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Posts posted by FastFlash
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They look cool and all, but what about different animals. When it came to "OCs", I always wanted to point out that there are animals other than hedgehogs that can be used, and those might perhaps make the character a bit more original (since they are, after all, original characters). There are lots of animals (elephants, bears, tigers, etc.) that haven't already been used by SEGA. I myself don't make fan characters, so I guess I wouldn't really know much on this subject. Just try to use different animals (if you want to) and maybe get rid of some of the clothes. Most Sonic characters don't wear clothes, but it's up to you.
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
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Most Game Maker things use custom movement variables and such, so if you can find Sonic movement variables then we could work with that. Most of the time it's Xsp or Vsp or vsp and such.
You missunderstood, I meant the collision code is rewrited from scratch, it's totally diferent from Game maker's collision code
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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
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Try changing to Sonic.direction I think it's because you're assigning the Spring a direction? Which does. Again don't know much about Dash but I think thats why.
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?
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Gives me this error:
___________________________________________ERROR inaction number 6of Step Eventfor 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 inaction number 6of Step Eventfor object objPlayer:In script scrPlayerHandleObjectsSprings:Error in code at line 10:Speed = cos( degtorad(objSpringParent.direction))*_ObjectHandle.SpringStrength^at position 46: Unknown variable direction -
I'm not sure if everyone remebers, but wasn´t there some sort of "reboot" planned for the Sonic series in 2014?
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Hmmmm. I haven't touched the Sonic Dash+ engine so I can't exactly figure this out but is there a horizontal and a vertical spring code / script if so merge the two and see what results you get.
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
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Try removing all of that and just adding
hspeed += 10
vspeed -= 10
And tell me what happens. But put whatever the players object name (dot) hspeed and that good stuff. Please report back with your findings.
It gives a weird affect. the player moves diagonally down slowly, like he was in the moon or something, but doesnt goes up
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I drew these:
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Does it tell the player object to do horizontal movement?
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; -
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! -
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
Diagonal Springs in Sonic Dash(GM8)
in Game Project Assistance
Posted
I've seted the direction in the spring's creation code, same error