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SoaH City Message Board

Floofy

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Everything posted by Floofy

  1. I'm adding on to Blazefire's 06 engine which is based off of worlds. I've tried fiddling around with global values but nothing seems to be working... at all... Here's the MFA What am I doing wrong?
  2. I'm sorry, I just checked SW delta 1.2b and the timer still resets... The score is consistent, yet the time is not. am I missing a plugin?
  3. I'm sure somebody's got this down to a science and has 50+ examples, The only thing I need to finish my engine is a timer, not just a counter that goes up, I already have that. The problem is when I die and respawn at my checkpoint, the timer is back to zero. this presents a problem as a competent player could simply die after touching the checkpoint nearest to the goal, and rack up a huge time bonus. Any examples/explanations would finish this engine.
  4. I feel like all I ever do around here is ask for help without ever contributing anything... I can do springs and checkpoints, and destructible objects and physics, but 3d water is just confusing and I haven't seen a good example in MMF2... Would anyone care to enlighten me on 3D water, such as that in Hydrocity?
  5. I need some hanging bars, but i don't know how to make them... i've already checked the base one that comes with sonic worlds, but when i collide with the sensor, it puts me into my rolling animation.
  6. I ported Azu's Water Run over to my engine, and everything works great! except for the animation, sonic is always locked in the falling animation, and when i set it to play his running animation, he's always locked in the first frame. any suggestions? [Edit] Resolved
  7. i got it resolved, thanks tho. :]
  8. I was looking at the code for shields, but all i can see programmed is the code to destroy the box, add score, and bounce sonic off of it. How do shields work?
  9. Geez, you guys are fast to respond. Thanks.
  10. sorry for two help topics in the same day. I was wondering how to slow movement when underwater, i would use the normal worlds version, but it doesn't seem to agree with my homing attack... any advice?
  11. I was wondering if there was a way to limit a sample to play only once. i have something like this when "object" is visible Play sample "sample" i've already tried using the loop thing, and setting it to play only once. but whenever my object becomes visible it keeps playing, like every 0.5 seconds the sound plays and layers over the other ones playing already. any suggestions?
  12. Sorry for double posting... but demo 11 is now up. i've redone the backgrounds to utilize parallax scrolling, and they're fully animated now. well, sonic's at least. shadow's is just the night sky.
  13. actually i found a much better way to convert files to ogg. It's called free audio converter from DVDsoft. it's free, so i'd recommend you use that.
  14. i put a new version out with an improved south island and no cutscene
  15. actually it's a cutscene i need to find a way to make those take up less space.
  16. thanks, i really enjoy feedback like this, specific and to the point, rather than "welllll, that looks good enough..." i'll be working on that then.
  17. this game is gonna be huge (provided i finish it)
  18. You and I both You found Big? Usually people don't find him that fast.
  19. Sorry. Screenshots are now up.
  20. Me and my team have been working on sonic infinite for about 2 weeks now, and i just wanted to put it out there. as you can tell, it's obviously not done. The screenshots are from a previous version, the current build looks MUCH better. 2/2/11 Build 11 is up! http://www.wix.com/supersonic196/supersonic196
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