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Techokami

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Posts posted by Techokami

  1. mmm.... i think i got it. Seems like "File-Folder Object" extension/object made that error. thanx for your suggestion.

    and yeah probably last question , how to remove the peelout and that 2nd Sonic's running animation?

    and how can i link the second level into level select?

    kthanxbye

    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:

    U1ZRaK7.png

    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. :)

  2. 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.

  3. Protip for Spykid: Use imgur for hosting images to post in threads. Here is the image he tried to post:

    BULXxjQ.png

    EDIT: Here's some actual feedback.

    Let's start by looking at this screenshot:

    JeIkfd4.png

    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.

    • Like 1
  4. Uh, Reventador... CF2.5 is a digital release. You get a serial number via mail and DL it from the CT site. This means you don't have to worry about shipping! Although it also means you don't get a nifty box that you can ogle at...

    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.
  5. 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.

  6. 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?

  7. 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.

  8. 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.

    • Like 1
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