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Xoram

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Everything posted by Xoram

  1. How about putting some railings at the side of these small loops? Not high railings, just something that prevents you from accidentally falling out of the loop.
  2. Be careful if you're going to alter Sonic's appearance; that's the thing I liked the most. Has a nice feel to it.
  3. I had some problems posting, didn't realise I did so three times. Cheers Rael.
  4. The direction and speed with which you are travelling wouldn't affect the inclination of the rain. Wind does that.
  5. It can be more blurry, and less blurry. Mind that the camera was moving pretty fast when I took those screenshots. Not sure what you mean with 2k7 blur TRD. And it's not really world rotation, the camera just rotates with the gravity.
  6. Thought I'd post some new screenshots of the Ice Engine I'm working on. Wont be ready for SAGE though, so a release of some sort will come afterwards. (Don't pay attention to the extra Sonics, they're just there because I'm too lazy to use other test sprites)
  7. Most impressive Blaze. Is that going to develop beyond its current playtest state?
  8. Though that will make the block stand still for a certain amount of time, then instantly fall with 5 pixels/step downwards. I suggest you add some gravity to that movement. Creation event: hit = false; timer = 16; ysp = 0; Step event: if ( !hit ) { if ( collision_with_player ) hit = true; } else { if ( timer > 0 ) timer -= 1; else { ysp += gravity_constant; y += ysp; } } [/CODE]
  9. I actually like the color scheme of that level Mr.S, don't listen to Damizean =p.
  10. Yep, though if you save the file with GM7 it will get the extension .gmk; a different format that's not compatible with GM6.
  11. Sonicinos, GM games should work on Vista if they are 'compiled' using GM 7. Darkleo, if you haven't, compile it using 7 so everyone can enjoy.
  12. Only two words circulate in my head when I see this: "Gimme gimme!"
  13. If you change the mask size and distance before you check for any collision, it shouldn't glitch. I don't understand what you mean with that they look much bigger than the standard one. If you want Sonic to be enlarged with a factor 2, meaning that you double the height, you simply enlarge the masks gradually until they are twice as big and move them outwards until their distance to the center of Sonic is twice as long. [Edit] You should also make so that the enlargement stops if both the bottom and top sensors are colliding with an obstacle. Same thing goes for the left and right sensors.
  14. Except the fact that the most important update that came with GM7 is full compatibility with Vista. Now, I haven't tried GM6 games on Vista, but I'll stick with GM7 just to be certain there are no issues.
  15. Nice cutscene TRD, though the sounds are a bit too loud and sharp when you see the floating island from a distance in my opinion. The best thing would be to add a distortion that suggests they were not emitted right next to you. Optionally, you can just lower their volume. Other than that, good work.
  16. Neither do I, I just noticed that the loading times for game compiled with GM7 are a tad longer.
  17. I have this implemented in my engine. I simply created lots of different circle sprites with different diameter, starting from 64 and moving down with an interval of 2; 64, 62, 60, 58, etc... You sacrifice some memory, but in the end it ought to work faster than the collision_circle method. Then, depending on an enlargement factor ranging from 0.4 to 2 the engine determines which sprite mask to use for which sensor and calculates the position of them. You don't have to create all these sprites by hand like I did; instead you can create a function that does it for you by first drawing the circles on a surface and then saving the surface as a sprite.
  18. You could make the planet blend with the blue sky. The sunlight reflected off the planet surface travels through many kilometres of atmosphere, making the planet not as clearly visible as it would if you look at it from space.
  19. Even though the motion blur in that video is physically incorrect Godmaster, it looks nice and works for me.
  20. MSUK, when Sonic moves up the slope you want him to rotate so that you get an overhead view of him as he runs towards the top. The gimmick alternates the running animation of Sonic depending on where he is on the slope.
  21. It's not that difficult at all, you simply put an invisible collision mask that makes Sonic look like he is walking up that 3Dish slope. Then you let the gimmick override the animation, replacing it with one that fits the movement up the slope. However, if you want to replicate the SCD effect perfectly, you need to make the parallax background move to create the illusion that the camera rotates around the gimmick. Should not be a problem though.
  22. Trial and error. I have remade my engine 8 times, and I have been at my game since 1999/2000. It's not easy for anyone, we've all been where you are now. You simply need to carry on.
  23. Can't keep a secret? Adhesive tape was invented for a reason.
  24. ImageReady is easy to use for making animations. Comes with Photoshop.
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