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thevaleev

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Posts posted by thevaleev

  1. ..unless either you mean it's unfitting for the stage or comes from a Sonicesque or something (I haven't listened to those in a while).

    Yes, I meant that it's comes from Sonicesque albums. Song is surely fits to the stage, but I heard that Sonicesque's tracks are used in Sonic Classic, so it can confuse people. Like it was with Project Eclipse.

  2. Looks pretty good and much better, I like it. But music... this is placeholder, right?

     

    Seeing as the projects been renamed, could a mod or admin please edit the topic title? I've been trying to do it myself but I can't seem to find an option for it.

    Use Full Editor for your first post.

  3. No problem man, I always glad to help. Also I glad that you fixed infinite roll glitch. I was about to give my variant for solving this problem though. Anyway, if you don't mind I will post it there. I just added another 'counter' timer variable called counted[4] and placed it into Wall Run code and Rolling Action code. This one doesn't allowing to do Wall Run for a very quick moment after falling from a wall while rolling.

    ...
    else if (keyboard_check(vk_shift) && counter[4]=0 && action == 1) //oh look there's new counter[4]=0 code
    ...
    if (counter[4]>0 && ground) counter[4] -= 1; //place it after wall jump code
    ...        
    if ( action == action_rolling )       
     {            
    attack = true;            
    counter[4] = 5; //don't let counter shut off while player's rolling
    ...

    Removing that part made it to so that Sonic can start wall running when he's on the downward fall from a jump. I haven't noticed any problems with removing that part. Is there any reason I should be concerned about removing that part of the code?

    I just wanted to give more reality sense with this. I feel like it'd be confusing if Sonic can do Wall Run up while falling down at high speed.

  4. Hello, Noah. I have some experience with Sonic Engine Plus, I have some ideas and I think they are will help you.
    Unfortunately, due to my bad English, I can't fully understand your post and especially video. It would be better if you'd tried explain it in text lol. Also I can't understand why you used a lot of local variables like 'parkour' and 'canparkour'. Instead of this, I personally tried to make Wall Run without them and just modified existing Step code. Try to find code after '// full stop when we're colliding a wall' and replace your code with my below. Hope this will works.

    // full stop when we're colliding a wall
       if (x_speed > 0 && player_collision_right(x,y,angle,maskBig))
       {
          if (ground) x_speed = 0
          else if (keyboard_check(vk_shift) && y_speed<-1 && action == 1) 
          {x_speed=max(4,x_speed) action=0 ground=true angle=90 relative_angle=90 animation_direction=1}
          else x_speed = 0;
       }
       if (x_speed < 0 && player_collision_left(x,y,angle,maskBig))
       {
          if (ground) x_speed = 0
          else if (keyboard_check(vk_shift) && y_speed<-1 && action == 1) 
          {x_speed=min(-4,x_speed) action=0 ground=true angle=-90 relative_angle=-90 animation_direction=-1}
          else x_speed = 0;
       }
    
    • Like 1
  5. Topic on SSMB || Topic on SFGHQ/United

     

    dqY577R.png?1

     

    /// DOWNLOAD ///

    /// LISTEN THE SOUNDTRACK ///

    /// LIST OF PLAYTHROUGHS ///

     

    Credits: Damizean, Chaos Rush, NeKit, Wolfxbane101, Goncalo Lopes, DanielMania123, HoMax, Overbound, Nefault1st, Jeremy Smith, Marvin Valentin, Jake Kim, Toni Leys, Fasseh.

     
    I am proudly introducing a Sonic fan game titled Sonic Game Land. This fan game powered by Sonic Revival Engine and made on Game Maker 8.0 is featuring six playable characters, five game modes and four different stages along with gameplay inspired by Sonic Riders, Sonic Rivals and Sonic R. Yes, this is racing platformer with laps feature. Storyline is inspired from Sonic Colors. I really enjoyed this game while watching footages on YouTube and actually playing it via Dolphin emulator. Here is briefing of storyboard:

    “Have you ever wondered what role the “Game Land” planetoid in Sonic Colors plays? Why it has form like Sonic’s face? Where the Sonic Simulator are really from? Maybe Dr. Eggman has created the planetoid as a plan “B”? You’ll find all the answers in a new story, coming soon, about many, many hedgehogs!”

    So on, I'm want to tell more about Game Land and Robo-Hedgehogs. Story started after events of Sonic Colors, where planet Game Land (Sonic Simulator) came back to the orbit of Mobius. Gotta say this is still WIP, and actually all game elements are WIP.

     

    http://www.youtube.com/watch?v=bAJXuUz27P0

     

    sgl_screenshots.png
     
    SGL has been announced to Sonic Amateur Games Expo and, at that point, showed itself as unbelievably buggy game. Seriously, I looked into old videos from SAGE and facepalmed yourself for a many times. Fortunately, game already has received followers and reviews that allowed me to improve it in many ways. I felt like that my idea with racing concept is really working. I have returned to SAGE in 2014 and won a bit more attention. I was very glad about it. In addition, SGL became as entry ticket to Sonic community. I really appreciate all what I got during the development of the game – art, friends and especially music.

     

     
    And I am don’t mind to get more help. If you have advices or suggestions – leave them below. If you found bugs – report them here. If you want to help with sprites, codes or music – let me know. Not sure that I can thank you materially, but I hope we can get a really good product in final.
    Enjoy!

  6. Actually, this code should work good. With this code player will continuing rolling on steep slopes. Maybe you placed another code in End Step or after this code, and Game Maker reading that code as higher priority. Anyway, if you will not find good resolution, try to put this code in end of End Step Event.

        // Deceleration based on angle
        if ( action == action_rolling ) {
        if ( ((x_speed > 0) && (relative_angle < 180)) || ((x_speed < 0) && (relative_angle > 180)))
            x_speed -= sin(degtorad(relative_angle)) * roll_decc_factor_up;
        if ( ((x_speed < 0) && (relative_angle < 180)) || ((x_speed > 0) && (relative_angle > 180)))
            x_speed -= sin(degtorad(relative_angle)) * roll_decc_factor_down;
        }
    
  7. Hey I already played it for about two days ago and on SAGE Act 1. And already left my feedback to him in Skype.
    Anyway, this demo is all way better then last time. Beautiful stages, nice music and interesting new gameplay features like Wisp-style.. things. I don't know how they are named. This game remind me Sonic BTS/ATS for some reason. One thing that I am worrying about is how many dlls and functions are activated, I hope this is will not affect to performance.

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