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rogueyoshi

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Everything posted by rogueyoshi

  1. like he said, just do the exact same thing to decrypt the file. scrEncryptFile("Sonic.XANIM", "SonicDecrpted.ANIM", "FreeForUse");[/CODE] that will produce a decrypted version of sonic's animation file (Sonic.XANIM) as (SonicDecrpted.ANIM).
  2. well at least you didnt spoil the reason why we have to fight sue...
  3. he forgot to put that file in. its from the RTP. whenever you release an rpg maker game, you should put it all RTP files used so that people with rpg maker can use it. and also change that flag. eh, it USED to be illegal, until enterbrain made it freeware.
  4. gamertag: Chibi Death multiplayer games for xbox (in order of most played): King of Fighters Neowave King of Fighters 02 King of Fighters 03 Street Fighter 3 Third Strike Hyper Street Fighter 2 multiplayer games for xbox 360 (in order of most played): Rainbox Six Vegas Street Fighter 2 Hyper Fighting (xbl arcade) Ultimate Mortal Kombat 3 (xbl arcade) Gears of War Tony Hawk's Project 8 Dead or Alive 4 Splinter Cell Double Agent Need for Speed Carbon Texas Hold Em Lost Planet (demo) Test Drive Unlimited[quit playing] Ghost Recon Advanced Warfighter[quit playing] Chromehounds[quit playing] i actually play xbox more often than anything, lol.
  5. okay, after playing this i can say that this game is good. marathon mode just wins, even though i dont have a dancepad.
  6. try zshare.net. it supports uploads up to 100mb and they wont take your file down.
  7. actually this thread is what inspired us to make it.
  8. i just re-uploaded the file due to a minor issue; the spindash speed wasnt 100% accurate.
  9. hey Zonar, how about checking out the Xmas Gift Pack. it would be worth your while to upgrade.
  10. Presenting the cutting edge in open source engines: The Xmas Gift Pack(based on technologies from Sonic Dash) Features: Advanced parallax backgrounds Advanced animation system Data Encryption Ultra accurate physics(360 engine) Failsafe Movement(Works up to 3600 times the speed of light) Item boxes Character actions And other various features/examples Credits: Damizean(for Co-Programming this thing) Me(for Co-Programming this thing) Upthorn(for providing various Sonic-related algorithms) Midiman(the HUD) This is basically a gift to the community that gave so much. The gameplay and quality herein is what you can expect from the upcoming "Sonic Dash". btw, if anyone is able to put this on the main site, please do. i want this to get exposed to as many people that can use it as possible. Merry Xmas Everyone!!
  11. you should post it here. you will get a lot more "attention" for this project. *supresses laughter*
  12. i know this thread is old, but since you still need help with this, i will do it gladly. first make a parent object called objMovingPlatform, and make its parent object your platform parent object(if you dont use one, just make the your solid parent object its parent). next, in the create event of objMovingPlatform, put in this code: previous_x = x; previous_y = y; [/CODE] after that in the end step event put this: [CODE] previous_x = xprevious; previous_y = yprevious; [/CODE] now, make a new object and call it objlvl1Platform, and make objMovingPlatform its parent. also give it whatever sprite/mask you want it to have. next, in your player's step event, put this code: [CODE] // ---- Moving platforms --------------------------------------------------------------------- objHandle = instance_place(x,y+2, objmovingPlatform)// change the y+2 part to suit your character's collision mask; if (objHandle != noone && onGround) { x -= objHandle.previous_x - objHandle.x; y -= objHandle.previous_y - objHandle.y; }[/CODE] next, place your platform and fire up your game. change varaible/object names to suit your game.
  13. Updated: 8/19/06 - added character Tails - added character selection menu - random bugfixes and improvements 8/17/06 - 8/18/06 - various minor enhancements
  14. this will be really good. itll be great to see a completely original idea for a fangame. just make sure you take full advantage of MMF2's new features. also, after playin it, it reminds me of O2 Jam. just make sure you give it spiffy particle effects to go with it.
  15. meh, not really a bug, just an oversight. will fix when i update today.
  16. you're forgetting about crisis core for psp, where Zack is the main character.
  17. actually, thats what having a team is for; so they can hold down the fort when im not around. while you work on some bosses ill be adding other characters, with tails being first.
  18. sure. also for the time being, i will put sonic dash updates at http://hosted.filefront.com/rogueyoshi/ Updated: 8/15/06 - added corkscrew courtesy of damizean - minor fixes
  19. EDIT: nvm, hes just changing servers room_goto_next(); is what you need, but you'll want a transition if you want it to look smooth.
  20. i will add camera lock shortly, that will help.
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