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USC

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Everything posted by USC

  1. I'm not good at being sensitive about these kind of things, so I'll just link to the FUS topic... http://sonicsatam.com/forums/index.php?showtopic=2423
  2. http://www.sonicfangameshq.com/view.php?sec=4&id=127 Even if GM 8 isn't backwards compatible, you should be able to look at the source code for this one and figure out how a homing attack works.
  3. Which program are you making games with? Also, have you checked the main site for tutorials on how to do this?
  4. Hmm. Well, you could always use a free sound editor like Audacity to record the sounds when you play them on the website. Also, here's a site full of NES midis... http://home.swipnet.se/~w-22134/nmm/mitten.html
  5. http://www.entertonement.com/collections/1910/Nintendo-Entertainment-System That might help.
  6. Download a demo of MMF/TGF/MMF2, and copy the graphics from there.
  7. Yeah, he actually thanks him for the models in the description.
  8. Here's a .gam file that does what you want. It's messy and could be cleaned up in MMF2, but I'm using 14 year old software without extensions, haha. It should give you an idea of what to do, though. Appo.zip
  9. The process will go like this. First, we choose a random number between 1 and 6 (or however many pairs you want in this game). We check it's counter to see that it's less than 2 (so there's only 1 pair). If not, we add 1 to the counter and continue, otherwise we repeat that part. Next, we run another random number between 1 and 32 (or however many cards you want). We check to see if that spot already has a card placed there (this can be done by using an array, or having 32 separate counters, or using an object's alternate values, etc). If it's taken, we repeat the second randomization, otherwise, we place the card there, mark it in our array/counter/alternate value, and loop back to the top. We do this until the array/counter/alternate value is full. ------------- IE: We have a COIN counter, equal to 0. COIN is represent by the number 3. The first time the randomizer produces a 3, we look at the COIN counter and see that it's less than 2, so we place a coin on the map. The next time we pull a 3, we do the same time. The third time, we see that the COIN counter equals 2, so we have to draw another number). ----------- Hope that helps.
  10. Make a semi-transparent trademark that covers parts of the image; it makes it harder for people to steal it, as they'd have to redraw parts. Although honestly, it works better with 'real' drawings compared to sprite art.
  11. Okay, you've got your jump code right? Make a variable/counter (I'll call it 'BOUNCE'), and add to your gravity condition something like... When BOUNCE == 0 Now, when you double jump, set BOUNCE equal to 1, and write code like this... When BOUNCE == 1, AND Sonic's ground sensor isn't touching the ground, --> Set Sonic's gravity to 10 This'll make Sonic hurtle towards the ground (the 10 can be changed to anything, just make it higher than his regular gravity). Now, for the bounce! When BOUNCE == 1, AND Sonic's ground sensor IS touching the ground --> Set BOUNCE = 0 and Sonic's gravity = -8 This should make Sonic fly up in the air, and reset the bounce counter so you can continue bouncing. Hope that helps.
  12. What kind of errors are you getting?
  13. From playing Sonic 1, they seem to move about the same, only with a more gradual gravity. For instance, if the woodland animal's gravity is 5 pixels per millisecond, the Flickies are 1 pixel.
  14. Are GameMaker versions not backwards compatible? Can't you use something made in a previous version?
  15. Hmm...Well, I'm using GameFactory, which is like two generations behind MMF2, so that could cause problems. Do you know how to make an INI file? If so, when you collect a coin, write that into the INI file. Something like... SpecialCoin3 = 1 Then, whenever the game starts, have it check the INI file to see what SpecialCoin3's value is. If it's one, then don't draw it. (There's an INI file tutorial on the main site if you need to learn how that works).
  16. Here, I've made a tutorial for you. Collect a few of the red squares, then press F2 to restart; only the ones you didn't collect will still be there. Note: You'll need to make the variables/array a global value, or stored in an INI file or something, so that you don't lose the 'collected coins' info when you close the game down. SpecialCoins.gam
  17. Have the 10 coins connected to either 10 variables or an array[10]. Set it so the coins only appear when their variable/slot in the array equals 0. When you collection a coin, set the variable equal to 1.
  18. It's a pretty cool game up to a point, and then the story does a 180 into crazy/stupid land.
  19. Hmm. Well, you could do something like this... Have the gray bars always drawn. As the BOOST variable goes up, start showing more and more of the blue bar (if GM supports showing only part of an image). When that's at 100%, start drawing the yellow bar. When THAT'S at 100%, start drawing the red bar. When that's full, and you want the flashing effect, stop & start drawing the red bar every other second. IE: Always -> Add 1 to COUNTER IF COUNTER == 1 -> Draw Red.png ELSE -> Draw Yellow.png IF COUNTER > 1 -> COUNTER = 0
  20. Can you show partial sprites in GameMaker? IE: Say you have a rectangle sprite that's 30 pixels long. Is there any way to make GameMaker only show 20 pixels of it? If so, all you'd have to do is make a full gauge sprite, make a variable that determines how many pixels to show, then add or subtract from that variable as the gauge "grows" or "shrinks". Does that help any? You could also just dynamically re-size the bar; it'd look bad if the bar is complicated, but a simple single-color one would look fine.
  21. Animation really has nothing to do with. Plenty of spriters have added animation to Genesis-style sprites. Lots of people just don't like the visual style of the GBA games. Anyway, like everyone else has said, this is nice. Can't wait to see them in action.
  22. I did Glacier Zone because I was bored. For the other two, Clickteam offers demos of TGF and MMF. Download those to extract whatever sprites you need. Glacier.rar
  23. Am I the only one who thinks it looks cool? I mean yeah, there needs to be a little more work on meshing the grass with the rocks, but it's a great idea.
  24. There are two things you could do. One is add a time delay to the events. Like so... Every .5 seconds --->Set X position of enemy to X position of enemy + it's value of A ...If you want don't want to be timer-dependent, create another variable to slow down how often +1 is add to the enemy's movement. IE: * When B value == 0 --->Set X position of enemy to X position of enemy + it's value of A, Set B value = 4 * If B value > 0 ---> subtract 1 from B value Does that help?
  25. Damn it. I really want to play this, but there's no way I can afford to spend that much on one game. Guess I'll have to wait til I can pick it up used. (BTW ila, thanks for the warning. I have a friend who did the same thing, and it totally red-ringed his Xbox).
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