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Kain

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Everything posted by Kain

  1. Obviously, this combat engine needs complete and utter polish to work. I don't doubt it will be/has been done well, but I don't doubt it hasn't. I'll wait til it comes out to judge, but even if the combat system is mediocre it'll probably still be worth getting.
  2. So a turn-based combat engine is what made the FF series so great?
  3. Try to make an effort to start to understand error messages. You should at least familiarize yourself with this particular error message since it comes up so much. It means the variable you're using hasn't been set to anything, so either you're using the wrong name for the variable or the variable doesn't exist yet. Sometimes it means that, in the engine you're using, they're call the variable a different name. Other times it means you have to initialize it in the create event: Glide = 0;
  4. 2. How can i make him glide but if he faces left he gildes left if he faces right he glides right. Dir stores what direction you're facing (-1 = left, 1 = right), so to make him glide in the direction you want, it'd be something like this (you'd put this in the "Game Play" segment of the step event: //Glide Start if( PrJump && !OnGround && !Glide ) { HSpeed = Dir * 5; //Change 5 to the speed you want. Glide = 1; } //Glide End if( !Jump && Glide == 1 ) { HSpeed = 0; Glide = 2; } Also, whenever you jump, make Glide = 0. And do "Glide = 0" in the create event. I'll get to climbing; it can be complicated if you make it.
  5. As much as I don't particularly dislike Vincent, this game looks bad. Other than the visuals, it's not even a slightly ambitious Third Person Shooter. Instead of fighting giant snakes and scorpions and evil walls, you're fighting helicopters?
  6. GM 6.1. Simply put, it's perfect for me.
  7. You could recolor it to the color of you other sprites in paint very easily. For each color, get the foreground color from the sprite you want to change (click with the dropper) then get the background color as the corresponding color on the sprite with the color you like (right click with the dropper). After that, draw by holding right-click with the erasor to change everything in the Sonic sprites from the foreground color to the background color. Anyway, here's a sheet, but it might have the same color as the one on SFGHQ: http://rcz.saphiria.net/img/sprites/sheets/sonic/oldskool//sonic_from_sonic_cd_by_keku.gif
  8. Yea yea, just missed the end parenthesis. Happens a bit for me with functions in if statements. if( !collision_line(x,y,x+lengthdir_x(89,angle),y+lengthdir_y(89,angle),objWall,1,0) ) { x += lengthdir_x(89,angle); y += lengthdir_y(89,angle); } if( !collision_line(x,y,x-lengthdir_x(89,angle),y-lengthdir_y(89,angle),objWall,1,0) ) { x -= lengthdir_x(89,angle); y -= lengthdir_y(89,angle); }
  9. 1) Check to see if there's a wall in between before transporting: if( !collision_line(x,y,x+lengthdir_x(89,angle),y+lengthdir_y(89,angle),objWall,1,0) { x += lengthdir_x(89,angle); y += lengthdir_y(89,angle); } And for backwards, it's just minus: if( !collision_line(x,y,x-lengthdir_x(89,angle),y-lengthdir_y(89,angle),objWall,1,0) { x -= lengthdir_x(89,angle); y -= lengthdir_y(89,angle); }
  10. If businesses have a right to do whatever they want with old franchises, then old fans have a right to complain and insult them. Seems kind of fair to me. Anyway, I wasn't a fan of the old series, but the rock band seems comical in a bad way. Neither original nor safe. Kids must like the idea or something.
  11. http://i2.photobucket.com/albums/y20/kainsirusque/desktop4.jpg ... eh. My desktop is only eye-candy for startup. It's always under 10-20 different programs that need minimizing regardless of whether I'm sitting at it or not.
  12. As an area track for a video game or something similar, it serves its purpose very well. But as already mentioned, it does feel as though it was leading up to more. Personally, I like the pause at 1:09, though combined with the one at 1:25 really felt as though it should be leading up to a little more. Other than that, it just felt like it repeated the the unaltered main melody a tiny bit too much in places. Of course, you already acknowledged it's a little repetitive. Anyway, I probably don't have the best ear for music, but for the greater part of this piece, it is very pleasant-sounding and fluid. [/i'm no musician, but you this probably isn't the place to look for a musician's opinion]
  13. If you're using the less basic functions, you can always specify how you want the texture to be orriented. Anyway, the best thing to do is just to mirror all the sprites. If you need to make a sprite work for both 2D and 3D, just change its image_yscale to -1 in 2D mode.
  14. Oh, yea. Your code reminded me that the object you put my code in needs to be a very low depth (-99999 or so) and won't work off-the-bat if you're using foreground backgrounds. Than you'd have to make the black rectangle a forground background.
  15. 1) Draw a semi-transparant black (or whatever color you want to fade to) rectangle over the view with its alpha being changed step-by-step starting at 0 going to 1 if you want to fade out and starting at 1 and going to 0 if you want to fade in. The code will look something like this: //=======objTransition create event:======== start_alpha = 0; //Switch for fade-in end_alpha = 1; transition_time = room_speed*3; //Time to fade in (3 seconds) alarm[0] = transition_time; image_alpha = start_alpha; //=======objStep step event:======== image_alpha += (end_alpha - start_alpha) / transition_time; //=======objTransition alarm 0 event:======== room_goto( w/e ); //=======objTransition draw event:======== draw_set_alpha(image_alpha); draw_set_color(c_black); //or w/e color you want to fade to/from draw_rectangle(view_xview , view_yview , view_xview+view_wview, view_yview+view_hview); 2) Simple: //=======objSuperSonic press space event:======== x += 89; If you use an engine with slopes, it's: //=======objSuperSonic press space event:======== x += lengthdir_x(89,angle); y += lengthdir_y(89,angle);
  16. Turning off the background color really depends on a lot of things I guess. Not sure why it turns black, though. As for the surface, you need to create a surface the size of the screen. You can either do that in the create event of some object or right whenever you start pausing (in which case you would need to delete the surface right after pausing). Anyway, as soon as you pause you need to execute: surface_set_target( your_surface);screen_redraw(); surface_reset_target(); ..... the rest of the pause code...[code]
  17. If you're using GM6.1 registered, you should use surfaces. They're pretty much the same thing as taking a screenshot but without the slowdown. Also, if you turn off background color drawing, the screen will never change unless you draw over it, so there's not even a need to make a surface. To do that, it'd be: background_showcolor = 0; //= 1 for turning it back on
  18. Though it's the only real force/acceleration of the built-in variables, gravity isn't the best acceleration technique. Mostly because it only goes in one direction and calculating it as if there were two seperate forces acting on it (normal gravity and key-press movement, for example) is a pain. I supose it works for a top-down game with no actual gravity, but you'd have to limit the speed and create friction for slow-down.
  19. I'm not much of a rythm game guy. But a remix of the Ice Climbers "Balloon" music makes this adventure well worth it. Quite a refreshing mix to the simple arrow games.
  20. A global variable can take care of this. At the begining of the level (in the room's creation code), have a variable "global.level_bgm" set to the music of the level (mBGM01, for example): global.level_bgm = mBGM01; Whenever sonic turns supersonic, execute this code (mSuperSonic being the music played when you're supersonic): sound_loop( mSuperSonic ); Whenever sonic goes out of supersonic, execute this code: sound_loop( global.level_bgm ); Note: In order for you to not play multiple sounds, you should set the sound types for these musics to "Background music". But if you need it to be another type of sound, you can have another global variable to keep track of the song that's currently being played and use "sound_stop( global.current_bgm );" to turn it off before assigning and playing the new one.
  21. What you need to do is have a seperate room that initializes all the global variables (like lives and checkpoints) as well as creates all the persistent objects. If you initialize the variables at the start of a room you're going to restart, it'll always reset to the same thing. And if you create persistent objects in a room that'll be started more than once, you'll have multiple instances of that object.
  22. Yes, I've seen that on another forum. Also worth checking out, Narbacular Drop. It's the student project or something that this was based off of (or something). But I warn you, it's tiny and hardly as challanging or interesting as this thing looks, but if you don't understand how amazing what's going on in that video is check it out. The potential is awe-inspiring.
  23. Challenging isn't measured in the amount of times you die. IMO, the best challanges are ones you almost never die in. That's why Sonic levels are multi-pathed. Dying just interupts the game.
  24. Hmm... that's pleasant. Well, at least it's not our problem/our hacker.
  25. I tried thoroughly, but I think it's impossible to keep dynamically moving backgrounds from lagging behind the views. Something to do with the order the inner code is performed. As for using your own object slowing down, the amount of extra time done when using this method is insignifigant. It might not be the same in GM5, but the real time comes from drawing the background and that's the same in either method. Anyway, pretty nice engine. The physics work very well especially for DnD (since you can't use for and while loops). A few things I don't like and these are purely in the setup: try not to ever include a 3+ MB mp3 in an open-source demo, you should load resources that big externally anyway. Also, is changing the screen's color depth to 16bit needed?
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