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Blue Frenzy

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Everything posted by Blue Frenzy

  1. You should not put every of the zones. Keep some for surprising the player. One thing that motivates me to play a game is to see how next zone looks
  2. what is the difference between both versions?
  3. Actually it uses wav, but it can use any kind of file, simply by using the right lib. Im planning on include midis, ogg and mp3. Maybe if i start learning how mods are, I could include them too. Layer 1 is for the ground itself. For example, if you want to draw trees, bushes, and other decorative on untouchable elements. Parralax, now is a different system and works different, appart. So, you define a parralax or bg image and after that, you draw the ground. The current system only supports 1 layer for parralax, but it sounds a great idea to add multiple layers. Thanks for the sugestion. You can use the picture formats bmp, gif and png, the last 2 including palletes. The engine is built in over another graphic library, so you can use whatever the lib has. Actually the nds compilation uses the pallete system as default because of memory limits. Else, if what you want is to change palletes, i created a replacing colour method for a whole sprite. There are two ways of using it: by frame count and by using the time.h lib. My own game has frameskip so frame count usually works for this. But it'd be a great idea to have an inner clock with easy functions. Yeah. The method is simple. You just have to write: create_sensor(x,y, width,height, behavior_id);[/CODE] And it returns the pointer to the sensor. If you want to relate objects, you can do it. Unlike mmf, you can make a chain of objects relating themselves, so you don't have to search for an specific object. So for example, if you want 2 object to work paired (for example a laser shooter and the laser object itself) you have a reference property named "related"; When The lazer shoots you can write : [CODE]shooter->related= create_object(shooter->x, shooter->y, LASER_OBJECT_ID);[/CODE] So you can for example, destroy the object without having to search for the laser object: [CODE]destroy_object (shooter->related);[/CODE] You can do it for example with blocks. Imagine you code the behaviour of the sensor number 0 to act like an obstacle and you have a rock object that you want to make it to work like an obstacle. You can do: [CODE]rock->related= create_sensor(rock->x, rock->y, rock->width, rock->height, SENSOR_ID_0);[/CODE] Then, if you move the rock, for example, by being pushed, you can do: [CODE]rock->related->x= rock->x; rock->related->y=rock->y;[/CODE] Anything can be created at runtime, and any object can be assigned to another object. Maybe this seems hard if you don't have a good idea of how to code in c, but trust me, it's easy as hell and very powerful, because you can make chains like: [CODE]object->related->related->related->x;[/CODE] or even more complex but powerful: imagine a flying bird with countless orbs moving arround him to protect him against attacks: [CODE]ObjectBase* orb= bird->related; while (orb != NULL) { //do orb behaviour here orb=orb->related; } [/CODE] Is it quite hard? if you know how to code in c, this should be as easy as peeing. [CODE]-Currently, how often has your engine crashed?[/CODE] Never. It just crashes when a file is not found during loading time. OBviously, it crashes if your code is wrong, like null pointers, division of zero and else. But obviously, this doesn't depend on the lib but on your programming skills.
  4. I am creating eversong in c, so I developed my own tools to make the game. Those tools consists in a c programming library, a level editor and an object editor. And now, to do this, i need a great interface for the editors. The level editor is a big grid where you can load a tileset of 32x32 tiles, and some lists that shows all the objects created. You have some options like: I will later add a menu where you can create your animations and objects. An sprite consists in different animations. Each animation uses different frame at a fixed speed. A frame has an image, a hotspot and an action point. You can define those ones by selecting the frames from the images folder. An object has an sprite and a name. So, how to improve the editor? What else should I add? how to change the interface to make it better? What would YOU like to see in a game editor? Any helpful idea is welcome. http://img128.imageshack.us/img128/2916/picu.jpg
  5. http://www.sonicfangameshq.com/forum/showthread.php?t=445 Here is it. Thousand of people wanting to help you. And the cutscene makers are here: http://www.sonicfangameshq.com/forum/showthread.php?t=460 And there is an "edit" button at the bottom of your replies. Use it if you want to edit your message. Multiple posting is not allowed without a major reason.
  6. How the hell did you manage to handle a game gear with one single arm and not getting it broken?
  7. HB. 2 characters, big message.
  8. They did. Touchscreen owns mouse in every way: faster, more precise, no need of an icon. Next generation, at least for portable consoles, will have multitouch screen.
  9. Opinions are like butts. Everybody has one. But it seems majority dislike the style. It looks like those 90's stop motion movies made with toys and plasticine, totally oposite to the cartoon look it has in the genesis games. Furthermore, levels look bland, not solid. Where is the shadow? It's hard to tell if they are floating or not. I can't draw a mental line in the surface. Maybe it's because I am not used to 2.5 games but still looks bad. I hope it plays better than it looks, else... R.I.P
  10. If I am you, and I am me too, you are no one. You should feel unlucky
  11. It's...ugly... it's very ugly. Why every 3D realistic thing finishes looking like shit? It looks like toys.
  12. For what I can see you use too much machine level. You should give more variety to the game.
  13. You two, swap your names too. Yeah, i was joking ._. I won't do it again.
  14. Me too. I really doubt they will do it right this time.
  15. My eyes are so damn pretty that you do not deserve seeing them. Well... And this is one morning's breakfast. I was about to explode (think that this kind of breakfast is uncommon in spain) And now that I am in the mood of posting photos, this is my little recetly brought to the world "Rukia".
  16. This is what i was able to do :s still not sure
  17. Still, it's already 14 pages for talking about those sound effects XD
  18. Funny. Tropical trance was the name of a zone of my scrapped project sonic utopia.
  19. That looks like jelly sand is suposed to drop down on edges, thats why I was trying to keep it inside. Actually sand is quite nice, but I have to find a way to make it to stay over the ground. Deserts are really though xD
  20. There is already a playble demo http://projectneedlemouse.com/ But I think its of the sonic unleashed quality, meh ~~~~
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