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Ryan Cordel

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Everything posted by Ryan Cordel

  1. mind you, you need to have certain 'mask' areas where Sonic can hit and where he can't on the boss. and once he hits said mask, try doing it as if you just pressed the jump button - setting his y velocity to a sudden number and either randomizing the X values (between positive and negative). you know, if you want to keep sonic the hoghedge from jump spamming him automatically.. though i'm sure someone else could provide a better explanation.
  2. Round isn't a variable - it's a function. But yeah, I'll see what I can muster with this system.. :/
  3. If by arguments, you mean: (check&obstacle_layer) && [B]collision_point(x1,y1,obj_walls,true,true)>=0[/B][/CODE] Then I've tried that and it doesn't change anything.
  4. angle=round(argument0/8)*8; hspace=argument1; check=argument2; dcos=cos(degtorad(angle)); dsin=sin(degtorad(angle)); x1=round(x-( dcos * hspace )); y1=round(y+( dsin * hspace )); x2=round(x+( dcos * hspace )); y2=round(y-( dsin * hspace )); done1=0; done2=0; i=2.35; while(i) { if (!done1) { if ((check&obstacle_layer) && collision_point(x1,y1,obj_walls,true,true)>0) done1=1; if (layer==0 && (check&high_layer) && collision_point(x1,y1,obj_hlayer,true,true)>0) done1=1; if (layer==1 && (check&low_layer) && collision_point(x1,y1,obj_llayer,true,true)>0) done1=1; x1+=dsin; y1+=dcos; } if (!done2) { if ((check&obstacle_layer) && collision_point(x2,y2,obj_walls,true,true)>0) done2=1; if (layer==0 && (check&high_layer) && collision_point(x2,y2,obj_hlayer,true,true)>0) done2=1; if (layer==1 && (check&low_layer) && collision_point(x2,y2,obj_llayer,true,true)>0) done2=1; x2+=dsin; y2+=dcos; } if (done1 && done2) break; i-=1; } return round( point_direction(x1,y1,x2,y2)); //Jump! if (KEY_A && ground) { ground=0; vsp=dcos*jmp-dsin*hsp; hsp=dcos*hsp+dsin*jmp; angle=0; dcos=1; dsin=0; action=1; } Here is all of it.
  5. Yeah.. Might be one hell of a newb question, but I've just started on a lil' project (One which I'll work on my spare time, really, as most others.), who's engine is based off Damizean's 360° one from the GM tutorial page on SFGHQ. Right now, there's not a lot of things to tweak with the engine now, except for one thing. return round( point_direction(x1,y1,x2,y2)); See that? Yeah.. We'll get to that soon enough. My 'game' uses 16x16 tiles and the game is slightly picky about it, but I'm fixing the issues as I go. Here's the deal.. When going just to the edge of a tile, the character's sprite tilts - normally, since it would do the same while being on a slope. However, the result is.. Once stepping off said edge and onto flat terrain, the sprite's angle still remains and doesn't reset to normal. That's what I'm trying achieve. I know I can apparently do something with the above mentioned piece of code to reset the angle, however, it also messes up slope detection, so I can't use it in any way that I can conjure up from my mind. As hinted at the thread, it's being made in Game Maker 7 (Pro), since I wholesomely prefer coding over the system that MMF2/TGF2 and it's older versions use. Any ideas? In a nutshell: Player goes to the edge, his angle modifies. He steps off edge onto flat terrain, his angle doesn't change back to normal, jumping does. Help?
  6. .. That screen shots ground is still broken as hell though. =P
  7. I dunno. Some crappy doodles I did on MSpaint or PSP X2 once. I felt inspired for some reason and doodled up some odd designs that I could use in my story. :/ Might break the page, but blar. First one is WINEP (Work In Never Ending Progress), so I doubt I'll be doing more like these anytime soon~ =D
  8. Foremost: I'm sorry if this is in the wrong forum. Second, hi! Note, I'm not trying to cause the same stupid mistake with FreakyT in regards to uploaded TS2 songs in .mp3 format, rather, I'll keep those songs to myself. Which brings me to my next question. Does anyone happen to remember any (if at all, or every) cheats that were in TS2? I recall there being one you could enter when, in the menu, you had "Cheats" selected, and you could do diddly-doo from there on. But that's as far as I know. I'd want to rip out the audio and keep it for myself, but I don't feel like playing the game through the end (Especially considering some of the glitches in there.). Thanks. EDIT: Already solved. But it still begs the question to what the ?????? selection in the menu does. Oh well. is the code for those curious. Ry~
  9. Because gay and sex are legitimate words and nothing's wrong with them. Seriously. Gay as an insult is a different matter all together, but I sure as hell wouldn't be bothered (Since, well, I know I AM and all.). Besides, it's much better for quite so many.
  10. Why not. I unveil myself after all this time. =E
  11. it's just the BFG 9000 flash, guys, another effect would do better. =P
  12. Ah yes, good old classics. Really liked them back then, although it makes me really regret how bad I was and was ripping these sprites (For my own private, crap little 'fangames'). Glad I can take of myself now, but sorry for all that though, Streak.
  13. That, and every graphic in there seems to draw attention from the viewer to itself, as in, each graphic tends to rob attention. Be it the darker, warmer color of the stepping ground, the slightly cooler but much lighter rocks below the ground, the dark brown emptiness of the background, and henceforth.
  14. My my, great to see you here, really. Really enjoyed your musical work on your more known Sonic series of fan games.
  15. You better just search for the Angry Video Game Nerd's opinion on the Virtual Boy.
  16. There's that usual lack of contrast, and the little fact that the sideways Eggman view sprite seems to indicate he would fall over.
  17. Robot or not, the head being so far backward seems pretty unusual for it, really. And I think instead of using some sort of 'screen' lighting on him, go more for a 'dodge' look to him. Metal as we does shine, but not white, it takes upon the color of the metal itself and, it also does reflect it's environment, but unless you're going to code in environment mapping for the guy, drop the environment reflection idea here. Also, his feet seem a bit odd or unstable to me to be usable. I mean, I've been surprised regarding robot designs, however..
  18. "My style works", "I like 'em and that's what matters" and such school of thought will NOT get you anywhere. You just have to accept the cold facts and move on, try to improve. You think I felt good when I posted my shitty ass sprites on SFGHQ when I was a little noob WAY back? Ofcourse I didn't. I'll admit, however, the Sonic one is a much better example of effort. Not that you don't put any on Knuckles and Amy, is just that could use some more refining before they look great to yourself and others.
  19. Ofcourse, Knuckles' head there doesn't seem like a grape, it has a better three dimensional depth to it regarding the head. Yours looks more like, well.. Like his skull is crushed a bit. Also, Amy's muzzle is awkwardly large.
  20. Posting the original .midi tracks would be great too.
  21. Merely okay. You could do better by not having to use a black outline, better color usage, consistent shadowing and a proper light source. The guns suffer the same problem.
  22. Anyone else think it looks slightly like Andrusi's character? I barely see it there, but evokes a sense of wonder. But otherwise, okay.
  23. If you're going to use Tidal Tempest GF tiles, atleast rearrange them so they're pretty.
  24. We have a better word for that. Major edit/total conversion. And hell, if Custom is defined like that, let's say a sprite 'made by scratch' is made from a literal specifically shaped DENT or such wound. I mean, god.
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