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

USC

Members
  • Posts

    693
  • Joined

  • Last visited

  • Days Won

    29

Everything posted by USC

  1. Well, the tutorial I posted gives you an example without slopes as well. You just have to copy and paste the same event six times in order to get the same effect as a loop.
  2. I felt kinda bad for my family; they bought me nice things that I can't use because I don't have a Gamecube or a Blu-ray player. I'm glad they tried this year though, haha.
  3. Ah, okay, it probably has to do with your collision code. For instance, if Sonic's X sensor is inside a background object and Sonic's X speed is greater than 0, make him go left until he's outside. So, go check the collision code and add in a condition about Sonic's left & right sensors not being inside a 'jump-through' platform.
  4. Hey, Well, I took a quick look at the Sonic World engine, and it looks like you just need to adjust the numbers. For instance, a 12 log bridge would have a width of 192 (half of which is 96), but a 16 log one would have a width of 240 (half of which is 120), so you'd need to swap those numbers out in the tension code. Also, you'll need to replace ALL instances of 12 with 16, and the one instance of 11 with 15 (this is one of the looping conditions). Hope that helps. Edit: Here's some screenshots of the code to help you out... http://img121.imageshack.us/img121/2484/shot1i.jpg
  5. Have you looked at the Spindash code? It might help you a bit with the charging up. I don't know GameMaker specific code, but maybe this logic process might help... ----------------- *Okay, when you hold up and press jump (or however you start the peel-out), set a variable equal to 1 (We'll call it 'peel-out variable'). *Now, while 'peel-out variable' equals 1, continuously add a timer variable. *When the timer variable is less than a certain amount, say 7, make Sonic's animation be walking. When the timer variable is between 7 and 20, set it to running. When it's greater than 20, set Sonic's animation to peel-out; also, set the 'peel-out variable' to 2. *If you let go of up while the 'peel-out variable' is equal to 2, then set Sonic's X speed to +/- 20 (or whatever speed you want). Otherwise, reset 'peel-out variable' to 0 and restore animations. -------------------- Again, you'll have to fit that into the Dash engine, but looking at the Spindash code should give you some ideas. Hope that helps.
  6. Wait, is the problem that you don't have the extension and can't open the files? If so, here's the link to the extension... http://gamerdude.thisisourcorner.net/resources/extensions/kcfloop.zip
  7. Well, RedEchidna seems to have the right idea. You'd make a special variable that is set to 1 when Sonic is overlapping any 'jump-through' platforms, and is set to 0 otherwise. Then, you'd just add a line to the code that checks for landing, so that it only works when the jump-through variable is equal to 0.
  8. Umm...all the fastloop extension does it make events loop, so that Sonic's less likely to fly of the slopes if he's moving too fast. The same principles apply without the extension. Here's a pretty good tutorial on it... http://www.sonicfangameshq.com/view.php?sec=4&id=89
  9. One of my vegetarian friends sent me the Tofu Boy knock-off. If the original has better controls with half the preachiness, I'll have to check it out.
  10. There are some tutorials on the main site, but here's a basic idea you can build off of... -------------- Okay, first check to see if the jump button has been pressed again once Sonic's in the air (assuming this is how you want the homing attack to be activated). Now, check to see if there are any enemies within a certain range around Sonic (Say, a X position of +/- 80 from Sonic's current position, and a Y position of +/- 40). **If they are, set a flag ON. While this flag is on, add/subtract from Sonic's X & Y position until it equals the enemy's coordinates, then set the flag OFF. **If there aren't any enemies, just make Sonic's X velocity a little higher in the direction he's facing. ------------- Hope that's of some help to you.
  11. Dr. Robotnik, I presume. Anyway, this looks nifty. I'll be interested in seeing how Nack handles compared to Sonic.
  12. I'm not seeing where the variable 'time' is defined; is there a place that says something like... if (speed >= 3) time = time + 1; else time = 0; Edit: Here's the time sparkles.
  13. That's the unfinished sequel to Jamie Bailey's "Sonic: The Fast Revelation". I remember it being pretty cool, although I'm not sure who'd have it now.
  14. ...wait. Can you get a value from objPlayer? Like...objPlayer.X, objPlayer.Y, etc? Is there somethinglike objPlayer.character that you're suppose to be using instead of calling the object itself?
  15. I'm grasping at straws here, but try replacing the ELSE code... else { curframe = 0; } ...with something that checks to see if active is still true. IE: if (active) { curframe = 0; } It may be that the ELSE code is still executing even after you've set active to false.
  16. Add a condition "Sonic's animation is Running 2". Then, right click it and choose 'Negate' from the menu.
  17. It may be that the program is continuously setting Sonic's animation to running, so it appears to be stuck in the first frame. Try adding the condition "Sonic's animation is NOT running" to both.
  18. I'm afraid that's not how things work in the Clickteam brand of programs. Think of each character as an 'object', which properties like standing, walking, running, etc. Try this... *Insert a new active object (Insert > New Object > Active). *Right click it, choose 'Edit'. *You'll see an animation screen. Create as many frames as you need to ('Clone frame'), then cut & paste each frame of Sonic's animation from the sheet. On the left you'll see an Animation menu; clicking different names there will get you different animations (walking, running, so forth). I'll leave finding out how to change animation speeds and looping them as something for you to explore. Edit: Haha. Well, he'll surely know what to do now!
  19. Certainly. I remember a few years ago, Cinos made a game that would post high scores automatically from his mini-game to his server. You'd just need webspace with access to a database, and an online extension like MOO2 (or it's modern equivalent).
  20. Huh. Could you print out the values of 'objPlayer' and 'curframe' to the screen as you run the game? I'm curious what the values say are happening as you hit the sign post.
  21. Hmm...I think your problem lies here... if (timeslooped == 14) { if (objPlayer == 1) { curframe = 4; } else if (objPlayer == 2) { curframe = 5; } if (objPlayer == 3) { curframe = 6; } else { curframe = 4; } You have two IF-ELSE statements, and the second one is over-riding the first (IE: The first statement checks to see if it's Sonic or Tails. Then, the next IF statement checks to see if it's Knuckles; if it's not, it's set to Sonic...this overrides the earlier IF statement). Try it like this... if (timeslooped == 14) { if (objPlayer == 1) { curframe = 4; } else if (objPlayer == 2) { curframe = 5; } else if (objPlayer == 3) { curframe = 6; }
  22. See the little emerald under your name on each post you make? Leave your mouse over it and a tooltip should pop up.
  23. I'm not entirely sure what you want; however, perhaps you should try measuring how close Mario is to the pipe, not the piranha plant itself (include a statement like <Pipe is Overlapping Piranha> so it only affects the specific piranha you're near).
  24. You say it's in the start-up code. Is it possible that the next room's graphics are being drawn over it, so you can't see it? Try commenting out the code for drawing the next level's background and see if it appears.
  25. Hmm...I seem to remember Robotnik not showing up in the 'good ending' (which is the first part), only the one where you don't get all the time stones (which is the second part). What version is this?
×
×
  • Create New...