Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

MalcomX

Members
  • Posts

    56
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by MalcomX

  1. Hey I'm having minor issues with the background (parallax) system. I'm not too sure exactly how everything is working as I'm trying to put my own background in. I tried using the EHZ and GHZ background objects as reference but I am just puzzled as to what all the numbers are actually suppose to do in the draw events, and also the scrParallaxAddBG & scrDrawParallax. EDIT: I'm totally blind as you already explained this in the FAQ post. Ignore this post.
  2. Any tips on the camera system? I notice it locks perfectly in certain areas of Green Hill Zone like it did in the classics. I looked through the camera object but it's just a little confusing how things are working.
  3. I'm using version 1.4. Besides the sound issue, this engine is darn accurate, and I plan on putting it to good use soon. Would it be possible for you (or anyone that's got it to work) to upload the sound folder that you have so that the actual sound files could be downloaded and copied over. The sounds exist in game maker, it just can't find the correct sounds, so I guess re copying the files may solve this issue. Great job with this engine by the way.
  4. For some reason, the sound files aren't importing properly for me. All I'm getting are Window's Dings, and when I look in the sound folder, there are no audio files present.
  5. I am 100% sure you'll be able to use this to create your own Sonic game when the source is released. I really look forward to this engine, as it looks and plays fairly accurate to the originals. I'm currently using the Sonic Studio engine AreoGP created which is spot on, but the ONLY thing that's holding me back is the limited terrain you can use. Quick question though. I see you've implemented the Tails following AI very accurately, but would it be possible to have other characters follow each other, such as Sonic following Tails, or Sonic & Knuckles?
  6. I get where you're coming from but honestly I don't see the point of ever even having an option of turning it off. It's basically the main gimmick of the game.
  7. Not really Sonic related, but trying my luck at a 2d Mario game inspired by the 3d titles. Go easy on me... http://www.youtube.com/watch?v=wUYalzCBrMw
  8. I'm trying to add the zoom tubes from Sonic 1 and I'm having a bit of trouble with the terrain. I'm not fully understanding the "angled" and "curved" variables for anything with the parent of objSolid. I can't seem to get the player to react to the floor correctly. So I guess my question is, how do you get the player to react normally to an oddly shaped floor?
  9. Or the cheap way would be to just have the background and the floor moving while the view remains in one place to give the illusion that the level is moving. Then stop everything when the boss is defeated. Sonic's animation would always be set to running in this case until the boss is done.
  10. The level boundaries are there to prevent the player from going outside the room to the left (basically because there wouldn't be any point), and also to the right (unless you wanted an end level system like Sonic 1. So if you want to know what controls the level and view boundaries- Go into objController, and in the Create event, you'll see the following lines: global.camera_min_x = 0; global.camera_max_x = room_width-1; global.camera_min_y = view_yview-1; [/CODE] Those variables control the level boundaries. Also in objSignPost in the collision with objPlayer event, just take out where it says to set the boundaries just like stated above. If you want to remove the boundaries completely, then you'll have to go into each player object (i.e- objSonic, objTails, and objKnuckles), and go into the STEP event. Once there, locate the code block that says movement, and delete the following lines: [CODE]//----------------CAMERA----------------- // move the player back inside the room / view. if (x<(global.camera_min_x+16)) { x = global.camera_min_x+16; x_speed = 0; } if (x>(global.camera_max_x-16)) { x = global.camera_max_x-16; x_speed = 0; } if (global.YCamLock == true){ if (y>(global.camera_max_y-16)){ y = global.camera_max_y-16;} }[/CODE] ALSO, locate the code block that says ACTIONS/GAMEPLAY, and delete these lines also: [CODE]//----------------------CAMERA------------------------ if (x_speed > 0 && (player_collision_right(x,y,angle,maskBig) || x >= (global.camera_max_x-16))) x_speed = 0; if (x_speed < 0 && (player_collision_left(x,y,angle,maskBig) || x <= (global.camera_min_x+16))) x_speed = 0;[/CODE] That'll disable the level and view boundaries all together. I'm not too familiar with this concept. Maybe there are some tutorials around on the internet to help you better.
  11. Well, this is....different. That's kind of a good thing though, as I guess it makes your game stand out more. Also, (Super Ring Engine) Heh heh, I'm glad to see people using my engine.
  12. One of my first attempts at level mixing: Plz don't be too hard on me...
  13. Cool man. I made a full Kirby engine in MMF last year, but lost everything I had done in a computer upgrade (Stupid of me not to back up the file...), but I recently re-did it in Game Maker. I think you should keep going. Kirby is one of those characters who just doesn't have random fan games and engines laying around. And since you are a beginner to MMF, it'll be a good experience.
  14. Do you have any information about your game? It's gonna be next to impossible to find a partner without first having some sort of info. Also, I see you said you don't know much about making games. You should probably first decide what creation program is comfortable for you (i.e. Multimedia Fusion, Game Maker, Construct, etc.), and look up interactive tutorials on getting started (YouTube has plenty). Games require preparation, otherwise, they fall through the floor.
  15. I'm not sure if this feature's available in the Revival Engine itself, but I know that most engines built off of it have a feature where Sonic's animation speed is set based off how fast he's moving. As far as the rolling animation, you can either animate it yourself in the image editor, or use the image_angle function. After you've done that, and as for making it look a bit realistic, try something along the lines of this: animation_speed = 0.25+abs(x_speed)/10[/CODE] Whereas [b]animation_speed[/b] would be a variable you set to co-exist with [b]image_speed[/b], and [b]x_speed[/b] would be the horizontal movement.
  16. Well, there was that Silver Worlds Collide fan game. Looked pretty decent imo.
  17. The easy way to do this would be to have Sonic change into a different object all together. That way, this "Death" object won't interact at all with any of the ground or objects.
  18. Playing Call of Duty MW3. OH YEZ!!! Its actually better than I thought. Those graphics are effing awesome!
  19. Bucky over at http://www.thenewboston.com/?cat=69&pOpen=tutorial has created 65 youtube video tutorials on how to start beginners with UDK. I suggest you head over there and check them out. He explains them well.
  20. Great! That bit of information helped clear up a few of my questions, and you explain it very well. Looking forward to updates.
  21. http://sonicenterprises.150m.com/sonicfonts.html Are those what you mean?
  22. This is looking very cool so far. I see you're well on your way with this. There aren't many Shadow fan games out there. I too am also making one. I wish you the best of luck on yours.
×
×
  • Create New...