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sonic101

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Everything posted by sonic101

  1. Now now. no need to start flame wars or go off topic here.
  2. Hey slingerland does this grass look any better, it still looks a bit pixelated... its a moch up but yeah.... is this better or no?
  3. The spinning, are you refering to the animation? I don't seem to have any problems when I play other then his animation stops animating sometimes.
  4. you can kinda see in my sprite sheets and editor screen shot above . it is grainy tho.
  5. I could take a screenshot with out the sensers showing if that helps you.
  6. actually it really isnt, its the resolution of the view that makes it big I havent stretched a single thing yet. the tiles came from damizean not myself. its just taken right off the top of the floating platforms in sonic 2. heres the sprite sheet itself http://smg.photobucket.com/albums/v299/sonic101/?action=view&current=spritesheet.jpg and heres a screeny of the editor to show you resolutions and stuff. http://smg.photobucket.com/albums/v299/sonic101/?action=view&current=gameeditor.png other than that, as for the checkerd pattern thing, ya i know theres that extra little chunk the tile set cut thing doesnt allow me to get close enough to grab it the way it should.
  7. So basically acceleration, and leaps of faith. and hintera's hints.. gotchya.
  8. Thanks but this has a looooonnnng way to go. Still works better then the old build.
  9. Indeed, did you give the game a try? its linked in the same post as the screenshots
  10. Okay Here I am again with another release, NEW THIS BUILD ----------------- *Stage intro screen *Hintera makea a return, with a better look ( i think so anyway) * A couple gimics including a a wooden door that needs you to place a stone on a switch to open, and a breakable rock hiding a spring * started some work towards multiple paths * fixed a glitch with a shark badnik and its not respawning * a few cosmetic changes * fixed a few badly placed titles. WHAT NEEDS FIXING -------------------- * some movement issues when pressing certain buttons * wonky air movments( bounce off a badnik and you'll see) * collisions with wall jumping ( still cant find the problem here) anyone see any other problems? I'm open to suggestions too. Have some screenies and a download. Stage intro im going to tweak the colors for the steage title bar there.... sharky dude a new place excessable only by that hidden spring my puase menu heh...ya i borrowed the design from my other game (astro hunter X) Well lemme know what you guys think, and when you find glitches( i know you will) please be descriptive so I can fix it. I hope you enjoy, suggestions welcome!
  11. 2 projects and unexplained screenshots? That's NOOOOOOOOOOOO GOOD!
  12. HI I'm using Game maker 7.0 pro, And I'm having some trouble with collision detecting by way of wall jumping in my game. It works about 50/50 chance wise. When Jumping at the wall some times the character will stop several pixels infront of the wall and never connect to it, even if holding in that direction. Sonic moves using the variable "gobal.accelleration" he can move at a speed of max 15. He accellerations by 0.5 every step if the key is held down. And deaccellerates at the same rate. Sonic has a mask that is 44x44 pixels and centered at 22x22. The wall object he collides with is 16x16 pixels and is centered at 8x8 when I stand next to the wall and jump up he collides just fine, if I take a running start then jump at the wall I have a 50/50 chance of having him connect, here's the source, can anyone tell me what the problem may be? You can find the object "sonic" under characters" and the wall object under gameplay-floors & walls the music is loaded externaly so just click ignore when it complains
  13. It's just a test stage stage, it's getting getting deleted later on anyway, there'd be no point in making it look uber pretty when it serves its purpose just fine now. I'm aware of the grid placement rule and I did read your post, Also those flowers arent object's, they are just tiles. The objects are proportionate to the 8x8 grid. Sonic's mask is 40x40, which divides by 8 in 5, which to say is 40 divided by 8= 5 and the floor and wall objects are all 16x16. You get the idea. No need to be rude. I'm working on the engine first and foremost, tiles are just decoration and not important at this stage.
  14. Okay, first things first, thanks Damizean for your help and that engine, I'm still rumaging through trying to learn heh, so I thinkI'll use it as a study toll for now and continue on using my own engine for this game, but still thanks a lot! I learned a few things heh. next here's another new build, NEW THIS BUILD ----------------------- Skidding and deaccelleration when switching directions New tile set to get rid of ugly stretched tiles Some new sound effects for various things Fixed a bug when loading saved games Tell me if this is any better now Seriphim http://www.megaupload.com/?d=HB1LBHXP
  15. A lot of people keep mentioning that but I'm not sure of what is being spoken of, are you referencing lack of slowing down when switching directions? Never studied physics. I asked AeroGP how I would go about doing that and he said just subract a number from the x position of the character when hitting to opposite direction, how ever all I got from doing that was a simple animation jerk and a pretty much instantaneous speed boost... I'm not entirely sure how to do it properly But I'd like to fix it before moving on to adding anything else.. .. I can post the coding on here for moving and if anyone wants to help me fix it I'm all ears.
  16. Okay have another one. New this time around ---------------------- -redid the way things respawn fixing a few glitches that made it unplayable -Added a puase menu -Added a title screen -Game over screen -Push block gimic -Goal ring and score tally system -A minor fix for instantanious accelleration(shouldn't do that), hopefully that works...this can later be used to do skiddin I think... -second test stage to make sure objects respawned properly -save and load feature Things to work on ---------------- - need a damage system - add rolling - add spin dashing - fix some collision bugs - velocity in changing directions give it a shot and see if you can find anything I missed
  17. The timer doesnt make any sound, that's the sound that should be replaced by the "tutorial" bgm music found in the the same folder as the executable, it works fine for me I dont know why it doesnt play the tuturial music file in the folder then... Also which animations are you refering to? I haven't added in slowing down yet when pushing opposite directions though I do intend to work on that.
  18. Okay still in engine building stages NEW TO THIS BUILD ------------------- * Tails following you around * A badnik * 2 power up items to give you wall jumping and the ring buster guage ( ring buster not functional yet) * Added the token, ring buster guage and emerals counter to the HUD * Externally loaded BGM * The homing attack, although simply jumping on enemies also works (that should make you all happy) * Respawning rings, item boxs and badniks. * Horizontal moving platform, can't get the hang of vertical just yet The resource count? ------------------- *FPS seem's steady at 30 fps ( intended fps) *Ram usage hasn't gone above 30 megs but fluctuates depending on what BGM I'm using at the time * CPU usage never went above 16% I think I'm doing good so far what do you guys think? The executable is about 3 megs and with the BGM file included it'll be close to 4 megs. That's not so bad eh? Also please note the tiles used in this build are only temperay and will be neatened up a bit and wont be as blurry when actual level building begins. Screenie showing debug info
  19. I'm not giving up, no way in hell 0.0. I'm making good progress I think, here Have a test build. There's no sound just yet. I'm worrying more about making the engine work properly first. Then I'll add all that fancy stuff. I borrowed some code from the xmas gift pack with some sonic dash engine in it for the paralexing background, but I dont want to rip off someone elses work to much so That's as much as I'm going to take. I liked where I was going with the old build so I will use somethign similar to that with better physics hopefully. Give it a go and see how it works for you, hit F1 for controls and stuff. and heres a mega upload if the forums download is crappy for you http://www.megaupload.com/?d=MEVNZ4T1
  20. I showed the new source to AeroGP and he was to tired to make sense of it and we got no where but I do think I've fixed a few problems, Rael you'll be happy to know deacceleration is now in, and slingerland will be happy to know that the tiles arent strectched this time, infact the whole resolution went down, now running on 320x240 rather then 800x600. I'm working on making wall jumping work properly now, and then I'll be working on all the other gimics and interactives that were in the previous build. All though I'm sure AeroGP would disagree, I think my engine is much more cleaner now aswell though I'll have to streamline a tad bit more later down the road. On a possitive note it only uses 12 megs ram now lol. I'll be loading the music externally this time aswell. Here's hoping this start-over works out. Unfortunatly I couldn't make much sense of the 360 engine so this'll be using modified platform movement again but a little less wonky this time at least. Any tips or tricks or anyone that want's to help me making this thing work out is more than welcome too!
  21. Well this may be kind of sudden but I've decided to start from scratch. This version has way to many bugs and too many n00bish mistakes, not to mention its HUGE. Effectively today I'm starting again from scratch and hoping to have a much more solid and clean engine to work with. Firstly however I'm having trouble with wall jumping ( I can hear you guys cringing lol) in that the collision detection with the wall object is wonky due to sonic's accelleration. So I'm going to post the new engines source here and hopefully someone can help me out. Take a look and leave a message here if you will, or email or catch me on msn, rep points given of course.
  22. I know, But I'm game for improving the game. I just think I prefer the orignal brightness of the stage as opposed to the darker bg tiles, The idea was have sonic and tails running by a wall of ruins in a lake, thus there was no need for the tiles in the bg to be much darker as they were supposed to be right next to sonic to begin with. Plus most of the previous stages were dark or at night time or enclosed, progressively getting gloomier. I wanted to make a stage with a breath of fresh air and sunnyness to it to give a slight bit of a hopeful feel towards the end. But when I darken the tiles it takes away from that sunny feel and feels a bit stagnant really. That was my line of thinking anyway. Any suggestions on taking it that route?
  23. This is horrendously frustration to be honest I prefer the way it looked fromt he start, I wanted a bright sunny level, and it loks really sad and dreary when I lower the brightness or darken it to far and Im havign a hard time making it look right.
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