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LarkSS

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Everything posted by LarkSS

  1. I was just wondering because that would mean parts of Shadow would have to be seperate.
  2. Thanks a lot man! =) The only things I fixed was one grammer mistake and that you forgot to credit yourself. I added 3 more levels and reuploaded it to the same link. For those of you who don't know what link it is: http://www.freewebs.com/sonic_softdatabase1/Save&LoadMMF.zip Man, I'd give you some rep, but it won't let me since I already did before and I need to give some rep to someone else first. Edit: ( June 4 2006 9:55 AM ) I finally got to commenting my platform/static engine and added little comments and suggestions throughout the events. You can tell who commented by the comment box's background color. Black = JJames19119 White = LarkSS Once again, I reuploaded it to the same link. ( Above )
  3. In that first pic, the original Sonic doesn't exactly match the Sonic in the HUD. Pretty Interesting. Can you move around with the gun still pointing to the mouse?
  4. I see. I thought you had to use the platform object's condition. Heh, oh well, it's still kind of interesting what I ended up doing. *shrugs* Are you having trouble understanding what the heck I did with that platform object? Because I could comment that part if you want.
  5. Wait a sec, that says "Active overlaps Backdrop". Will that still work even though I'm using active objects and no backdrops?
  6. Heh, I forgot about that. Basically, you just need to add more restrictions. For example, after counters 1 and 2 are satisfied, the program is checking counter 3. If counter 3 is equal to counter 1, it'll randomize. If it isn't, check if it is equal to counter 2. If not, continue to counter 4 which checks all three. Basically, counter 4 will end up taking on the last empty value. Eh, you way is much faster and cleaner though. I just thought I'd mention that.
  7. Ya, it was fun to program too. =D How exactly is it supposed to work by itself with active objects? I couldn't figure it out. =/
  8. Pretty nice. But I'd do it a little differently. Your method gets the job done faster, but takes more events. When the button is clicked, all counters randomize. Counter 1 gets to keep its value. If counter 2 is equal to counter 1, it'll randomize until it's different. When it's different and counter 3 is equal to counter 2, it'll randomize until it differs from counter 2. After that, if counter 4 is equal to counter 3 it'll randomize until it's different. After all counters are satisfied, the objects are positioned and play resumes. A fast loop may be best for this if you want to make it more quicker.
  9. I used the platform object since it saved me from making the moving events myself. I just thought it would be easier and I was experimenting with it to see how it worked. Dang, I forgot to take them out. 2 of those .cca files are just backups. I think I'll fix that. And thanks for commenting it for me. =) You've been a lot of help. Edit: I got rid of the 2 backups and reuploaded it. It's still the same link. The only .cca file you need is Save&LoadMMF.cca. Just reread your comment about the platform object and I now understand what you're asking. I used the platform object, but it was meant for backdrops. I was using active objects, so it was a little more difficult. I got the object to move across the ground, but I had no way to tell it whether it was touching a left or right wall or the cieling, so I was required to use detectors and combine the platform movement with the static engine. The bottom detector makes the ball stick to the ground when going down a slope.
  10. Don't think so. But it would be nice if it was.
  11. If you need any help with the editor, I can see what I can do.
  12. I asked because I'd like a voice of Sonic going "NOOOoooo..." Another good one would be Sonic getting hurt. "Ugh"
  13. Ya, that's the same thing I noticed. Like you said, O means how many objects there are. YB and XB are your boundaries. T is the length of the music selected. W is whether you said it's okay to jump over walls or not. M stands for the name of the music. I really think it's the fault of the file object. I once tried to copy a .cca file and it copied a blank file. Is there another extension that can copy files? YES!!! I got the save/load engine to work perfectly, no junk objects or anything. =) Before uploading it, I'm making different object types so you can see how to make that work. IT'S HERE!!! ( 6:49 PM June 3 2006 ) After a few hours of playing around with extensions, I finally finished the MMF version. It's tons better than the one for MMFX, but that doesn't mean the MMFX version is bad or anything. Here are the features: -Instant Saving/Loading -Multiple Object Types -Grid System -Up to 10000 objects ( MMF limit ) -Saves X, Y, Animation, Direction, and value A ( Other values can be saved if desired very easily ) -Static Engine -2 Levels that show what the engine can do Here's the download link: http://www.freewebs.com/sonic_softdatabase1/Save&LoadMMF.zip Remember that to download it you need to right click it and choose save target as or copy and paste the URL in your address bar. All that's left is for it to be commented.
  14. Just copy the URL to your address bar or right click it and choose save target as.
  15. Hmm... How good is your Sonic voice? And maybe Tails too.
  16. I hate those garbage blocks. HATE THEM!!!! It's either something with the values where it creates an object but the value doesn't exist or one object isn't saving right. I know how to make moving the object and deleting it work however. I'm going to work on this and get it running. I might make an example of different object types as well. No foolin'? =O Do you happen to know why there's that problem with the saving that makes you make the name of the level, save it, go to the title screen, and reload the level for saving to work? I really hate that and I'd love to fix it. If you need more info than that, it does the step by step saving and puts the data in a temporary file. When you click save, it uses the file extension to copy the temp file's data to the name of your level. I have a feeling it must have something to do with the file object.
  17. Dang, I thought that may have been the problem. That method you mentioned I actually used for the MMFX version. I guess I forgot to do it the same way. I have to do something about what it should do if you delete an object though. Thanks for checking it over. =)
  18. Lol, it looks like Sonic tied a rope to his tongue. =O Pretty nice, but I'd recommend graying the Espio text just enough so it matches the color of the X and the 3.
  19. The samething happened to me, so I just held down Ctrl+Y and switched the controls to keyboard.
  20. I tried to use the save game extension and it didn't work. It looks like it should. I was hoping you could look it over to see what the problem is. http://www.freewebs.com/sonic_softdatabase1/Save&Load_for_MMF.zip And the extension I tried to use the first time was Global Store X. I have the Dynamic Array for MMFX also, but it has more features than the GlobalArray does. I probably have an older version that was made for the older programs.
  21. Heh, I tried to create the same events for one of MMF's global array objects, but it didn't work. =( It was the same exact commands and everything. So instead, I'm doing it using SaveGame.cox. I'll put it up if I'm successful.
  22. I found this midi I like and decided to make it into an mp3. I believe I got it from VGMusic. Here's the original: http://www.freewebs.com/sonic_softdatabase1/chaosangel_act_3_kitmix.mid Here's the mp3 version I made: http://www.freewebs.com/sonic_softdatabase1/FLSAdv3ChaosAngelAct3Kitmix.mp3 I think most of the credit should go to the maker of the midi whom I believe the name is Kitsune. Tell me what you think and what I could possibly change/add.
  23. I think I just need more video memory for it to run and possibly a laptop that supports more screen resolutions. Also, my graphics card sucks. =(
  24. A chao raising game I made awhile back. At one point, I should probably add some water or something so the ground isn't so repetitive.
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