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Techokami

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Everything posted by Techokami

  1. I don't actually have the font Kessler used when he made the level select. But you could utilize the small title card font!
  2. Cannot reproduce with a fresh copy of 1.4.3 APS in MMF2 or CF2.5 However this DOES look familiar, I think it's an old bug I had fixed a few versions ago?
  3. You are allowed to make threads about other projects, if the person(s) making the project aren't part of Sonic United. Though it does help to have the project leader around to answer questions and respond to feedback!
  4. "Flash browser"? Whaa? Also, suggestion for TPoT: can you please make your Git commits a bit more detailed than just "Update 5"? Like, give a brief summary of the changes in the commit? You can totally do that from the GitHub client.
  5. Yeah that object needed an update for Fusion 2.5, I'm not entirely sure it's in the Extension Manager yet or not. I think there's a working version posted somewhere on the Clickteam forums? As for your other questions: Peelout Animation Removal: Look in the events, under Objects management -> Player -> Player Animation -> Change animation, for these events: In the first event, remove the third condition (the one that checks Sonic's speed to be lower than 8). Now remove the entirety of the second event (that controls playing the PeelOut animation). That's it. Adding levels to level select: Look at the events in the Character & Level Select frame, under Main -> Level Select and Main -> Fade. Hopefully, you should be able to figure out how to edit these events.
  6. It's a shame that this even had to happen. Hez was trying to help DVD get his priorities straight, DVD took it as a personal attack, PC0 put DVD in time out to let him cool off and calm down, but instead it backfired and now DVD is gone. The thing to take away from this thread is that people do want to help, but you should never get hostile about feedback. Also, careful word choices should help prevent similar incidents.
  7. Creating a videogame, be it 2D or 3D, requires a lot of hard work, time, and dedication. You should seriously consider starting with the absolute basics and make a Pong clone, just so you can understand the concepts of object movement, player control, score keeping, and game states. Read this, then look into this and this. Learn to walk before you run.
  8. You need to pay for the full version. It's $99 on Steam (but since it's December, there's bound to be a sale on it soon) You can't install extensions in the demo versions.
  9. Did you also go and get the Bonus Packs from Clickteam's website? The files are here. You should also open up the Extensions Manager (Right click in Frame Editor -> Insert Object, then click "Manager", then click "Refresh") and install extensions you're missing, or are out of date.
  10. In the events, under Objects management -> Player -> Player Animation -> Change animation, make your events look something similar to this: Hopefully this should get you on the right track. (This sample code was pulled from my fangame project)
  11. Protip for Spykid: Use imgur for hosting images to post in threads. Here is the image he tried to post: EDIT: Here's some actual feedback. Let's start by looking at this screenshot: First, why aren't you using the moving platform version of the Super Ring item box? If you use it with the LINK object, you'll have a Super Ring item box that moves with this platform, and leaves behind no residue. It also looks a lot nicer. Second, your platform collisions are screwy, so if I try walking into the platform, Sonic starts warping up a bunch of times. As for the rest of the demo, I was actually bored by it. No hazards at all, just some annoying quick reflex platforming.
  12. Yeah this is kind of messed up. You're announcing a giveaway, and the only information you're providing is a deleted YouTube video. I highly suggest amending your post. Or else I'll make up the contest rules myself
  13. Yeah, a lot of this should be common sense, but then you look at what people are doing over in Mario hacking and they go entirely counter to this.
  14. That is weird... I've got no idea why it would be acting up. Maybe try asking about this over on Clickteam's forums?
  15. The new owners of 3D Realms are slowly releasing lots of interesting and fun goodies from the archives. Today, we get a critically important internal document written by Tom Hall for the designers. Tom Hall's Design Notes If you are making ANY sort of game, consider this required reading.
  16. We're shooting for a release sometime next month. It's so big that it'll be released as Delta 1.5, but will still be MMF2-compatible (but Fusion 2.5 is highly suggested for new projects)
  17. You CAN get a physical boxed version. Just make sure to select the proper option while on Clickteam's store. You can't get a boxed version if you go for it on Steam, and you have to pay S&H to get the discs. IIRC, you can also opt to get both digital and physical, meaning you'll get your serial in an email with the installer download link, and get a physical copy with the exact same serial in the mail, so you can start working immediately.
  18. Then you didn't get the official release of Delta. The official release package contains music, the extensions, and some art assets. Download links are here.
  19. Use the Perspective Object. Make it the exact same size as the water overlay object. Set the effect to a Sine Offset, Horizontal direction, oriented to the Right/Top, zoom value of 4, offset of zero, 2 sine waves. Now in your events, add a new event so that every tick, the Perspective object will be aligned with the water overlay, and add one to the offset. That will create an underwater distortion effect! I suggest you put the Perspective object on a lower layer, like directly above the parallax background layer. The effect doesn't look good on the player, game objects, or level tiles, imho.
  20. Well, it's that Worlds was made for an IDE and runtime that has traditionally been mainly for Windows computers. There IS supposed to be a proper OSX runtime and OSX version of the IDE comming "soon", but I've learned the hard way that Clickteam is a very small company running on Valve Time, so don't spend your time waiting around. If OSX Wine isn't going to mature to the levels of the Linux version, why not use a Virtual Machine to run Windows 7? Or, what about Boot Camp to dual boot?
  21. The problem is that the input system added in 1.3 is really deeply ingrained into how the game engine works. It's really powerful but it requires wizardry to decouple it. Now, this is the first time I've heard any reports from a Mac user using Wine. AFAIK Wine on Linux supports everything 100% (it's really matured over the years!) but I have a funny feeling that there isn't a lot of work on the MacOS side of things. So all I can really say is that you've taken a plunge into a crazy direction I was not expecting anyone to do. Godspeed.
  22. Might want to look at the other events in BGM Triggers. Look here: These events are resetting the music to the specified track. And since the player starts with SuperForm = 0, it's going to reset to the specified track. So you need to edit these events as well, so they reset to your new BGM.
  23. I started doing fangaming stuff in checklist mode. I have a hard time adapting to list mode, despite having actual programming skills under my belt. YMMV. And yeah, don't worry about homing attack
  24. The loop number setup is a little tricky. Turn on the debug counters; to do this go into the events to the Debug -> Debug Variables group, right click the group itself and click Edit, then make sure "Active when frame starts" is checked off. Now when you run the frame, you'll see some extra information. Second counter from the top is the current music position. This is the counter you want to make a note of. When the music reaches the point when you want the looped segment to start, pause the game and write down this number. Now, unpause. When the music gets to the end of the looped segment (that is, the very moment it's supposed to loop back), pause again and write down that number. Those are the Loop_Start and Loop_End values, or close enough approximations. Fill them in and play. If it sounds a bit off, you can go back and modify the numbers until you get it juuust right. If you enter in zeroes, the track won't loop and will just play once from the start of the file to the end of the file.
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