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FastFlash

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Everything posted by FastFlash

  1. I've seted the direction in the spring's creation code, same error
  2. Thanks for the tip! Most of my OC's ae hedgehog's because in my opinion they're easier to design, but I do have some OC's that aren't hedgehogs, clothing-wise, I put clothing in all of them because, in my opinion, it makes them fell more unique
  3. You missunderstood, I meant the collision code is rewrited from scratch, it's totally diferent from Game maker's collision code
  4. Lame name for a topic... I'l post anything i drew here(obviously), for people to critize and comment! Let's start with my two main OC's, Gabriel the hedgehog and Purple the Chao: My second OC and Gabriel the Hedgehog's best friend, Spark the Hedgehog: Another Oc, Rose the hedgehog (I have a lot of OC's, I must suffer from Compulsive OC Creation Sindrome) Finally, my "last" Oc, Ivo the Hedgehog, this one is a villain ("last" is in quotation marks cause I have like more 7 Oc's I just dont have drawings of them) A drawing of Sonic, Riders style( without Riders gear): Same as above, only this time it's Shadow: Tails, also Riders style( yeah, I really love the Sonic Riders artwork style) Knuckles, Riders style Classic Sonic: Classic Super Sonic: I'l post more soon
    1. Proto Dan

      Proto Dan

      It says STATUS_403.

    2. FastFlash

      FastFlash

      @Proto Dan, what says STATUS_403, the text or the image?

    3. Proto Dan
  5. Still doesn't work, maybe Sonic Dash uses a diferent direction system? I heard somewhere it uses a custom colision code, so maybe it uses a custom direction code too?
  6. The Sonic Boom video game actually looks good, except that the new character's design are hard to get use to, oh well, mods exist for a reason

    1. Proto Dan

      Proto Dan

      Well, it's a Wii U/3DS exclusive so I don't know about mods.

    2. Jassbec

      Jassbec

      Nah, you'll get used to it.

    3. GSF

      GSF

      Yeah, I think we can get used to it. 3DS has a chance if the shit flashcarts improve, but nobody cares about Wii U so keep dreaming about modding that.

  7. Gives me this error: ___________________________________________ ERROR in action number 6 of Step Event for object objPlayer: In script scrPlayerHandleObjectsSprings: Error in code at line 10: Speed = cos( degtorad(spring.direction))*_ObjectHandle.SpringStrength ^ at position 30: Unknown variable spring ______________________________________________________________________________ I tried changing spring.direction to objSpringParent.direction but it gives me this: ___________________________________________ ERROR in action number 6 of Step Event for object objPlayer: In script scrPlayerHandleObjectsSprings: Error in code at line 10: Speed = cos( degtorad(objSpringParent.direction))*_ObjectHandle.SpringStrength ^ at position 46: Unknown variable direction
  8. I'm not sure if everyone remebers, but wasn´t there some sort of "reboot" planned for the Sonic series in 2014?
  9. I already did.The second code I posted was a "fusion" of the two codes, when I do that Sonic just acts as if it were a vertical up spring
  10. It gives a weird affect. the player moves diagonally down slowly, like he was in the moon or something, but doesnt goes up
  11. No, it didn't but i updated the code to tell the player to do horizontal movement and it still won't work: PS: the second line(the one with the scripts) is all in the same line case consSpringOrientationDiagonalLeft: if (scrPlayerCollisionRightObject(global.GravityAngle, 1, _ObjectHandle) && Speed >= 0) and (scrPlayerCollisionBottomObject(global.GravityAngle, 1, _ObjectHandle) && Gravity >= 0) { Speed = -_ObjectHandle.SpringStrength; Gravity = -_ObjectHandle.SpringStrength; Ground = false; Action = consActionSpring; sound_stop(sndSpring); sound_play(sndSpring); break;
  12. Ok, so i tried adding diagonal springs in the Sonic Dash+ engine in Game maker 8, but it works as a regular up spring, and I have no ideia why... Here's my diagonal spring code: case consSpringOrientationDiagonalLeft: if (scrPlayerCollisionRightObject(global.GravityAngle, 1, _ObjectHandle) && Gravity >= 0 && Speed >= 0) { Speed = -_ObjectHandle.SpringStrength; sound_stop(sndSpring); sound_play(sndSpring); } break; Any help would be apreciated!
  13. Ok, so I'm using the Sonic Dash engine for Game Maker, and I noticed that when the player colides with a enemy and has 0 rings, the hurt script is set to execute scrPlayerKill, but that script is empty( that means that Game Maker just uses the default hurt script, since the death script has nothing ), I've tried to add the death code, but porting from the old sonic dash to the new sonic dash is difficult( the old one uses variables for the player actions, while the new one uses constants), I would like to keep Sonic/Tails/Knuckles in the same object( meaning I dont want a different object for the death animation), the problem is I dont know how to this, one way would be to make Sonic/Tails/Knuckles change sprite, and make them move up, the set an alarm and make then fall, but that doesnt seem to work Any help would be much apreciated! Thanks in advance
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