Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Chaos Rush

Members
  • Posts

    264
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Chaos Rush

  1. So I know I am a Game Maker user that has no plans to ever switch to MMF2. But I'm just wondering, is there any executable of Sonic Worlds that I can try? You know, as a stand-alone file. I just want to compare how it runs to GM.
  2. In my opinion, learn to sprite by yourself. I did ALL of the artwork in my previous fangame (except for Starlight zone and the gimmicks recycled from actual Sonic games, of course) If you have to get another spriter, then you can't design your level's as you imagined, and have to deal with what some other guy did.
  3. Thank you! So what's the main theory behind it? I'm still baffled on how. It works just fine, rep up.
  4. Still can't figure it out. EVERY DAMN THING I'VE TRIED EITHER DOES NOT WORK OR LOOKS UGLY.
  5. Nothing, but he's usually always the one who answers all the Fan Game Assistance forum questions, and I think he also helped Damizean to some extent.
  6. Only one I can really probably give huge credit to would be Damizean, RogueYoshi, and Kain. HOW DARE ANYONE NOT MENTION KAIN. YOU GUYS SHOULD BE ASHAMED OF YOURSELF >:-o!
  7. Can you also make an example in GM6? I never fully understood what you said in how to do it, and it always looked ugly.
  8. Actually, it's not a constant in this particular engine. You forgot that your new engine uses constants, but your old engine uses variables, and this particular edit (what I call the Genesis/Revival engine, whatever) uses your old engine, not your new one.
  9. I use three different objects because to me, it's easier to organize. Also there is only 1 Action variable. The reason why you see all that other stuff is just "placeholder" stuff so you don't have to remember what number equals what. For instance, let's say if Action = 8, you're jumping. But not everybody can remember that, so we define a placeholder variable (action_jumping = 8), so then rather than having to keep track at which variable does what, you could simply do something like Action = Action_Jumping, which would equal to 8. So to put it simple, there is only 1 action variable, but instead of typing in a number you type in a name that matches the visual action.
  10. It was never fully explained for the average MMF2 or GM user to easily understand. That's why Sonic Nexus is pretty much the only fangame to do that.
  11. He's not the one who made the actual engine. It goes like this: 1. First, Damizean made a 360 movement engine 2. Then I downloaded it and took a whole bunch of things from Sonic Dash and called it a Sonic engine. 3. Then I "released" it, and called it the Sonic Revival engine. 4. Then over a year later, some random guy takes the Sonic Revival engine and adds a few neat features, and calls it the, "Revival Unleashed engine". Don't believe me? Well here's a link: http://www.sonicfangameshq.com/forum/showthread.php?t=3555 I meant no offense to you Sponick, I'm not trying to act like a jerk, I just don't want some people thinking you compiled everything (even though the oldest version of the Sonic Revival engine is simply a Sonic Dash rip-off, I don't want some people thinking you're the original one who "released" it) To Hobbes: The Homing Attack code does work, I've tried...
  12. Well, I didn't know GM works that way. I'm only going to have 3 characters, so I'll just do your first "solution". EDIT: I'd like to give you a rep point, but it says that I need to spread more reputation. So....take an imaginary rep point!
  13. To create objSonic, all I did was right-click objPlayer and selected, "duplicate object". Then I named the copy objSonic, and made it a child of objPlayer. Then I added the animation system from an older engine. Here, I'll PM you the source.
  14. ...ARE YOU SERIOUS. THAT'S WHAT I'M TRYING TO FIGURE OUT. (stupid caps lock prevent...)
  15. If I do that it looks even more ugly. It's definitely not the sprite origin, since if I give the animation system to objPlayer, it works just fine. I know it has something to do with objPlayer/objSonic, but I've checked all collision scripts and "objPlayer" is found nowhere.
  16. Okay, my main problem is: Notice how in the first pic, objSonic goes above the nut/screw thingy, and in the second pic objSonic overlaps the giant nut/screw/whatever. But if I have objPlayer do the same thing: It works perfectly fine, it doesn't overlap. Here's some information: 1. I'm using a simplified form of the X-mas engine (the one on the Firestorm Blog site) 2. objPlayer is a parent of objSonic Also I tried giving objPlayer the same animation system as Sonic, and it looks just fine. I think it has to do with the name of the object, but I've checked all collision scripts and none of them involve a specific, "objPlayer". So why does objSonic overlap the nut/screw thingy?
  17. The link I posted IS Sonic Firestorm. It actually teaches you how it works, rather than giving you an already built engine that you won't know how to use. Trust me, I've been in your position. In November 2006, I was desperately searching for a Sonic engine, and eventually I got one, and began working on a fangame named, "Sonic Revival". A few months later I found that I knew how to do absolutely nothing but level design, so I quit. Then in October 2007 I started to take one of Damizean's movement engines and create an engine of my own, and I learned a lot by doing that. Sure the engine wasn't that great, but then when I made future engines was much easier. And besides, you obviously haven't done any searching at all. *coughsonicrevivalenginecough*
  18. May I see an exe.? I don't use GM7. EDIT: You're using the oldest build of the Sonic Revival engine...IMO, you should use a better engine to start off with, but anyway I'm curious on how you did ceiling landing. I can't view the .gmk because I don't use GM7, but could you tell me how you did ceiling landing?
  19. http://aerogp.ae.funpic.org/news.php -Follow that, it's really useful and awesome.
  20. Alright, now everything's perfect. Just because I like doing it I'm going to upload the "complete" version, with sound effects and all sprites in the SONIC DASH style. Thanks to that, I'm finally starting to understand the Xmas engine a lot easier. EDIT: Whoops, I didn't know that you also re-posted the Metropolis bolt tutorial. I'll upload that later. EDIT: Fixed. Although I had to change some things to make the nut from going too far up making it unmovable. And I changed the direction you have to press because I recently played Sonic 2 and that wasn't the correct direction. Sonic Dash Engine.gm6
  21. Well...I CANNOT get the lives system to work no matter what I try, so I'm just going to leave it at this: Sonic Dash Engine.gm6
  22. Also, one more thing you should put in, at the bottom of "Input Management": case consActionHurt: if (Ground == true) { Action = consActionNormal; FlagsAllowCommonInput = true; }[/CODE]
  23. Er...I tried following the tutorials as best as I could but you had some missing things that I actually had to add things from the X-mas engine rather than the tutorial. Also, one thing that made no sense: What!? "Break if movement disabled"? I did not find that at all anywhere so I just placed the piece of code at the top. I also had to add the script, "scrMotionHurt" from the X-mas engine. Also the ring loss script had some errors, so I tried to fix that too. I'll upload what I tried to do, do you think you could fix it a little?: Sonic Dash Engine.gm6
  24. BTW, its "Chaos Rush" not "Chaos_Rush". Well...I have not played Sonic Unleashed (and have no intention to ever buy it), but for some kind of bar you could set up a health bar or some variable, and increase the "health" or whatever variable after the conditions are met.
×
×
  • Create New...