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MalcomX

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Posts 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. That's very strange, I had to create a null sound because GMS kept constantly replacing the first sound effect with another random sound effect. What version of Studio are you using. 1.4 is recommended.

    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.

  3. can you create a game with this (engine) ?

    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?

  4. 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.

  5. Q1: How do I remove the boundary at the start and end of the level, I want to remove them because I want to create a game based of looping levels.

    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.

    Q2: How do I go about making rooms loop smoothly?

    I'm not too familiar with this concept. Maybe there are some tutorials around on the internet to help you better.

  6. I haven't posted anything here in a few weeks, so let me drop this out of nowhere.

    [qimg]http://jassbecspot.webs.com/photos/undefined/kirbyenginescreenshot.PNG[/qimg]

    I've been working on a Kirby engine in Multimedia Fusion 2 this last 3 weeks, and i'm probably 10% done with it.

    Even though i'm a noob at MMF2, i think i did a pretty good job so far.

    I pretty much looked at the entire Sonic Worlds engine, and started to build the kirby engine somewhat from scratch, even though... i copied some lines of code of Sonic Worlds there and there, hehe :3

    It pretty much works similar to Sonic Worlds in terms of editing and structure.

    but it's obviously a Kirby Engine. So ladies and gentlemen, i present to you (in screenshots) Kirby Engine Without A Name.

    Jumping lacks lots of momentum, but it's doing it's function.

    [qimg]http://jassbecspot.webs.com/photos/undefined/02.PNG[/qimg]

    Hmm, what is this strange thing?

    [qimg]http://jassbecspot.webs.com/photos/undefined/03.PNG[/qimg]

    It's a generic active object! in other words, an "enemy" more specifically a Waddle Doo.

    [qimg]http://jassbecspot.webs.com/photos/undefined/04.PNG[/qimg]

    Let's try to inhale that thing.

    [qimg]http://jassbecspot.webs.com/photos/undefined/005.png[/qimg]

    Yay! i got a jester hat that does NOTHING AT ALL! (yet)

    [qimg]http://jassbecspot.webs.com/photos/undefined/06.PNG[/qimg]

    This is still only 3 weeks old, so it's pretty much in its early childhood.

    I also want to make this engine "open for everyone to use" since there are not many Kirby fangames out there, and since this franchise has a lot of fan-ideas potential (like a abilities and stuff), this might work out.

    OBJECTION!! you are using Sonic Worlds because of the green "Base Level" tiles!!!11!!

    No.

    They are actually pretty convenient for testing, so i borrowed them from Worlds.

    What do you think? should i finish it? (Woah, that was a long post, can anyone tell me how to make spoilers?)

    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.

  7. 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.

  8. 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.

  9. At the moment, I'm porting Water from the old Sonic Dash engine into the Sonic Revival Engine.

    Things were goings smoothly as I've got the water physics added and Sonic can run on top of the water. Then I ported over the splash effect.

    The splash sort of works but whenever Sonic Jumps when he's above the water, the splash will appear on the waters surface even though Sonic hasn't been submerged. Since it's in the Step event, it's repeated and it happens when Sonic's gaining height or when he's falling.

    I'm not familiar with the Sonic Dash engine so does anyone know which variable or line of code I need from the dash enginr to stop the repeated splash effect?

    This is the splash code from Sonic Dash that I'm using.

       if (global.water == true && (abs(y_speed)>=3)
    && ((y>global.water_height && previous_y<global.water_height)
    ^^ (y<global.water_height && previous_y>global.water_height)))
    {
    var dummyWaterSplash;

    dummyWaterSplash = create_particle(x,global.water_height+2,sprWaterSplash,-1,0.5);
    dummyWaterSplash.depth = -500;
    sound_play(sndWaterSplash);
    }[/CODE]

    Dont put the code in the 'normal' Step event. Putting it there would loop the actions no matter if he's in the water or not. Place it in the 'End Step' event.

  10. Well, I manged to open the test map in Unreal editor. http://s1208.photobucket.com/albums/cc361/sonic321ish/?action=view&current=Capture.jpg

    Does anyone know how to edit the map or place objects?

    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.

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