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Slow_Motion

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Everything posted by Slow_Motion

  1. Hmm.. Well im using this You would have to cut the time and score out of the sprite and make new ones like so Heres the show stat code I use draw_set_halign(fa_right); draw_text(view_xview+122, view_yview+10, global.Score); // Score draw_set_halign(fa_left); draw_number_zero(view_xview+106, view_yview+26, (global.game_time div 10) mod 100, 2); // Milliseconds draw_number_zero(view_xview+83, view_yview+26, (global.game_time div 1000) mod 60, 2); // Seconds draw_number_zero(view_xview+67, view_yview+26, (global.game_time div 60000) mod 60, 1); // Minutes [/CODE] You would have to adjust the view_xview and view_yview variables i'll whip the finished code up in a minute. Edit: Here the code [CODE]draw_set_halign(fa_right); draw_sprite(spr_scoreh,0,view_xview+220, view_yview+10); draw_text(view_xview+320, view_yview+10, global.Score); // Score draw_set_halign(fa_left); draw_number_zero(view_xview+106, view_yview+10, (global.game_time div 10) mod 100, 2); // Milliseconds draw_number_zero(view_xview+83, view_yview+10, (global.game_time div 1000) mod 60, 2); // Seconds draw_number_zero(view_xview+67, view_yview+10, (global.game_time div 60000) mod 60, 1); // Minutes draw_sprite(spr_timeh,0,view_xview+16,view_yview+10); [/CODE] Heres an ss its not perfect you will have to adjust it your self. the transparency got messed up on the time and score sprites You can find the original code in the Sonic revival engine I think..
  2. Here is my code for walking if global.action=2 {suck=0 sprite_index=Kirby_Walk if xdir=1 {hspeed=2} else {hspeed=-2} }[/CODE] I changed it to this [CODE]if global.action=2 {suck=0 sprite_index=Kirby_Walk if xdir=1 {hspeed=2 alarm[1] = 20} else {hspeed=-2 alarm[1] = 20} }[/CODE] In alarm 1 I put [CODE]suck=0 sprite_index=Kirby_Run if xdir=1 {hspeed=5} else {hspeed=-5} [/CODE] Didn't work.... What am I doing wrong? What I want is if my "player" walks for a certain amount of time he starts running.
  3. There is a game maker sever that can be hosted on your comp.
  4. By IVED I mean "In Very Early Developement". =P If your gonna bicth to me about how horrible this game is help me make it better by...providing me with sprites and ideas. Story:Shadows days have become really boring sence he and his "freinds" have defeated almost every threat. Until this day,a powerfull virus being is taking over the cyber/internet world.Sonic cant travel that deep into the dark computer abyss due to recent werehog and black knight events.Shadow offers to help sence he has "virtualy" nothing to do anymore.Tails builds a not so powerful device as fast as he can,this device allows Shadow to travel through the internet and any computer! This new technology also brings back the loved "chaos blast,chaos control" and many other chaos powers.Shadow has to travel by train and foot to get to Tails's workshop but its worth it,no more lazy days for Shadow the hedgehog!... Forgive me for low quality. Screenshots: Virus info(enemy creatures): Z:Jump or homing attack X: attack..double kick or light dash Up+X:Kick up(sprite not finished) C: Chaos Control (not even close to done) Hold up+C:chaos spear(not finished =P) Space:Block....useless arrows move. Debug keys: 6: resets speach varible to 1 if u dont want to wait to speak to tails or the help bubble 7: Drain chaos 8: Talk to self(Shadow) 9: Credits room (If I used you how-to or you helped me just wait you will be in there) P: Pause...(disabled) Q: -1 lives everytime you press W: Restarts room Heres a link for the Demo Click here. Report glicthes leave your comments...blah blah bla.Oh and what do you think of the story? Give me some suggestions Viruses,Stages,Npcs,etc.
  5. Im using Full engine some one posted...if im not mistaken its sonic fgx. Here is my code in collision with the terrain / wall parrent KEY_A= keyboard_check_pressed(ord('Z')) KEY_RIGHT= keyboard_check_pressed(vk_right) KEY_LEFT= keyboard_check_pressed(vk_left) if KEY_LEFT or KEY_RIGHT && KEY_A && !ground {wallj=1} else {exit;} if wallj=1 {action=16} else {exit;} if action==16 && KEY_A && xdir=1 {hsp=xdir+5 vsp=xdir+5} if action=16 && KEY_A && xdir=-1 {hsp=xdir-5 vsp=xdir-5} [/CODE] My problem is it dosnt do anything. here is a lil something extra in step event, [CODE] if ground {wallj=false}[/CODE] the "ground" var means if he is standing on ground not touching an object. I put this in create..not sure if this matters [CODE] wallj=0[/CODE] Also, how do i make it where it checks if its walljumping before air attack/ homing attack, if that is my problem. here is my homing / air attack code, [CODE]//Homing attack (check animations for drawing sprites) if action=1 or action=7 { if KEY_A && delay=0 { action=5 //Play homing sound below action=5 if instance_number(enemy_basic)>0 && distance_to_object(enemy_basic) <150 //Check if there are enemies first { if distance_to_object(enemy_basic)<150 && enemy.y>=y //Locked on (enemy must be in-line or below Sonic, not above) {lock=1} else {vsp=0 hsp+=xdir*6 lock=0} //If not near an enemy, just go foward } else {vsp=0 hsp+=xdir*6 lock=0} //If there are no enemies, just go foward } } //Lock on to nearest enemy (Notice I switch from Damizean's hsp,vsp function to speed and direction then back) if instance_number(enemy_basic)>0 { if lock=1 && distance_to_object(enemy_basic)<150 //Go towards enemy {direction=point_direction(x,y,enemy.x,enemy.y) speed=12 hsp=0 vsp=0} else if lock=1 && speed>0 //Cancel lock (too far away from enemies) {lock=0 hsp=hspeed vsp=vspeed speed=0} } else if lock=1 && speed>0 //Cancel lock (If no enemies are present) {lock=0 hsp=hspeed vsp=vspeed speed=0} //If there is a wall between you and an enemy, stop homing attack (also applies to layers) if instance_number(enemy_basic)>0 { if collision_line(x,y,enemy.x,enemy.y,obj_walls,1,1) && lock=1 {vsp=0 hsp+=xdir*6 lock=0 speed=0} else if collision_line(x,y,enemy.x,enemy.y,obj_hlayer,1,1) && lock=1 && layer=0 {vsp=0 hsp+=xdir*6 lock=0 speed=0} else if collision_line(x,y,enemy.x,enemy.y,obj_llayer,1,1) && lock=1 && layer=1 {vsp=0 hsp+=xdir*6 lock=0 speed=0} } [/CODE] I dont have an animation code for wall jumping...its not important right now. Problem:it wont walljump. Im using Gamemaker 7.0 Pro I cant for the life of my remember the name of the engine but it has parts of sonic revival...that I added.
  6. Wow,Amazing im downloading it right now. Edit: pretty damn good game.
  7. I would love to know this too(not using kains engine). You must not be using pro if you are using kains engine.
  8. I need some one to finish these sprites, The person who is doing these is working on a fangame so he most likely wont be doing them. I just need 6 more frames done and the shoes edited. Its not alot of work so can anyone do this for me? i still need HP & CP,Chaos point huds, not that important for now. Edit:Never mind they are getting finished.
  9. Look what I found its a youtube video of something they did on the marathon.
  10. Thanks I would rep you but I need to spread some rep around before I rep you again. Edit:I forgot I still need some HUD sprites.
  11. Sorry for double post but i need help!
  12. They dont even look tired, they dont sound tired ethier and its about to be 3days of this?
  13. How do u raise money from this,and AWESOME. wouldnt it be cool if they had a zelda or sonic marathon too?
  14. It dosnt make the text smaller the font is,32 till 127 size 9 arial bold when i change the possition of the text nothing happens. I tried this // i tried //draw_set_halign(fa_center); // draw_set_halign(fa_center); //draw_set_valign(fa_middle); draw_set_font(fnt_HelpIcon); draw_sprite( sprite_index, image_index, view_xview[0]+242, view_yview[0]+60 ); draw_set_color(c_black); draw_text( view_xview[0]+242, view_yview[0]+62, var_text); draw_set_color(c_white); draw_text( view_xview[0]+240, view_yview[0]+60, var_text);[/CODE] but it acts like this is happening [CODE] draw_set_halign(fa_center); //draw_set_valign(fa_middle); draw_set_font(fnt_HelpIcon); draw_sprite( sprite_index, image_index, view_xview[0]+160, view_yview[0]+60 ); draw_set_color(c_black); draw_text( view_xview[0]+162, view_yview[0]+62, var_text); draw_set_color(c_white); draw_text( view_xview[0]+160, view_yview[0]+60, var_text);[/CODE] It wont let me change the [color=Blue]view_xview[/color] and the [color=Blue]view_yview[/color]. EDIT2: Is there a tut on how to use speech bubbles like this [spoiler][/spoiler] that would really help
  15. I need a text box engine a rpg engine i couldnt find a good one on yoyo games. im using Pro Shadow blazes help icon tut but its to big i need a smaller box something to fit 319x239 execpt i want it to be much smaller sence that is the full view/screen. I also need some Chaos bar sprites and Health sprites. the screen looks like this you can clearly see my curent chaos bar is fked up in looks. I also need score and time counter/Hud because im removing rings. Extra stuff: 1.Heres what the current text back looks like you can see its too BIG! 2.It has to be easy to edit i dont have to long to figure out alot of things. 3.I said i need text box engine programed w/sprites included. 4.I SAID i need health and chaos bar sprites if u didnt read all of it smaller than 319x239 I MEAN WAAAY smaller than that it can have a life icon connected. I really need this quick sage is right around the corner i dont have much time left! I ALSO NEED A LEVEL DESIGNER. NOT NOW THOGH.
  16. A glicth , if you teliport when you go supersonic right before it happens the controls are completly disabled. You cant move at all when the transformation is done.
  17. check out my booth on my sig.(click on it) i used yola and it looks good.
  18. Did you just find out about that? Also the game looks epic i love the style.
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