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SoaH City Message Board

Xoram

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Posts posted by Xoram

  1. 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]

    • Like 1
  2. 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.

  3. 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.

  4. 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.

  5. 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.

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