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TruePowerofTeamwork

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Everything posted by TruePowerofTeamwork

  1. Yeah, Sonic's CPU's is completely broken, and I'm having trouble fixing it.
  2. I don't think anyone's gonna agree with me on this one, but whatever. Battle for Bikini Bottom, is honestly surprising, because for the most part, it's a pretty damn good platformer. Even more so, considering most of the Spongebob or Nickelodeon games are usually bad or mediocore. The PC and GBA versions are completely different games, and honestly I don't like them very much, but the Gamecube version is surprisingly good. Is it a masterpiece? Not at all, but it'd say it's a pretty good game.
  3. Yep, I usually update them all at the same time, starting with github. It's easier because I just press a button. : P
  4. Oh dear.. I accidentally completely broke build 272. Don't use it it's completely broken. 273 will be out in a few minutes, with a few bug fixes, Sonic and Knuckles AI, and physics improvements, hopefully it's not also completely broken. : P Edit: 273 is uploaded.
  5. Uh, all my testing is done through Skype, and I already have like 30 possible testers(Check the credits), but I guess you can add me through Skype if you want to test early builds. My Skype name is True Power of Teamwork.
  6. The controller object usually handles the camera position limits. I can probably move it to the camera object if that's easier.
  7. No, but a later update will have bosses. Next major update probably won't have them, but the one after most likely will.
  8. Well, I haven't put those in the engine, so you'll have to code that yourself. Look up a tutorial on Google.
  9. Look for objGlobal within the Engine folder, under begin step, above room start.
  10. Thanks, I can't believe you noticed that. I did some tests and had my friend look in the assembly, and you were definitely right. Both have been fixed in the next update. I'm gonna look more into Knuckles animations, and various underwater things, before releasing the update.
  11. So, from a few private requests on how to do certain things, I decided it would be a good idea to create a thread with various tutorials and answers. Questions: Q: Where does all of the initialization code go, such as setting key inputs, fonts and such? A: Game Start event of objGlobal. objGlobal is the only object that is persistent through the entire game. Q: How do I add/remove levels from the level list, or edit level names? A: This is done with the initialization in the Game Start event. Look for: global.LevelList, global.LevelNames, global.LevelActs, LvlMusic, and LvlAnimals. Level Name is the name of each level, Level acts is what act the level is, LvlMusic is the music to use, and lvl animals, is the id of animals to use(Just set to 0 if unsure). Tutorial 1 - Parallax: The parallax system is quite easy, for each sprite in the parallax you'd use scrParallaxAddBG to add a sprite. Parallax sprites are added in the Game Start event of objGlobal. The arguments are: scrParallaxAddBG(sprite_index, layers, layer_speed, speed, id) sprite_index obviously means the sprite it uses. layers is the amount of parallax layers(If you don't want layers, just set it to 1). layer_speed is the difference in movement between the layers. The higher the layer speed the more the layers spread apart when moving. Set this between 0 to 1. speed means the difference in speed between the entire parallax and the camera. If it's set to 1 it will follow the camera perfectly, if it's set to 0.5, it will move at half the speed. id is a individual id that you give each parallax sprite. Make sure no parallax sprite has the same id. An example: scrParallaxAddBG(sprEHZParallax1, 1, 0, 0.95, 0); To draw parallax use scrDrawParallax(id, y, image_index) id is the id you gave the sprite when creating the parallax. y is the y position subtracted by the view y. So if you want it on the top of the screen set it 0, if you want it 128 pixels below the top of the screen set it to 128. image_index is the current frame of the sprite. Now just create an object, add the draw parallax scripts in the draw event, and place it in the room. I will be adding more tutorials and answers with time, if you have a quick question or request a tutorial ask here, unless it requires it's own topic.
  12. Thanks! Did you try the new link? I created a new GMZ with a bug fix. If it still doesn't work I'll just send the audio folder. Edit: I added the GMX folder to the downloads. Edit 2: I figured it out the problem, if I save the GMZ directly to Dropbox it doesn't properly save, the newest link should work fine.
  13. That's very strange, I had to create a null sound because GMS kept constantly replacing the first sound effect with another random sound effect. What version of Studio are you using. 1.4 is recommended.
  14. I was thinking RKA too, but I didn't think he looked anything like a dog or a cat, I thought it was pretty obvious he was an opossum, so I went with Dynamite Headdy instead.
  15. Uh, I'm assuming they're all still Genesis games so: First one I'm guessing is Phantasy Star IV, it's one of the only 4's on the Genesis, and it fits the description a little. Second one, I have no idea, I was thinking Dynamite Headdy, but I'm not sure...
  16. I also made an NES Sonic mockup, that uses 8x8 sprites, 8 3-color palettes(2 of them are reserved), and only NES colors(SMS is a WIP): http://bit.ly/1G5mxQ6

    1. fahyda
    2. Riseodvi

      Riseodvi

      Pretty cool how you were able to represent Sonic in an 8x8 block, and I'm glad that I'm not the only one who knows that interactive sprites on the NES only had three visible colors per palette, not four -_-

    3. Techokami

      Techokami

      SMS has two 16-color palettes (one for FG/BG, one for sprites) that use colors from a 64-color master palette.

      However, such small sprites will be very hard to track in a big open area at high speeds. You'll need to up the sizes to double what you have now.

  17. As a huge racing fan, this was really fun! My only nitpicks are that the res is way too small(Or it's just way too pixelated), making it hard to see what's coming up, and it doesn't support 1920x1080. Now I understand the old racers were low res, but it can be a huge problem sometimes, so I think it should be an option. I beat it on my first try with 36 secs left. : D
  18. Well, I don't really need assistance at the moment, but can we see some of your work? I think people would rather see your work, before working with you.
  19. Yes, of course. It's not possible at the moment, but because the other characters can't fly, I'll have to find some sort of work-around, or a different A.I. for the other characters. I plan on maybe having a custom A.I. for each character to use each of their moves.
  20. Of course, as soon as the source is released, I need to make sure everything is perfect, and the code looks nice before I release it.
  21. Yeah, it supports both 360 and floor mode physics. Floor mode is on by default, because it's more accurate the Genesis games. Edit: Press CTRL during game-play to switch between floor mode and 360.
  22. Thanks! It was partly inspired by AeroGP's engine, but is in no way related.
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