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USC

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Everything posted by USC

  1. You mean like this? Just typed in 'Time Dominator' and got a bunch of screenshots. Adding a certain r-word will get you what you need to create and rip the screenshots.
  2. That's...amazing. However, get ready for the 'OMG HACKERS ARE ATTACKING THE US! SEE SOPA AND PIPA WILL PROTECT US FROM THEM!' backlash.
  3. I suppose you could try layering sprites to create the effect. So, you'd have one sprite be the curve in front of Sonic, then you'd keep drawing semi-transparent rays coming from it and covering Sonic. If you worked at it, you could make it look like it was 'fading out' the farther it gets from the front. It's a thought.
  4. As a disclaimer, I don't know how Sonic GDK is set up or organized, but maybe this general advice will help. Find out how Sonic not falling through the land works. Then, apply that condition to him being on the water - as long as Sonic's going above a certain speed (preferably faster than he can run underwater). As soon as he dips below that speed, revert to the original behavior of water. This could probably be achieved with conditional statements (E.G. If the absolute value of Sonic's X, Y, or Z speed is greater than 30, treat water like land. If If the absolute value of Sonic's X, Y, or Z speed is less than or equal to 30, treat water like water). Hope that helps in some small way.
  5. If you're fading to a solid color or image, what you could do is make a frame that is that color or image (I'll call it 'FadeBlack Frame'). Place it in-between each frame you want to 'pause' for a second. In that frame, add a condition like... After 1 second -> Go to next level That'll make it 'pause' inbetween fades. It'll double how many frames you have in the game though. With a bit of programming, you could use just one frame. I'll explain how below... --------------------------------------------------- Create 'FadeBlack Frame' and put it as the last frame in your game. Now, in each level, add an additional event to the 'Go to next level' condition like so... *Set Global Variable 1 to [Next Level Number] ...where [Next Level Number] is the level you want to go to next (IE: When you look at all the levels in the editor, there'll be a number next to each stage. That's the Next Level Number). Now, go back to 'FadeBlack Frame' and change the 'Next Level' code to... After 1 second -> Jump to Level [Global Variable 1] That'll make it go to whatever level you set the Global Variable to. Hope that helps; I don't have TGF with me right now or I'd make you an example.
  6. It's a band. An amazing ska band. Does this mean they're getting back together?
  7. If anyone's interested, in the early 2000s some of the original Macintosh creators make a website to host stories about the creation. There's technical details as well as just stories about what it was like working at Apple back... Pretty interesting stuff.
  8. Depends. If you want to loop a .MIDI (or God forbid a .WAV), then just type in '-1' for how many times it should loop; that'll loop continuously without MCI. Unfortunately, TGF1 doesn't support .MP3 or .OGG. Also, there's no way (I know of) to embed .MP3s in TGF; the best you can do is make a sub-folder specifically for music and store them all in there. Unless you're composing your own music, it shouldn't be a privacy problem.
  9. You'll need to use the MCI object if you want to actually pause music, instead of just stopping and restarting it after the pause. You can find the object under 'Multimedia' when you click the blue shapes button on the Level Editor. Here's a tutorial on how to use it. http://www.sonicfangameshq.com/view.php?sec=4&id=98 As for the pausing event, it should look something like this, when SonicGameGroup is a group that contains all the code for the normal game (like Sonic or enemies moving)... *SonicGameGroup is Active *Upon pressing 'P' -> Set SonicGameGroup to Deactive *SonicGameGroup is NOT Active *Upon pressing 'P' -> Set SonicGameGroup to Active You can find the events and conditions for the group under the Special Operations/'Wrench' button. Hope that helps.
  10. My guess for "Pill-Woman" is Pac-Man. And I'm just as confused by Horse Monkey...
  11. http://www.romhacking.net/utilities/381/ Make a savestate of the level you want and load it in Feel. It can be a bit wonky at times, but it's a good way to get tiles if you're willing to work for them.
  12. Nightclub huh? Well, you could try making the ground semi-transparent and having different colored lights come up from the floor; you could also make those lights alternate colors for that added rave effect.
  13. You don't still have the game from that year do you? I'm trying to remember what you made Mr. T-Sonic look like, haha.
  14. Check the code for the standing animation. Is there anything in there that tells it not to display the standing animation if, say, the Down arrow is held/the 'crouch' flag/variable is on? If not, add that and see what happens.
  15. Well, Metal Sonic's hologram is usually crushing an animal, and when you destroy it the Past level magically has animals jumping around in it.
  16. Time Travel was always my favorite part of the game, perhaps because I didn't feel psychologically forced to use it. If I wanted to see a level's particular Good Future I'd go to the trouble of doing that; otherwise, I'd just mess around in the Bad Future or Past for the altered level design. Speaking of which, did anyone here ever get the good ending not by collecting all the time stones, but just fixing the Past in every single level? I've always been meaning to try that when I had time...
  17. We already tried a Sonic/Mr. T cross-over SAGE theme Epon; while it was amazing, we have to go in new directions. XD
  18. Try darkening the colors on the leg that's suppose to be in the back, and maybe make the shoe a little less long. It might help distinguish between the two.
  19. Don't know much about HWA, but XML is just a way of storing and categorizing data (where you can define the categories yourself). It's popular on the web, but can be used anywhere. It's very similar to well-structured HTML, if that helps you.
  20. I'm honestly not sure I should say anything, being as I am/was only involved with coding part of SAGE's front page, but in case this is useful to anyone... What I was hearing during the planning 'meeting' was that while everyone involved was hoping to do the grand collaboration, Smidge was having a hard time getting in touch with anyone at Sonic Retro. So, we started doing our own thing as a back-up plan in case it all fell through. From what little I know, it seems like miscommunication on both sides, and hopefully that can be worked out.
  21. I don't know if this'll help much, but here's a similar help topic for MMF2. It might give you some ideas.
  22. I haven't found anything so far. Worst case scenario, you could download the PC demo of SADX or Sonic Heroes, turn the music off and record the sound effects with Audacity or something while you play. (...or, provided you have the original game - of course - do the same thing while running SA2 on Chankast)
  23. Nikhil, there are no 'newer' forums. However, *in general* it's better to make a new topic rather than reply to one that's not of the first page of the forum.
  24. You could also change how often Xspeed is added to the rings, either by changing 'Always' to 'Every 2 milliseconds' or some sort of constantly incrementing counter system if you don't like using timers.
  25. Just glancing over your code, you need to have some events that make the ring's Xspeed be 0 when they're NOT overlapping the line; that's why they're continuously going to the left or right.
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