanted to give any in case I get slapped by an admin?
  5. Thanks for the help and sensible amounts of skepticism everyone. =). @Appo: The theory is good. I may just change the yspeed condition to check whether ground = 1 as I do have the same grass effect on slopes, which would mean that y speed <> 0. Thanks for the idea ^^. And don't worry, I've had threads filled with much worse. @zenor: Would I be right in saying that because the sensors don't change layer then there won't be any of the clichéd 'falling thorugh the floor' issues? That's something I'd never thought of before. I may go with Appos idea due to the (apparent) ease of coding. thanks for the suggestion though, I'll keep it in mind. @Rael: Ah, that makes sense. I'd been looking at collisions instead of overlapping. Because you can't negate the collision condition I was having problems. I'll give that a shot as soon as I can. @DimensionWarped: Well, peculiar I take as a compliment. I guess I'll just have to live with the cheesy part which is a shame, because I hate cheese (the foodstuff, not the chao)
  6. Oh thanks for that. At the moment I'm just looking at theory, trying to implement some basics and then I'll have a go at something proper. Magnetised rings is something that every Sonic game with a lighning shield needs though, so cheers for that.
  7. Hi guys (and gals if applicable). I've recently started using the Worlds Engine and have been playing around with various things to try and figure out how to get a fangame going. I've got the Crabmeat to fire projectiles using a little bit of maths, have added a ring deduction to the super sonic state and implemented life ups for people who get to 100, 200 and 500 rings. There are a couple of things I was hoping someone would be able to help me with though. 1) I've been trying to implement a motobug badnik that travels up and down slopes as subtle as the minor dips and hills in GHZ. I've seen a decent working motobug in Blazes GHZ SAGE demo but I haven't been able to figure out how it's done. The sensor system confuddles me so I haven't attempted that yet. I did attempt to try and govern Y movement by checking if the motobug is colliding with a backdrop or platform object. The problem is this only covers travelling uphill as you can't negate the collision filter. Either way the uphill movement looks jerky when the badnik moves. 2) I've added all of the grass into the level_detail group, this works in making sonic run smoothly over it rather than bobbing and rotating over the terrain. I've also moved it to layer 5 as I liked seeing sonics trainers (sorry, sneakers) behind the rough grass. The problem with this is that when he jumps up to a platform, the grass remains in front of him and that obviously looks a little odd. If anybody could help me out with either of these issues it would be much appreciated. Thanks. (P.S. Sorry Appo, it looks like there are going to be two of us vying for the domination of the thread:tgrin: )
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