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

1001

Members
  • Posts

    9
  • Joined

  • Last visited

  • Days Won

    1

1001 last won the day on June 9 2011

1001 had the most liked content!

About 1001

  • Birthday 11/24/1994

Contact Methods

  • ICQ
    568865696

Profile Information

  • Location
    Russia
  • Fan Gaming Specialty
    GML Buggy Programming
  • Current Project
    Sonic GML

1001's Achievements

Newbie

Newbie (1/14)

0

Reputation

  1. After some thinking, I decided to rewrite my engine, and implement some new features in it, like anti-gravity (not just reverse gravity but also rotated) and slow motion. While I can make slo-mo quite easily, I have problems with anti-gravity - I can't understand how and what I should change in player object I'm using Game Maker 8 and this example (by Damizean)
  2. I'm not familiar with Sonic Dash/Xmas Parallax, but I guess you should change Y-position of drawing to diff * min(view_yview/room_height,1), where diff is difference between view height and background height
  3. Subtract at beginning of every step and/or if not pressed some value from hspeed?
  4. Oh, I almost forgot about this. CrypticSailor, I think, this ringloss not even close to S3K. Check this - http://youtu.be/Fai__jlMzx8 - almost no difference, yeah? But anyway, who want to change ringloss, changes it, I only say that I don't like at all. Oh, and you disabling objects outside the screen?
  5. Try check to if player actually grinding rail while grinding, and if not - set action to normal Like that AnimationDirection = 1; // Allow jumping off the rail if (KeyActionPressed) { FlagsAllowDoubleJumpAction = true; scrPlayerMotionJumping() Action = consActionJumping; Layer = 1; } var _ObjectHandle; // Define collision variable _ObjectHandle = instance_nearest(x,y,objParentRails); if (_ObjectHandle != noone) { if (Layer = 0) { if (scrPlayerCollisionMainObject(_ObjectHandle) && Ground = true) { Action = consActionGrind; } } else Action=consActionNormal[/CODE]
  6. Well, engine is very good. Except ring scatter physics. Where and why you take it? I recommend you use this for ring scatter { var angle, n, sp, t; angle = 101.25 n = -1 sp = 4 t = 0 while t<[number of rings] { i=instance_create([x],[у],[ring object]) i.vspeed=-sin(degtorad(angle))*sp i.hspeed=cos(degtorad(angle))*sp if n=true { i.hspeed=i.hspeed*-1 angle+=22.5 } n = -n t+=1 if t=16 { sp=2 angle = 101.25 } } }[/CODE] and for physics something like in Damezian ring-loss example
  7. Maybe you should look at how monitor responses to Sonic and then code spikes? You should use code like this - _ObjectHandle = instance_nearest(x, y, objSpikes); if (_ObjectHandle != noone) { if (Gravity>0) { if scrPlayerCollisionBottomObject(sprPlayerMask13, 1, _ObjectHandle){ } scrPlayerHurt(sndHurt) } [/CODE]
  8. How to check is one object is trapped inside in group of other objects? I have one idea, but it can work well only with rectangles and with no holes between outline objects.
×
×
  • Create New...