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Wolfbane101

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About Wolfbane101

  • Birthday 03/19/1995

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  • Website URL
    http://srtsite.moonfruit.com

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  • Location
    Why would you want to know?
  • Interests
    Drawing, Remixing, Gaming, and PUPPIES!
  • Fan Gaming Specialty
    spriting of course. DUH
  • Current Project
    Sonic Generations Advance

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  1. The problem is its NOT creating objects, its in particle system. Here let me show what the code looks like ps = part_system_create() pt = part_type_create() pe = part_emitter_create(ps) part_system_depth(ps, depth-1); part_type_shape(pt, pt_shape_sphere); part_type_blend(pt, 1); part_type_alpha3(pt, 1,1,1); part_type_color3(pt, 16711680, 16711680, 16711680); part_type_direction(pt, direction, direction, 0, 0); part_type_speed(pt, 0, 0, 0, 0); part_type_gravity(pt, 0, 0) part_type_size(pt, 0.5, 0.5, 0, 0); part_type_life(pt, 40, 40); part_type_orientation(pt, 0, 0, 0, 0, 1); part_type_scale(pt, 1, 1); part_emitter_region(ps, pe, x, x, y, y, ps_shape_rectangle, ps_distr_linear); part_emitter_burst(ps, pe, pt, 1); [/CODE] But with a homing attack, which has a lot of speed, looks like eeewwww EDIT: These is using speed and direction but I also need it to work for hspeed and vspeed.
  2. Long time no see people! I have alot of things to tell you guys what I'm working on after I fix this little issue. It has to deal with the homing attack effect. I put in a particle effect that is sphere shaped and additive. The problem is that if I reach a certain speed the effect splits apart making the circles appear with gaps, which looks very ugly. I need to be smooth and looking like the trail in Sonic 4 and Generations. If you can help that would be absolutely great. Btw I'm using game maker 8. Best of luck...
  3. Long time no see guys. Ive been working on the game alot! With some minor set backs.... Anyways im about to release this baby but im not sure if i can release it with all 4 charaters, most likely im going to have only sonic. The release should be here be the beinning of next month, that is if i get any help with the parallax i indicated above. PLZ! If i can get any help with that id be much appreciated.
  4. Well i am going to make remixes for my fan game and my friend's too but i need tutorials from fl studio. Does anybody know any out there,id really appreciate it. I tried making a remix which you can listen to here.. http://www.youtube.com/watch?v=h-Y1RQWPT2w but i want to make it better.
  5. is there a way i can fit this for (i = 0; i < 15; i+= 1) scrParallaxAddNode(1, backGhzWater, 0.5-((1+i)/15)*0.5, ((1+i)/15)*-1.8, 0, 0, 0, OverallYOffset, 0, 0, 152+i*8, 0, 0, i*8, 256, 8);[/CODE] into that hydrocity parallax effect code(where you go under water and it changes y_scale). If only Damizean was here to explain this:asweatdrop: right now its looking like this...
  6. i just managed to copy and paste the code in the game but i have no idea how to mix the one i already have and the one i just plugged in. What i mean is that i see it in the background and it DOES move at different speeds but when i go underwater it remains the same and it NEEDS to change its scale. how do i do that to the code up above
  7. So does this consult to the Dash Engine:tbored: ...even though i already tried it and the coding is HECTIC! I need an easier way then just copy,paste,tinker for 1000 years until i get it right because i cant understand all of the coding...isnt there like a tutorial or would anybody mine telling me what everything means.... create... var OverallYOffset; OverallYOffset = 1; scrParallaxAddNode(1, backGhzClouds, 0.85, -0.4, 0, 0, 0, OverallYOffset, 0, 0, 0, 0, 0, 0, 256, 32); scrParallaxAddNode(1, backGhzClouds, 0.83, -0.3, 0, 0, 0, OverallYOffset, 0, 0, 32, 0, 0, 32, 256, 16); scrParallaxAddNode(1, backGhzClouds, 0.8, -0.2, 0, 0, 0, OverallYOffset, 0, 0, 48, 0, 0, 48, 256, 16); scrParallaxAddNode(1, backGhzMountainsA, 0.7, 0, 0, 0, 0, OverallYOffset, 0, 0, 64, 0, 0, 0, 512, 88); scrParallaxAddNode(1, backGhzMountainsB, 0.6, 0, 0, 0, 0, OverallYOffset, 0, 0, 110, 0, 0, 0, 512, 43); for (i = 0; i < 15; i+= 1) scrParallaxAddNode(1, backGhzWater, 0.5-((1+i)/15)*0.5, ((1+i)/15)*-1.8, 0, 0, 0, OverallYOffset, 0, 0, 152+i*8, 0, 0, i*8, 256, 8);[/CODE] create of parent [CODE] // ---- Constants declaration ------------------------------------------------ constParallaxTileDirection = 0; constParallaxBackground = 1; constParallaxXFactor = 2; constParallaxXSpeed = 3; constParallaxXScroll = 4; constParallaxXOffset = 5; constParallaxXSeparation = 6; constParallaxYFactor = 7; constParallaxYSpeed = 8; constParallaxYScroll = 9; constParallaxYOffset = 10; constParallaxYSeparation = 11; constParallaxLeft = 12; constParallaxTop = 13; constParallaxWidth = 14; constParallaxHeight = 15; // ---- Parallax data -------------------------------------------------------- NumParallaxNodes = 0; ParallaxNodes = -1;[/CODE] step of parent [CODE] var CurrentNode, xSpeed, xScroll, ySpeed, yScroll; // ----------------------------------------------------------------------------------------------- // Handle parallax for (CurrentNode = 0; CurrentNode < NumParallaxNodes; CurrentNode += 1) { // Retrieve values xSpeed = ds_grid_get(ParallaxNodes, constParallaxXSpeed, CurrentNode); xScroll = ds_grid_get(ParallaxNodes, constParallaxXScroll, CurrentNode); ySpeed = ds_grid_get(ParallaxNodes, constParallaxYSpeed, CurrentNode); yScroll = ds_grid_get(ParallaxNodes, constParallaxYScroll, CurrentNode); // Add speed values to scroll ds_grid_set(ParallaxNodes, constParallaxXScroll, CurrentNode, xScroll+xSpeed); ds_grid_set(ParallaxNodes, constParallaxYScroll, CurrentNode, yScroll+ySpeed); }[/CODE] draw of parent [CODE] var CurrentNode, TileDirection, Background, xFactor, xSpeed, xScroll, xOffset, xSeparation; var yFactor, ySpeed, yScroll, yOffset, ySeparation, Left, Top, Width, Height, xFinal, yFinal; // ----------------------------------------------------------------------------------------------- // Handle parallax for (CurrentNode = 0; CurrentNode < NumParallaxNodes; CurrentNode += 1) { // Retrieve values TileDirection = ds_grid_get(ParallaxNodes, constParallaxTileDirection, CurrentNode); Background = ds_grid_get(ParallaxNodes, constParallaxBackground, CurrentNode); xFactor = ds_grid_get(ParallaxNodes, constParallaxXFactor, CurrentNode); xSpeed = ds_grid_get(ParallaxNodes, constParallaxXSpeed, CurrentNode); xScroll = ds_grid_get(ParallaxNodes, constParallaxXScroll, CurrentNode); xOffset = ds_grid_get(ParallaxNodes, constParallaxXOffset, CurrentNode); xSeparation = ds_grid_get(ParallaxNodes, constParallaxXSeparation, CurrentNode); yFactor = ds_grid_get(ParallaxNodes, constParallaxYFactor, CurrentNode); ySpeed = ds_grid_get(ParallaxNodes, constParallaxYSpeed, CurrentNode); yScroll = ds_grid_get(ParallaxNodes, constParallaxYScroll, CurrentNode); yOffset = ds_grid_get(ParallaxNodes, constParallaxYOffset, CurrentNode); ySeparation = ds_grid_get(ParallaxNodes, constParallaxYSeparation, CurrentNode); Left = ds_grid_get(ParallaxNodes, constParallaxLeft, CurrentNode); Top = ds_grid_get(ParallaxNodes, constParallaxTop, CurrentNode); Width = ds_grid_get(ParallaxNodes, constParallaxWidth, CurrentNode); Height = ds_grid_get(ParallaxNodes, constParallaxHeight, CurrentNode); // Calculate final position xFinal = floor((view_xview[view_current])*xFactor+xOffset+xScroll); yFinal = floor((view_yview[view_current])*yFactor+yOffset+yScroll); // xFinal = floor((view_xview+xOffset+xScroll)*xFactor); // yFinal = floor((view_yview+yOffset+yScroll)*yFactor); // Draw switch(TileDirection) { case 0: draw_background_part(Background, Left, Top, Width, Height, xFinal, yFinal); break; case 1: scrDrawBackgroundTiledHorizontalPart(Background, Left, Top, Width, Height, xFinal, yFinal, xSeparation); break; case 2: scrDrawBackgroundTiledVerticalPart(Background, Left, Top, Width, Height, xFinal, yFinal, ySeparation); break; case 3: scrDrawBackgroundTiledPart(Background, Left, Top, Width, Height, xFinal, yFinal, xSeparation, ySeparation); break; } }[/CODE] and then there is still more coding in the scripts...
  8. yes i know which is what i did but he didnt include where parts of the water moving at different speeds
  9. Well i think the springs are working...a bit...Anyways i just thought that i still need more stuff. First i need help of making this.... the parallax of the water i've got the parts with the going under and everything but what i need is that effects that makes parts of the ocean move at different speeds...so how do i do the? Do i make like 10 diffents parts or what?Im quite confused. Second, I need help with a pause screen Finally,I need to make that view scrolling effect. When sonic moves faster the view moves forward.Though i have an idea of it, it would be helpful if someone could tell me how they did it
  10. heres something off topic but what kind of remix softwares do people on this site use or which do most sonic remixers use? I was just wondering and pro shadowblaze i noticed that your game,ssk, run very smoothly when the view moves. How did you do that? Do you up the room speed and slowed down the characters?
  11. Ok Pro Shadowblaze let me clarify this for you, im using the b3 engine and the code i used was was this... in the create event of the spring, i put this... id_next=spring_point[/CODE] and in the objPlayer(parent of sonic and the others) collision of the spring i put [CODE]x_speed=0 y_speed=0 if (other.id_next == 0) { action=action_normal angle=0 hominspring=0 } else { hominspring=1; id_homing = other.id_next; }[/CODE] Then in Sonic's step event [CODE] if hominspring=1 { dir=point_direction(x,y,id_homing.x, id_homing.y) angle=dir mp_linear_step_object(id_homing.x, id_homing.y, 6, self) } [/CODE] and in the invisible object(the object that sonic is moving towards) create event i put [CODE]id_next=0[/CODE] and thats it.
  12. ugh i just cant get i tried your way pro shadowblaze but when i put it in to the game it just makes sonic go blah and he just goes at the invisible object's x. plz tell me what im doing wrong 1.i made a spring and its id_next= spring_point(the invisble object,which several pixels away from the spring with the parent of this spring and its id_next=0 2.then i put in the objPlayer collision with the spring x_speed=0 and y_speed=0. I also put if id_next=0 i set the angle back to 0 and his action to normal hominspring=0.And i put id_homin=id_next 3.then i put if hominspring=1(if its in spring mode) dir=point_direction(x,y,id_homing.x,id_homin.y) , its angle=dir, and that last piece of coding you gave me I put all this and nothing worked right not even the angle was right
  13. ugh i just cant get i tried your way pro shadowblaze but when i put it in to the game it just makes sonic go blah and he just goes at the invisible object's x. plz tell me what im doing wrong 1.i made a spring and its id_next= spring_point(the invisble object,which several pixels away from the spring with the parent of this spring and its id_next=0 2.then i put in the objPlayer collision with the spring x_speed=0 and y_speed=0. I also put if id_next=0 i set the angle back to 0 and his action to normal hominspring=0.And i put id_homin=id_next 3.then i put if hominspring=1(if its in spring mode) dir=point_direction(x,y,id_homing.x,id_homin.y) , its angle=dir, and that last piece of coding you gave me I put all this and nothing worked right not even the angle was right
  14. thx pro shadowblaze but im confused on some parts. For example the id_next is supposed the next spring right? Well what if i wanted it to end with out another spring(just going at an angle through the air,would i put a timer or somethin). And if i want my y and x to be equal to the spring wouldnt it make sonic stay at the same spring. And yes i do know not to make it at 45 degrees,it was just what i compared to what my friend used and what is supposed to be used. Basically im just not getting the id_next part it somewhat confuses me,i mean what if i wanted 3 springs would i put id_next= 2nd spring and in the second spring id_next=3rd spring,then what about the third spring if i wanted him to head townwards at an angle then land? Oh and btw i never knew mp_linear... was a code thx i learned something new. Unlimited Chaos im not sure what you mean by air angle. Anyways i will try to fit the coding into the game and sit what happens
  15. well i think i figured it it looks like he did do a home-in, probably towards an invisible object. Here is what i compared. usually people use a 45 degree angle on the sprites since the spring it hits on is about 45 degree direction but it looks as if since it homes in because it the player points towards the 2nd spring. Also notice that the spring that makes you point at an angle is red while the rest is yellow(something i noticed not a big deal) and maybe he used a timer and a homing together idk. now im ready to make these springs
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