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sonikku x

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Everything posted by sonikku x

  1. Ok, here's how to quickly extract a sprite. You will need: -Adobe Air and ShoeBox -Lunapic Website to make your background transparent -Spritesheet you want converted Step 1. You want to clean your sprite sheet first from anything like borders, author graphics, mixed colors. I use paint as it's simple, easy, and I'm familiar with it. Step 2. With Lunapic open, click on Browse under Edit a Pic, then select your Sprite Sheet. Step 3. Click on Edit, then Transparent. It will bring up Make image background transparent. All you got to do is simply select the background color, and then go down the page and click Save on your computer Step 4. Install Adobe Air, then install ShoeBox Step 5. Open ShoeBox. Navigate to your folder where the converted image is and click and drag to Extract Sprites. Step 6. You can go to the settings if you want to improve the sprite extracting. Borderline option improves it. You can click on each sprite and rename it, though don't press enter and click out when you are done. Simply click on Save and that will save all individual images in the same folder. Alternative programs to use is Alfred Sprite Converter, though I prefer ShoeBox as it has additional features, and looks better.
  2. Sorry, I was answering Dimension's question Dimension Winkie said: I don't suppose you could throw in a picture explaining what you want? So I answered 'The Sonic the Hedgehog (Sega Genesis) Level: Green Hill Zone Parallax Sea Style' The advice you gave was good, It works, but it's not the position I want it to be. I'll make a video, post the link and then you can see what I am doing right/wrong.
  3. Sonic World Delta 1.3 I just wonder how the game creators of Sonic Nexus made their Parallax because they probably built-off Sonic Worlds 0.5 If there's no answer, then I think I got an idea of how to implement the scrolling clouds, probably something to do with offsets, switch to left thing. There's tutorials here, so I'll follow them. So fun figuring things out though.
  4. So how do I do it with an image strip? What I did was replace the block with the image, selecting as 'center' instead of 'pattern' and it doesn't stick to the side of the screen. I try to mess with the alternative values F and G, and then resizing the image to go over the little corner square. I just want it to scroll using a background box or similar that can make up using the engine, not anything external like a .mfa, as long as it's an official one within the latest Sonic Worlds Engine blah blah blah. Been following this guide here: https://sites.google.com/site/sonicworldsguide/act-2 and it's not a good example since I tried using it, and it skips when moving forward. Probably meant for the earlier versions. So, simplifying it in PLAIN ENGLISH to the point Clouds: I want the image to automatically scroll, to not move when the player moves, and adjust 2 more with different speeds. Sea: Putting each strip to move without it hicking up to the beginning point, just like Green Hill Zone. Seriously, there needs to be a Google Doc to document Sonic World's features, editable only to SFGHQ members and moderated by the creators of Sonic Worlds. Up to them, there engine is just amazing just how it plays like a Sonic game with events and all that complex stuff.
  5. Once again, posting here just so that I can view my recent viewed threads. Probably is a feature here, but I can't be bothered.
  6. Just posting to subscribe to threads I'll look into later so I know which ones to read.
  7. Ok, It's been a long while. I have did it now as I've sadly lost the main file of my work Oh well, what I did is fresh to me so it's all good. This is the steps I have taken: 1st, that link on the second post, download it. 2nd, copy the milliseconds and the time, and paste it to Sonic Worlds. 3rd, copy the code inside of the file, and paste it in SW at the bottom. 4th, refer to my picture, on 'milliseconds', Set Counter to Floor(GameTimer( "Master_Level" )/10) mod 100. That's how I did it.
  8. I want someone to give me a way to be able to make Sonic's hanging animation appear when the sensor has hit the edge. Now I don't know how I could get Multimedia Fusion 2 to detect a corner, but if I need to do the angle thing, then I must edit the code sensor to make the hanging animation on the edge of the slopes. Update: So yeah, searching for 'hanging' in search gave me information about states and how they are used for special moves: http://www.sonicfangameshq.com/forum/showthread.php?t=7518&highlight=hanging So basically, I need to get the edge sensor to detect the edge by putting in states, an action then put in the animation. *Collision of (sensor being checked) = 1 I'll try to figure this one out when I get time.
  9. I cannot go pass the title screen, and when I run the actual level, I cannot move Sonic in Worlds 1.3.2. It's actually because I didn't put any input in the controller frame when I started it, and therefore I had to delete the data folder and paste it with the original to fix it. My mistake.
  10. Just a nit-pick. Why isn't there any balancing animation or code when Sonic's sensor is at the edge? You guys did a great job, and I should be thankful. But, hmm I'd expect that to be here. Shouldn't be too hard for me to figure out. Thanks for the engine update guys!
  11. I used the Ultimate Megadrive Soundfont by RecFreeMedia They have ripped instruments from Sonic 1,2,3 like the drums, the piano, trumpet, strings, basically most Sonic Instruments. All ripped from the rom, recorded etc. RecFreeMedia can tell you how he did it. I didn't create the midi myself though. There's VOPM which is more accurate, and there's a opm pack ripped from Sega Genesis games so you can use the instruments.
  12. YM-2612 Midi Rendition of The Trammps - Disco Inferno. Credit to the original author. Made using the Ultimate Megadrive Soundfont by The Eighth Bit. I have since obtained sound fonts from the highly talented dissident93 (He has downloads for other Sega Genesis sound fonts) http://kiwi6.com/file/psrwbmgrb0
  13. Do you use Sonic Worlds for this game? I really hate making games with MMF2, but at the same time I'm not someone who has enough interest to learn C+ to make a game.
  14. Hello fellow SFGHQ game-makers and programmers alike. I don't know how to make a spindash change animations based on the input key pressing. An example is in Sonic Advance, when you press the 'A' button fast, you will see the character revving up faster. Also, please tell me how to send rep so I can give you some. Thank You.
  15. o.0 *Scratches Head* Thank you So how do I record the amount of time passed in frames? Also, how to have an invisible counter increase by 1? Edit: Well, this is my result: It in action: Rep+ is coming to you Strife and LH soon though I don't know how to give rep :/
  16. It's pretty complicated. I tried that, but I'm figuring it out still by experimenting what changes do what. Thanks for the link though.
  17. Hi, I am trying to turn the current, three digit (0:00) time into a (00:00:00) type clock like Sonic Advance. Here's an example of the clock to illustrate the idea: Just wondering if you guys can help me out on this one so I can also learn about the clock system.
  18. I looked, and there's no mention of names. The credit part is blank Hey, I feel guilty editing an engine and making a fan-game without credit. After all, you guys make it for the community, so the least people can do is credit
  19. I am using Sonic Worlds 1.2c and it doesn't have any credits. I tried downloading earlier versions to see if they have like the special thanks to *usernames*, but no luck. If anyone has the list of credits, can you please give me some. I will give you a rep for the effort. Thanks
  20. Wow this looks awesome! Sonic Advance: Worlds has a nice ring to it... Although I tried to make one, your's is better. If you need any sprite rips, just ask me and I can give you some accurate frames for sonic, tails or whatever you need
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