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Wolfbane101

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Everything posted by Wolfbane101

  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
  16. well those are all good idea. but there are some flaws with both of them. First of if you add sort of a homing thing on to go towards a spring how will he land on the ground if the spring was facing down. Same thing with timer idea youll ahev to make whatever its doing turn off or make the variable=0. BTH way i did ask him yet he hasnt replied. im going to try both and see what works best and i am going to investigate further if he used time or home in.
  17. well im not sure how gamerguy did it... he probably created a specific spring to make sonic point at another springs or just set an angle. Im just trying which ever is easier though it would be nice to make sonic go like about 45 degree angle.
  18. i have a bit of a problem and its SO DAMN HARD TO FIGURE OUT T.T. Ive tried everyhting i could and no avail.Im trying to make a spring do this...
  19. Hi peoples long time no see not really much happening is there, well not to worry because I have some news. Since Sonic Adventure Remix needs some help with some ideas, I have annouced Sonic Rush Advanced all on one thread, and I currently have a little team, I couldnt possibly fit it on a forums so... I made a site after rebuilding the Sonic Colors 2D Fansite I had. Now it has its own direction part of the STi revival project. Well here it is http://srtsite.moonfruit.com Be sure to check out the latest projects and if you would like to help or join please do so. Thank You -Sonic Remix Team
  20. thanks that was a good piece of advice. but im not starting on this untill i finish sonic adventure remix so no need to worry
  21. Well its been a while and im going to introduce something a bit too ahead of buisness. Well you know the sonic adventure remix i am making im still going to continue that but im making another on to.here it is yep thats right an advanced version of sonic rush while bring back aspects of sonic advance series, more in particular to sonic advance 2. p.s. quick heads up i will also start making other games this summer sonic generations pc mix sonic adventure 2 remix chao ds(profit game, probably not going to happen) ok see yas
  22. HIIIIIIIIIIIIIIII EVERYONE! thought i might start out screaming well anyways.... first i would like to say thanks to wolfcub(i think your name is spelled wrong) i like the tutorial except as i said before im using game maker not mmf2. also im almost done with amy(sorry it took so long i had alot of homework in school) here are the screenshots... FAIL! XD Hmmmmmm........ And still there is a dire need of help which is creating that bird that follows amy but have the ai of the cheese in sonic advance 2 and 3
  23. Well im almost done with amy and im going to finish the level. There one other problem like HOW TO MAKE A FREAKIN BOSS. i tell you enemies are not as tough as bosses so ill need some help with that. so plz plz give me any ideas. thx
  24. the whole game is 3d.lol. but im not trying to make sonic battle fighting and crap its going to have the sonic adventure moves and everything but in an arena. Plus the arena also is going to be used as a chao garden which cant possible be in 2d perspective(Maybe isometric can). Anyways i wanted a more interesting adventure field one that can make up for the lack of 3d in my game. Im going to try using isometric which is sort of like rpg camera.
  25. its been awhile but i need some help with something quite difficult. Is anybody familier with Sonic Battle and its arena? Well I'm trying to make an arena just like in game maker but i dont know how to start it off. The arena is going to be 3d and its going to be used for the boss battles and the adventure feilds. Could someone plz help me
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