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Chaos Rush

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Everything posted by Chaos Rush

  1. Alright, rather than boring you guys, I'm releasing a preview of Demo 06. THIS IS A PREVIEW, SO IT'S ONLY 75% OF THE ACTUAL DEMO 06. And for the latin music? That's my school's jazz band performing. I'm 1st Alto Saxophone . So during the solo section of the song, if you hear an alto sax solo with a sort of messed up high note, then that's me. So hopefully you guys can notice the difference between the old engine and this new one. And so, here it is: http://www.mediafire.com/?imxrmqkqhy1
  2. All you have do to is copy+paste that section of the fire dash, then add an if statement and state what variables or whatever...
  3. You're the one who used it first, so it should be you who decides.
  4. Make sure all your tiles are multiples of 32, that way it won't take you ages to design a single level. I never thought of that until now, but if you follow this it's great. I started my first level on my fangame yesterday and I'm already 85% complete. And yes, if your tiles are multiples of 32 then it's really easy to convert your grid paper work to actual levels.
  5. I know, make sure you include the water horizon line. I just noticed you took it out.
  6. Er...not quite what I expected. Maybe you instead of using a completely new ocean surface, just recolor it to something brighter.
  7. ZFG, change your water's draw event to this: draw_set_alpha(0.4); draw_set_color(c_aqua); if( view_yview+view_hview >= WaterLevel) draw_rectangle(view_xview , max( view_yview,WaterLevel ) , view_xview + view_wview , view_yview + view_hview , 0 ); //the water itself, y is the water level, so you need to put WaterObj at the right height draw_set_alpha(1); draw_set_color(c_white);//we reset the alpha and color to avoid bad things happening. // Render water horizon draw_sprite(sprWaterHorizon, floor(current_time*0.1), view_xview[view_current]-(view_xview[view_current] mod 32), floor(WaterLevel));[/CODE] And for the actual ocean surface, please change it because it's exactly the same as Dami's example.
  8. It looks like you did absolutely nothing.
  9. The color of the water and the ocean surface does not fit in at all. It looks like all you did is Copy+Paste Damizean's water example, not even using different sprites.
  10. Finally began working on an actual level after lots of gimmick testing. I've now added several new gimmicks, which you'll find out when I release it. Grass shadow my ass.
  11. That partially works. If Sonic destroys the first row, then the one on top falls as it should. But if he destroys the one that just fell to the ground, the one above that one doesn't fall, it just bounces a few pixels back and forth.
  12. I'm having trouble with some physics. So lets say that there's 3 crates stacked up on top of each other. Sonic destroys the crate at the bottom. Then the crates above the one that Sonic just destroyed should be falling, right? Well I'm having trouble replicating that. Here are the object properties: Name: objWoodCrate Parent: objParentBreakableTerrain Create Event: Gravity = 0; GravityForce = 0.2185; Ground = true; Limit = 64; MaxLimit = y+64;[/CODE] Step Event: [CODE] vspeed = Gravity; if (Ground = false) Gravity += GravityForce; if (Ground = true) Gravity = 0; if (place_meeting(x,y+Limit,objParentBreakableTerrain) || place_meeting(x,y+Limit,objParentTerrain)) { Ground = true; } else { Ground = false } if (y > MaxLimit) y -= 1;[/CODE] To help explain, here's some pics: 1. Here Sonic looks up at the stack of crates. 2. Sonic destroys the bottom row. 3. Here Sonic looks up only to realize that the crate above only moved a few pixels down, and that Newton's laws are lying.
  13. I wasn't trying to argue . I'm restarting for the second time, but hopefully progress might be faster since I'll be using most of the same graphics as before. Yes, I did quit last time because of workload, but this time the game is much less detailed: I have now deemed cutscenes unnecessary. There will be no cutscenes, it will just be fast, straight-forward gameplay like the original Sonic 1.
  14. The new engine as of today is already 85% complete. Like I said, I've heavily modified the examples pack to mimic the X-Mas engine.
  15. You know, you guys should read the first post carefully...
  16. Sorry, this is not an Open-Source project...which means it's impossible for you to take pieces and put it in your game unless if you were some type of super hacker. Besides, I never gave you permission to do that anyway.
  17. The only program I'm using and that I ever will is Game Maker. Therefore, Worlds is not an option. So yes, I'm making a new engine.
  18. *logo in the works* Oh no. I'm back. It seems the only fangame I can successfully work on it Sonic Revival. Anyways, let me make this as short as possible: In November 2006 a crappy GBA Sonic game was released. I had an idea to re-do what it should have been, so it came to a fangame. It sucked, then I got a better engine, and then later I canceled it in March 2007. Then in October 2007 I began making a new Sonic engine, then officially restarted Sonic Revival. Progress got much better then, and then it slowly died after releasing Demo 05. Now I'm in the progress of making another new engine, and here I am. So yes, once again I am restarting the whole project. Sonic Revival is a remake of Sonic 1 with graphics similar to the Sonic Advance series. If you think the concept is stupid, SCREW OFF. Old screenshots: New Engine 1 New Engine 2 Green Hill Marble Spring Yard NEW STUFF: Demo 06 Screens from latest Demo: Title Screen Sonic charges for a Super-Peelout Sonic destroys a robot Old demo's: Demo 06 Preview New Engine Preview Demo 05 Demo 04.5 (Not worth posting. Check Game Maker Community) Demo 04 (Not available) Demo 03 (Not available) Demo 02 (Available, but not worth posting. Check the old SCD archive) Demo 01 (Available, but not worth posting. Check the old SCD archive) So yeah...there isn't much content on the new engine. If you're looking for something big and expansive, go ahead and play Demo 05, but don't even criticize it because I'm completely re-doing the old crappy engine.
  19. I see absolutely no scenery. To see what I mean, let me explain this: In Sonic 1, notice how Green Hill zone was not just a level-layout. It had flowers, palm trees, waterfalls, it had LIFE. Your picture has no life in it. All I see is a layout.
  20. That guy is cheating in the Shamwow commercial...you know, there's a puddle, he "cleans" it up. You could still see some dripping. In the next shot, there's nothing there. FRAUD!!!!
  21. The current one has no bugs that I can find... but now I'm working on something completely new, no bugs, no useless variables and such.
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