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DizzyDoo

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DizzyDoo last won the day on February 20 2007

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  1. Ah ha, so I should be looking at the Distance alterable value. I have increased it, and indeed it does move downwards, but when moving the player object rapidly flicks between standing straight and the angle it is meant to be at.
  2. Hi, lurker here, I've been playing around with Damizean's base sonic 360 engine for MMF2 (http://www.sonicfangameshq.com/forum/showthread.php?t=3894) and am attempting to make the player bigger. Now, so far this has been rather straightforward, as most detectors are happy to be moved around. For example: Floor(FloatX( "Player_MovementValues" )-Cos(Angle( "Player_MovementValues" ))*6)[/CODE] The distance of this sensor's x position is manipulated by simply changing the value (6, in this case). However, when it comes to two sensors, Player_SensorLeftAngle and Player_SensorRightAngle, the two that detect the gradient of the slope, it doesn't seem to work this way, or rather, it works confusingly. For setting either one's x position, I can look at: [CODE]Floor(FloatX( "Player_MovementValues" )-Cos(Angle( "Player_MovementValues" ))*5+Sin(Angle( "Player_MovementValues" ))*Distance( "Player_SensorLeftAngle" ))[/CODE] Ah ha, seems simple enough, just change that 5 to change the distance. See, that works, but for the y position... [CODE]Floor(FloatY( "Player_MovementValues" )+Sin(Angle( "Player_MovementValues" ))*5+Cos(Angle( "Player_MovementValues" ))*Distance( "Player_SensorLeftAngle" ))[/CODE] That looks almost identical, except of course for changes in the trig stuff. But when I change this particular value of 5, absolutely nothing happens. I can set it to 600 or -1000 and the little sensors stay at their same position as they always were. Clearly I am not understanding something here, but I don't see why the x position setting event would work and the almost identical y setting event would fail. Any help from an MMF2 user (or even Damizean himself) as to what exactly is going on here would be so very much appreciated. Thanks.
  3. That only happens when you have an illegal cracked version.
  4. kcfloop.mfx is the fastloop right? Can be found in MMF2 bonus pack 2: http://www.clickteam.com/eng/downloadcenter.php?i=195
  5. Is he... rolling backwards? Lovely background tiles though, very detailed. Doesn't look too sonicy though.
  6. I always thought that that particular trick was appallingly obvious, but I managed to pull it off very successfully one time. And thanks Wesker for the tips.
  7. Heh, that ones a good one. I've recently just begun learning how some are done, and doing some card tricks. The one I really want to know how is what is known as the 'Spin Change' where you spin a card with one hand and it changes completely. I've seen some nice routines with this to liven it up a bit, but haven't been able to see how it's done yet. Anyone know?
  8. Right the way I would do it is just to detect when Knuckles hits a background object that is a wall (use side sensors for this), and then activate another static movement which is basically just what the left and the right code but instead use Y for X. How you want to do the pulling up it up to you, you could try putting a sensor to detect if there is any more wall above, and if there isn't, to pull Knuckles up and revert back to normal static movement. Does that help?
  9. Check the hotspots, that might lead to bad active object positioning.
  10. I've had considerable experience using the Mooapi, and I advise you to use MooClick, which is faster and doesn't crash so much as MooGame. Next, I'd start by following the four video tutorials on Clickteam.com here: http://www.clickteam.com/eng/learning_resources.php (scroll down^) And also check out the movement tutorials which will help you make a game with Mooclick: http://create-games.com/article.asp?id=1591 (part 1) http://create-games.com/article.asp?id=1592 (part 2) http://create-games.com/article.asp?id=1609 (part 3) If you have any questions, or bugs in your program, come back here and ask me, I might be able to give a hand.
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