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SoaH City Message Board

UltimateSonic

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Everything posted by UltimateSonic

  1. No prob! It would take me even longer ^^;
  2. Looking forward to it =) @Damizean Ah and I can quite easily do the x positioning way. I'm trying to do this method. Thanks for trying though, Dami ^^
  3. I figured that out ^_~ Well ... not really ; Hmm... I have a problem kinda like this now: + On loop "CheckpointLoop" + LoopIndex( "CheckpointLoop" )<= Alterable Value A( "Checkpoint" ) + Animation Stopped is Playing (Checkpoint) -Change Animation Sequence to On (Checkpoint)[/CODE] Apparently, its turning on every single checkpoint...
  4. Now we're getting somewhere =) In your tutorial, I placed three checkpoints in a row. I got the third one but I was still able to get the two before it. Could you look into that? Thanks ^^
  5. Ah, I look forward to it =) Just curious, and not to rush you, how long will it take? Please tell me when it is finished!
  6. Can you please elaborate? Also, how can I make it check only when Sonic gets a new checkpoint, not constantly check? Thanks!
  7. Ah. I figured a way to do it for levels that go from top to bottom. However, it keeps checking as long as there is a checkpoint active. I there a way to check each time you get a checkpoint? It doesn't work if you tell it to do it on collision with Sonic because then it checks for only that specific checkpoint.
  8. Yeah I really don't want to do anything level specific in the engine.
  9. Edit: Ah, wait what I was thinking of would require many different checkpoint objects T_T Is there another way to do this? Or... maybe is there some distance formula I can use?
  10. Actually, I'd prefer not to create different objects. However, USC's idea has gotten me thinking... would it be more efficient to add one to a value each time you get a different checkpoint and start Sonic from there?
  11. Wouldn't I have to assign a number to every checkpoint then?
  12. Can you please describe what that function does? (Max) Otherwise, you understand my problem perfectly. Also, what if I'm at a position between Checkpoints 1 and 2 but at a different Y coordinate? (I'm underneath the two checkpoints) I want to make sure 1 and 2 are lit even if I get 3, which is at a less X value than 2, but at a different Y. (Like the picture on my first post)
  13. I have another thread going on but its about a totally different problem. If the Mods have a problem with me making a new one, please merge this with my other thread. Well, I know how to do checkpoints. Each time Sonic hits one, it stores his x and y position in global variables. Now, Suppose the level is like this: ..*.......|.................|.............. .......... .............................................|................................[/CODE] The |'s are Checkpoints. The ...'s make up the ground. Sonic is the *. Going from Left to right on the first row are Checkpoints 1 and 2. On the second row is Checkpoint 3. [u]Scenario #1[/u] Suppose Sonic jumps over Checkpoint 1 and gets checkpoint 2. Then he dies. Starting at 2, Sonic goes backwards to Checkpoint 1. [b] How do I make sure that this checkpoint is already "on" and he cannot get it because he has "passed" it?[/b] [u]Scenario #2[/u] Sonic Starts and goes to the left to fall to the second row. Sonic goes right and gets Checkpoint 3. Sonic somehow dies. [b] How do I make sure that Checkpoint 1 and 2 are already "on" and he cannot be gotten because he has "passed" them?[/b] If I solved Scenario #1 by making a statement such as, "If Sonic's X value is greater than the X value of a Checkpoint, turn the checkpoint on", it wouldn't work for Scenario #2, as Checkpoint 2's X value is greater than Checkpoint 3's. Thanks! I'd appreciate help!
  14. Um, I'd prefer not to send an opensource, sorry =( Installing MMF wont do it because the tools are there in other projects. Its not a terribly huge problem, as I can do it in paint as well... Any other ideas?
  15. Didn't work =( To color swatches still appear at the bottom though...
  16. When ever I open up the active object editor in MMF, The tools are gone! I can't select the dropper, paintbrush, etc. Somehow I took it away! How can I get it back?
  17. I'd say its fine for an advanced-style game.
  18. The background needs to be blended together. You can clearly see where one image in the background ends, and another starts. Edit: Tentril Beat me to it XD
  19. Strangely enough, that makes so much sense to me o_O
  20. Ah, okay. No problem I never bothered to get any bonus packs ^^
  21. Does anyone have Platform.cox? It says that I'm missing it...
  22. I thought that version of HPZ was a mock-up...
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