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USC

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Everything posted by USC

  1. The sound files are there, but for some reason the right info isn't being filled in in the page template. Here's a direct link to the Sonic Adventure sound effects. http://www.sonicfangameshq.com/file_get.php?sec=5&id=8 Hope you find what you need in there.
  2. Already sent a message, but I've got the web stuff down if you need that work done. Art too if you honestly couldn't find anyone else.
  3. Does this page help? http://wiki.yoyogames.com/index.php/Constant
  4. The 'increasing height' springs are pretty easy. Have a variable (We'll call it 'HeightVariable') that increases every time Sonic hits the spring, and resets to 0 if he hits the ground. From there, you can use IF statements or switch cases to define the height like so... IF Sonic hits blue Spring && HeightVariable == 0 -> Sonic's Y velocity = -5 IF Sonic hits blue Spring && HeightVariable == 1 -> Sonic's Y velocity = -8 IF Sonic hits blue Spring && HeightVariable >= 4 -> Sonic's Y velocity = -20 ...Or use the HeightVariable number itself to make a formula to increase the spring height. Hope that helps.
  5. The basic AI isn't terribly hard. Pick the spot you want the bird to be at (say, 6 pixels above Amy, and 8 pixels to her right/left depending on which way she's facing). Then, write conditions that add or subtract from the bird's X/Y position until it gets there, like so... Amy is facing Right; Bird's X position < Amy's X position - 8... -->Add 1 to Bird's X position This will give you a bird that flies to a certain point near Amy, then just stops until you move again. If you want it to look a little nicer, you can have a variable that is set to 1 when the bird gets in position. When that variable equals 1, make the bird do a little flying routine. When Amy moves again, reset the variable back to 0. (If you do this variation, you'll need to change my example code above to check to see if the variable equals 0). Hope that helps.
  6. A quick Google search turned up nothing. Worst case scenario, you could download Audacity & record the voices off Youtube.
  7. I'm unsure which technical institute you're referring to, but I'd guess anywhere from basic HTML/CSS, to Javascript & PHP (with some MySQL if they've got anything that needs to be stored like comments).
  8. Glad you got your problem solved Wolfbane. FYI, arrays aren't a type of value like integers. They're just a list of variable; since you can call a variable just by knowing it's position on the list, it's a great way to automate things using loops.
  9. Well, here's a semi-inefficient way of doing this... Create an array of size 10, and ten icon objects. Have them draw their values from the array (IE: Object1 looks at array[1], and if there's a value in there - like 'sheep' - it draws a picture of a sheep). Now, if you've got ten animals and you grab an eleventh one, create a temporary array to store the first 9 values in the array (like, NewArray[1] = Array[0]), then store the newest animal in the first slot. Like I said, not efficient, but it'd work. Hope it helps.
  10. Does the animals work going down a slope, but not up one? If that's the case, the sensor's probably getting stuck in the background; fix it by adding events to push the sensor out of the ground whenever it's overlapping it.
  11. Hahahaha...*sobs* Sega will never finance that money sinkhole ever again, as much I wanna find out what happened after the apparent genre switch in the last scene of 2.
  12. Make a counter; call it "Jump limiter" or something. Then, make the following event *While you're not [b]holding[/b] <your jump button> -> set Jump limiter to 0 Now, add a line to the initial jump code (the one that gets Sonic off the ground), that says "When Jump limiter equals 0"; also, add 1 to the Jump limiter counter during this. That should work if you're using a basic static engine; you'll have to tweak it for Sonic Worlds or whatever you're using.
  13. I imagine you could do something like, at the start of the level, assign each balloon's starting X & Y positions to two Alternate Variables. When the 'popping' animation plays, don't destroy the balloon...just making it invisible and send it back to wherever it's starting point is (based on the Alternate Variables). Then, when Sonic's far enough away from it that it's off-screen, make the balloon reappear [check this by getting the absolute value of Sonic X/Y position minus the balloon's X/Y position, I think the function is abs()]. Hope that gives you some ideas.
  14. Like Criseg said, it's just a glitch in MMF2's engine; it wasn't specifically designed to handle a Sonic game, so it won't work properly with every idea you come up with. Really, your best bet is to learn to program. I would recommend start with a tutorial like this one; very simple, but a good place to start. And the more you learn, the more the advanced stuff will make sense. Good luck.
  15. Since it's required to be posted in any thread about the 'best song in the world'... Admittedly just a tribute, but still.
  16. That sounds really strange; would you be able to post a screenshot of the error message? Is there some property that you've applied to all the game objects?
  17. You could always try Cafepress or any other T-shirt creating store. The quality wouldn't be as good, but I bet you could still make some money off the design.
  18. I worked at McDonalds; this has insured that I will never appreciate it. (Admittedly, where I lived was the poorer part of town, but still, there's no excuse for things like not cleaning the cooking area for months, which lead to a solidified grease build-up more than an inch high). I could tell some horror stories, but I'd rather not ruin it for anyone who swears off restaurants when they hear about health code violations, haha.
  19. Well, it depends on what game making system you're using. I've uploaded a tutorial if you're using anything by Clickteam (MMF2, TGF, etc). The basic idea is to create a spike ball, set it's hot spot (in the animation window) to the place where the badnik would be (IE: If you draw the spike ball in the up direction, set the hot spot directly below it), then use the Rotate tool to make a 32 direction rotation. Once you've done that, read the comments in my tutorial. Here it is. Hope that helps; let me know if you need anything else explained. Edit: Make the example more complete and functional. Orbitnaut.gam
  20. You could add an extra condition to all the events that control Sonic and the enemy's movements (IE: The ones like "Always set Sonic's X position to be equal to his X position and the X movement counter" or "While Sonic's jumping animation is playing, subtract 1 from his Gravity counter"). This condition would be another variable, like "IF Pause Counter == 0". Then, when you press the pause button, set the Pause Counter to 1 (or whatever). That'll effectively stop everything from moving. From there, program all the Continue/Reset/Quit stuff. If they hit Continue, just set the Pause Counter back to 0, and everything will continue. Hope that helps.
  21. At the moment, I don't have time to create custom Sonic/Tails/Knuckles sprites. But, here's a ring-less version of that Sonic you posted, Overbound. Hope that helps out in some way.
  22. Well, when you hit the rail, just transfer the speed from Sonic running to Sonic grinding (assuming you're using a static system; what engine are you using)? As for the button...just have the maximum speed change depending on whether the button is held, and have Sonic's speed keep growing until it hits that limit. So... *(Button 1 is held, Sonic's speed less than 12, every .13 seconds) -> Add 1 to Sonic's speed. *(Button 1 is NOT held, Sonic's speed less than 9, every .13 seconds) -> Add 1 to Sonic's speed. *(Button 1 is NOT held, Sonic's speed greater than 9) -> Set Sonic's speed to 9 Hope that helps; let me know if it was clear.
  23. When fan projects get large amount of publicity, they tend to get cease and desist letters from companies. Like that Chrono Trigger 3D remake from years ago. That said, SEGA tends to be kinda lax about that sort of thing.
  24. I would suggest playing around with Sonic Worlds a lot if you're new to MMF. It's a pretty advanced engine, and the only way you'll really learn is by doing. That said, here's some info on the 2up monitor... For the 2up monitor, just copy and paste the ALL events for the 1up (it's under the groups Monitor and Monitor Icon), replacing all references to that with the 2up monitor and icon. Then, under the 'MonitorDestroyedMotion of Monitor_2up' condition, change the 'Add 1 to number of lives' event to 2. Hope that helps; good luck!
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