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Damizean

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Everything posted by Damizean

  1. Hmm, it'd be interesting if they actually offered binaries to use in other languages.
  2. MG4M3R, if you're able to some C programming, your best bet is using Game Maker, and any of the engines there are available for it.
  3. Yeah, don't let the lack of consistency between movement systems stop you from using half-assed methods.
  4. Silmeria's battle system is kinda like that, even though the characters move as group.
  5. Nope, it's processor exhaustive, at least on MMF. GM handles pretty well a second character.
  6. The most correct way to emulate the original is create a second 360º engine and instead of using the inmediate input from the player, store it on a list and use a delayed data for the second player.
  7. Paint.NET is the best Paint replacement possible, try it out.
  8. Box2D actually implements the contact points as it's on the library's API. They only would need to construct the callback class and add refactor it (Plus, contact points from per pixel collisions would be suicide, this is only suitable for the Physics engine).
  9. Hmm, actually, it would be better if they actually implemented contact points list for the Box2D physics system. With proper collision detection, we could create an awesome Sonic engine with it. (Basically, there would be no need for angle detection system, as we could find out the angles from the contact points, it would fix all the problems with the current system.
  10. Yeah, just watch out on how big you make your backdrops, Streak. You could end up with crashes due low VRAM.
  11. Easiest way: get it from Steam. http://store.steampowered.com/app/13230/
  12. In any case, reorganice the conditions and make the collision test be on top, that'll convert the event into an interruption. And change the parameters of the collision so it's done Ring vs Mask instead of Mask vs Ring.
  13. It seems more like a problem with the magnetic shield to me. Plus, your 4x4 box isn't going to behave better than the 27x27 one. Edit: If you watch your own video you'll notice it. First, you have two problems there: a) The ring's initial direction vector (when they're affected by the magnetic field) is weird, it doesn't seem to point correctly to the player. Either you need to change the activation radius, or use other methods for detecting. The rings object is deactivated when outside the screen. If you haven't bothered on creating a new object for moving rings once they get magnetized, you're going to lose them once they get outside the screen boundaries. The only case scenario in wich a collision with a ring would skip is when Sonic surpasses the speed of 27 pixels per frame, wich is never going to happen, mostly because the engine is unstable when approaching a certain speed (therefore, that's why there's a speed cap).
  14. Edit: Ah, no, there's not. Probably forgot to put it anyway. Since you guys have been using a RC, not a real release version, I would've put the game mode back to 0 in that.
  15. There's an explanation for this! You see, in the original Sonic, when he got hurt, there were two bouncing directions, depending on the object: If Sonic collided with a spike or some sort, he would bounce forward. If Sonic collided with a badnik, he would bounce backwards. I was looking into the bounce mechanics when I first implemented it, and then realiced the two different modes. After that, I just left it that way for a future fix.
  16. There's nothing to fix in the other one. Just change the global variable "GameMode" to 0. GameMode 999 is quick test, wich disables the titlecard
  17. At last a contribution from the community The features are all nice as far as I could try them out, but there's some complains: I don't really like a lot of the new code. Most of the stuff isn't gimmick-compliant (ie, are self contained, deactivate automatically if it isn't placed in level, etc.). I see a lot of use of timers, wich is WRONG (and I've said it a lot of times already). Never use the timers, they're interruptions, they break the logic flow of the code, and they aren't frame-rate synched, wich ruins the flow. I suggest you try to look on how the other gimmicks work and adapt to that work-style, wich is in the long run, the best for perfomance.
  18. Holy shit! An Animal Crossing guide! Just what I wanted! Ah, yeah, also, new Mario-Sonic olympics spinoff. Meh.
  19. I don't know any, but there are game engines made specifically to be cross platform. BlitzMAX for example is a pretty cool one.
  20. If you're just doing a world map, you can always precalculate the sphere rotation into 360 frames and just change the frame index depending on angle.
  21. Did you make sure the coordinates (position, size, etc) of the world sphere (in the mesh) are the correct ones?
  22. Calculate the difference of positions between the parallax object and the water horizon. Calculate the ratio/relation using the height of the parallax object to find out the Y scale, and render the water with that information.
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