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justin123

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Everything posted by justin123

  1. Yeah I was getting wierd pitches too, but I used audacity to correct them. I think I changed the frequency to 55000hz, I don't quite remember, but they came out ok.
  2. You can download the ps2 version of the game and use psound to get the sounds of the .adx file. I did this before, but I don't have the the sounds anymore. Plus there were thousands of sounds in there, most of them were the same set of sounds over and over again and I went through all of 'em. It doesn't have all of the voice sounds from the ps3 and xbox 360 version though. no "Feelin' good" sound
  3. if keyboard_check(vk_space){hsp+=10;} This will work
  4. That pretty easy. In my game I did this in the step event: max_x_speed=24*abs(joystick_xpos(1));
  5. try this: Begin Step: global.gamepad_button=input function; too lazy to look it up global.gamepad_button_pressed=0; global.gamepad_button_released=0; if global.gamepad_button { if global.gamepad_button_pressed{global.gamepad_button_pressed=0 button_not_active=1}; } else { global.gamepad_button_pressed=0; button_not_active=0; } if global.gamepad_button_pressed && !gamepad_button {global.gamepad_button_released=true;} EDIT: if your using gm7+, download tahnok's "gamepad extended" extention. It has the functions you need.
  6. I recommend that you learn GML first before you try to make a game.
  7. try deleting the old sound, save the game, add the new sound with same name as the old one and see what you get. Try that on one sound first to see if that works.
  8. to change built in sounds effects just open the desired sound you want to change and click on "load sound". background music is as easy as: sound_loop( sound index ); put that in room creation code. Then in a "Room End" event add: sound_stop_all();
  9. You have the lite edition, so you must buy GM Pro to use that function.
  10. draw a rectangle that fills the view port and increase or decrease its alpha in each step Create: alpha=0; for fade out. alpha=1; for fade in. Step: alpha+=0.1; for fade out. alpha-=0.1; for fade in, make sure alpha is set to 1 in create event. Draw: draw_set_alpha(alpha); draw_rectangle(view_xview[view_current],view_yview[view_current],view_xview[view_current]+view_wview[view_current],view_yview[view_current]+view_hview[view_current],0); draw_set_alpha(1); Don't forget to set the depth of the object thats drawing the fade effect higher than everything else (like 10000 or something). And there's your fade effect. ~Justin123
  11. do I find the angle distance every frame and then move sonic at a constant rate?
  12. I don't need sonic to go in the opposite direction, i'm just trying to figure out how to make him curve into his target.
  13. I'm trying to make a homing attack that looks like the one from Sonic Adventure 2, but I need help to figure out how to change the angle based on the distance from Sonic to the target. Lets say the distance from the target is 200 pixels and the target is ahead of Sonic. How do I make the angle go from 180 to 0 as sonic comes in contact with the target?
  14. That pretty close to what I'm trying to get. How can I make the links hang like a rope?
  15. I just want each of the links to hang between the 2 point instead being straight.
  16. All really need to do is find a way to add gravity to each of the links
  17. This script makes links to form a chain. It makes the chain move in straight lines. I need help making it curve starting at link[0] to link[8]. here's the script: for (i=0;i<=8;i+=1) { angle=point_direction(x,y,link[8].x,link[8].y); link.distance=point_distance(x,y,link[8].x,link[8].y)/8*i; link.x=x+cos(degtorad(angle))*(i+link.distance); link.y=y-sin(degtorad(angle))*(i+link.distance); link[8].x=mouse_x link[8].y=mouse_y } Thanks, Justin123
  18. how should I go about coding that wall run gimmick from the first level of Sonic Advance? I tried using a path, but I couldn't get the player to move. Here's a pic if u don't remember: gimmick.bmp
  19. Looks ok. I can't wait to see your cutscenes. You're the master of animation around here.
  20. I making boss using the Eggman Hammer thing from sonic advance 3, but I need help with the chains. As the hammer raises to fall, the chains should come out the center base object. Its coordinates are stored in centerX and centerY. I'm also having problems with moving the boss object back to the starting place after attacking. It starts at the coordinates stored in centerX and centerY. I trying to get the chains to pull it back into place, but I have no clue on how to code this part. I hope I explained well enough. Help will be appreciated.
  21. This engine is great. It needs some more work though. I noticed that is takes so long for sonic to slow down to go towards the opposite direction. But maybe thats because I'm so used to my engine. Add so more running animations and add gravity to the boxes so they won't just float in the air. Homing attack could be useful.
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