Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

DarkchaoX10

Members
  • Posts

    44
  • Joined

  • Last visited

Everything posted by DarkchaoX10

  1. Most of you told me about giving the levels more Paths and etc,well i just started to work on the revamped Seaside Valley Act 1 and this is how the design looks currently: (no objects in the level yet,underground path will have spikes and bridges) Click on those links to see it! http://4.ii.gl/h5wLl1mNG.png http://4.ii.gl/hwnPyaEy9.png http://4.ii.gl/4tLOKudrW.png
  2. It's been a while since i last posted here Anyways,i'm currently working on remaking Seaside Valley Zone and completly change it's Stage Design : ) (I will keep the Demo 1 boss though...)
  3. I didn't continued making the next zones. I'm recoding some of the engines stuff,like the player physics and I'm working on making some new sprites for both the player and the upcoming zones. The next demo will properly come in a few months.
  4. I will keep the design of the Hud and the Rings/Time/Score part. About the wisp box...I could remove it and instead add a little Icon of the current collected wisp power up to the life icon... whatcha think?
  5. Final Version of the hud ^^ (The Life icon will be changed trough later.)
  6. Some little Drawings of the Wisp Designs in Reborn: The new design for the Spike Wisp (Zone 1) The Design for the Bubble Wisp in (Zone 2)
  7. A Spriter from my team is working on a new hud,watcha think? Its a wip: (ignore that the hud stuff is behind the hud sprite.)
  8. A friend helped me and it seems that i got it to work now thats the new code: // deacceleration on slopes. if (action == action_rolling){ if ((relative_angle < 180 && sign(x_speed) == 1) || (relative_angle > 180 && sign(x_speed) == -1)){ // the character is going up a slope... x_speed -= sin(degtorad(relative_angle))*roll_decc_factor_up; }else{ // the character is going down a slope x_speed -= sin(degtorad(relative_angle))*roll_decc_factor_down; } }else if(ground == true && relative_angle > 35 && relative_angle < 335){ x_speed -= sin(degtorad(relative_angle)) * slope_decc_factor; }
  9. It seems to be a problem with the whole action/movement code. I added the above and removed the other rolling codes,but sonic is keeping getting faster when walking on Slopes and Loops... Heres the Whole Step Action/Movement script if you like to see it: Also,your code only would work like this for me: if (x_speed < 0) { if (key_right) x_speed = min(0, x_speed+roll_decc_strong); else x_speed = min(0, x_speed+roll_decc); } else if (x_speed > 0) { if (key_left) x_speed = max(0, x_speed-roll_decc_strong); else x_speed = max(0, x_speed-roll_decc); } // Deceleration based on angle if ( ((x_speed > 0.0) && (relative_angle < 180)) || ((x_speed < 0.0) && (relative_angle > 180))) x_speed -= global.SinTable[relative_angle]*roll_decc_factor_up; if ( ((x_speed < 0.0) && (relative_angle < 180)) || ((x_speed > 0.0) && (relative_angle > 180))) x_speed -= global.SinTable[relative_angle]*roll_decc_factor_down; // If player isn't on ground anymore, or pressed, switch to jump. if (!ground) { action = action_jumping; } else if (key_action_pressed) { action = action_jumping; shield_usable = 1; } // If player definitely stopped, just change to normal. else if (x_speed == 0.0) { action = action_normal; shield_usable = 1; }
  10. SuperBlitz,those are the Rolling codes: Also,whats wrong with the jumping? some of you said that it isnt that good,i dont see a reason why...
  11. I know the current physics sucks,so could you guys maybe help me out just a little bit? those are the current values i have for most of Sonic's physics. slope_decc_factor = 0.14; // slope deacceleration factor crouch_down_timer = 0; // timer with stores how much time the char. is crouched roll_decc_strong = 0.07; // deaccelerate while pressing the oppsite direction roll_decc = 0.03; // deacceleration value while rolling roll_decc_light = 0.02; // deaccelerate while pressing towards the same direction roll_decc_factor_up = 0.05; // slope deacceleration factor while rolling and going up roll_decc_factor_down = 0.20; // slope deacceleration factor while rolling and going down spindash_accumulator = 4; // spindash amount accumulator spindash_min_acc = 8; // spindash minium accumulator value spindash_max_acc = 16; // spindash maxium accumulator value y_speed = 0; // y speed max_y_speed = 12; // max y speed (only affects when going down) y_acceleration = 0.2; // y acceleration / gravity conversion_factor = 0.8; // speed conversion factor when landed on the ground jump_strenght =-6.60; // the jump strenght skid_decc = 0.23; // deacceleration value while skidding top_x_speed = 8; // top x speed when running on flat ground max_x_speed = 12; // max x speed x_acceleration = 0.046875; // acceleration / deacceleration slope_decc_factor = 0.14; // slope deacceleration factor slide_jump_force_x = 4.2; slide_jump_force_y = -6;
  12. So i quite need some help with my fangame,i cant of course do everything alone. What i'm looking for is someone that is good in spriting so the game will not just reuse original art. And im looking for some new Music Composers that are good in making Genesis Like tracks. Most of the people in my current team have they own projects or stuff to do,so they mostly dont have the time for that,so it would be quite nice to have some new team members that i can ask. If you want to help,leave a post!
  13. Your code seems to work for the rolling BUT Sonic will speedup for watever reasons when walking on loops now...
  14. Just because some resources look the same,it doesnt mean that i actually copied them from AtS,as an example,most of the game/sprites sprites has been made/used before AtS was even announced. Also i totaly dont want to make it some kind of AtS fangame,you guys will see that in later versions,i'm going to take my own way in gameplay wise and i guess i will remake some of the sprites to make them not look like their are copied. ; D
  15. So,i updated the demo just a little bit,also a new download link : D Go check out the first page and post. What is updated? - You can now Pause the Game in the Zone. (with Enter) - The Special Stage Ring in Act 1 has been Removed. - Some Text fixes. - The game restarts after you beat the boss. - Some collision fixes (example:Sky Sanctuary part in Act 1.) - Boss Music has been added : p - Correct Shield Sprites has been added (i updated it a little bit.) Btw,you can change the screen resolution with F4,and Restart the Game for watever reasons with F2 if you didn't knew that already.
  16. I guess you say that because of the bg,well you guys need to know that i added the bg to TEST it,it's not going to be a stage background,i actually made it for the Level Select Screen. (So you can select levels like in Sonic Advance 2.) And i totaly not try to make it a 'Lake Game',you will see that in later zones and sections of the game. One example is that if you play Ruined Eggs Zone act 2 (Second Zone) the stage kinda gets puzzle styled,where you need to find switches and or switch to an different character to find a way out of the act.
  17. I really need some help with some of the codes from Sonic Reborn! This code: // deacceleration on slopes. if (ground == true && relative_angle > 35 && relative_angle < 335) { if ( action == action_rolling ) { // first check where the character is heading to if ( x_speed > 0 ) // the character is heading to the right { if ( relative_angle < 180 ) // the character is going up a slope... x_speed -= sin(degtorad(relative_angle)) * roll_decc_factor_up; else // the character is going down a slope x_speed -= sin(degtorad(relative_angle)) * roll_decc_factor_down; } else { // the character is heading to the left if ( relative_angle > 180 ) // the character is going up a slope... x_speed -= sin(degtorad(relative_angle)) * roll_decc_factor_up; else // the character is going down a slope x_speed -= sin(degtorad(relative_angle)) * roll_decc_factor_down; } } else { x_speed -= sin(degtorad(relative_angle)) * slope_decc_factor; } } This code is used to deaccelerate on Slopes,but do you maybe know any way to make him keep rolling down slopes like he is supposed to do? I can't figure that out : p
  18. Oh btw,i removed the Demo from the first post because i gonna upload (either today or tomorrow) a updated version of it with the missing boss track,a pause screen in the levels and some other small fixes (the special ring has been removed,text fixes,game restarts after the boss.)
  19. ^^Yeah i know. Anyways,i wanted to ask ya guys,watcha think about this background i made for an zone that will appear in the game:
  20. I gotta have to say something about this : p Yes i know,a lot in this game looks like its Copied from SB/ATS but i truly did NOT wanted to copy stuff from Lake. Yeah,the Sprites looks the same but well,those are the best Sonic Sprites i found on the Internet and because of that i simply had to use them, (also i don't like to use original Sprites made from Sega (exa:Sonic 3)) and they are not even exactly the same,Lake quite edited them to fit his own Style. If this really bothers you guys trough,i of course can change the Animations (like the Super Peel Out) to not look like its copied.
  21. Damn,calm down bro. Yes,Sonic Reborn is inspired by BTS/ATS but that doesnt mean that i just copy stuff from Lake. The Sprites are free to use for everyone and i just took some of the animations (which Lake also used) because they fitted perfectly for Sonic's Action.The Rain in Act 2 is actually from Super Mario Bros 3 and i had the design of this stage already done before Lake even announced ATS. (Older Demos of Reborn had it already) so i'm not copying that. The Boss is inspired by Sonic Advance and is not really supposed to copy the ATS Bosses. About the last screen,i made this map/bg for the Zone Select Menu and i only used it in the zone because i wanted to see how it looks in action. About the physics and some of the bugs like the ground,i know about them and i try to improve these in later versions. Yep,the special stages will be actual levels! Just with an time limit so it's not that easy and if you die,you will return to the next act/zone.
  22. Thanks for playing! About the Linear Stages,yeah i know about that : / i try to improve my level design in the next zone with a lot of alternate paths to go. About the engine,nope it doesnt use the Revival Engine,it uses the Second version of the Super Ring Engine,but HEAVILY modified for Sonic Reborn! Btw,i love your game! I wish i could give sonic also such a effect when jumping : p i tried it too but i totaly failed and sonic couldnt move anymore lol.
  23. Thats why the dll CleanMem.dll is also available,it will be activated in each room and after each room ending,so possible performance drops will be removed! Btw,i trought it was easy to fix the rolling,but its actually not i seriously cant find a solution for it and if someone is good with Game Maker,it would be really nice if you could send me a possible code to get the building up speed when rolling downhill to work.
×
×
  • Create New...