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deathbob

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Posts posted by deathbob

  1. Dude, Neo, a simple pallette swap would do that background well. Just make it like at night or something. Then we can focus on the character's actions, which as we know are ESSENTIAL TO A FIGHTER. We must be able to differentiate characters from one another.

     

    That's actually kind of a problem with the roster aswell... There are like 10 hedgehogs, and maybe 5 characters whose primary color is black. That Radical Highway type stage you showed in a video was great, and was easy on the eyes too.

  2. That ATS/BTS feel might come from the fact that the sprites are really simillar. I didn't read that warning about the special ring and was transported to a 10 foot land of whimsy and wonder. Does this mean the special stages will be actual platformer levels like Triple Trouble or Ristar? I do dig the art style and the level design ain't too complex. Nice for an opening, but hopefully the later stages will have ramped up the complexity and challenge.

  3. so okay for dark super sonic in my game, he currently uses this pose

     

    3aksI2l.gif

     

    but i also saw this pose while looking through google

     

    Zwg7RlP.gif

     

    which do you think is better?

    Hmmm.... I'd say number 2, because his pose differentiates him from the other characters better. The first looks a lot like Shadow's idle in Sonic Battle. Pose 2 also seems more "I'm gonna kick your butt and kill your family" Which I'm sure is the angle for "dark" super sonic.

  4. What I'd do for the rainbow rings is have a variable that sets weather sonic triggers the sound effect or not. In this case, I'm going to call the variable "affected"

    If you were to use GML for this, I'd put something like this in the collision with Sonic event of the Ring. It will replace the current sound playing script that you have, or else it will stay screwy.

     

    if affected=0
    {
    audio_play_sound(ringsound, 10, false)
    affected=1
    alarm[0]=15
    }
     
    How this works:
    If the affected variable is equal to 0 it will play a sound and set affected to 1. This way the sound will no longer play EVER
    AGAIN (until the variable affected is set back to 0.)
     
    This is where the alarm[0]=15 thing comes in. if your room is at the speed of 30, then 15 will be have a second in game time. Replace alarm 0 with any alarm you haven't used yet. You may have to fiddle a bit with your alarm time in order to get the sound glitchless. 
     
    Create a event for the alarm that you put in (in my example, 0) and give it a single piece of code:
     
    affected=0
     
    This resets the variable, so you can play another sound when you come into contact but it will make no annoying overlap. 
    If you meant that you wanted to set all rings to not play any sounds, replace all the times you put affected with ringobject.affected. This will set all ring objects affected variables to 0. I recommend trying both methods and seeing which one you prefer.
    Kind of a dumb workaround but it works.
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