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

luksamuk

Members
  • Posts

    1,594
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by luksamuk

  1. Makes me wanna replace Collab's Splash.
  2. Dude, I'm glad you're back. The graphics just rock, seems better than ever.
  3. God, that's awesome. Can I use it on the XNA Sonic Engine I'm making?
  4. I think he wants a splash screen for SFGHQ. Dude, did you notice that Hapi-San made these in romhack form instead of in a fangame?
  5. Useful, but why not just use .OGGs that have lower filesize and can be included on the project's executable?
  6. Nah, but there IS a 1.2c version released by Techokami a few months ago. It featured bumpers and Sonic CD's rolling tube... remember? Level Collab's Engine is "1.2b for Level Collab".
  7. Seems so, as Strife said... For now I only believe that the best way to organize it is by doing it before or just after you program something new in the Events Editor.
  8. lol i though he was from thundercats sorry I couldn't help that
  9. I could swear it's Sonic starting to make a Tornado Spin (just like in Sonic 3D Blast and Sonic Underground)
  10. New lamp post for Phoenix. I've inspired on this other post I made for the placeholder stage. The Sonic icon flips slowly when inactive, then flips quickly if active. Oh, and a birdie told me that something good is coming for Level Collab today.
  11. So yeah, a friend of mine was asking me about randomizing values in MMF2, and although he seemed to just use the random() instruction, I always felt like it didn't randomize properly... and I don't wanna use extensions either. So, I was wondering, is there any way you can successfully implement THIS C code in MMF2? #include <iostream> #include <cstdlib> #include <ctime> const int maxValue = 4; int main() { srand(time(NULL)); //Makes the randomizer... really randomic return rand() % maxValue + 1; //Returns a random value between 0 and the maxValue }
  12. Well at least now you have... Next time try the fangaming assistance forum... and please don't use colors in your texts unless you need to desperately claim for attention in a case of life and death, I feel like my eyes are gonna explode. :I
  13. The video is cool, I like the way you're putting it all together. But I don't like how your level design is odd sometimes, and I'm talking about walls that should be apparently solid. Apart from that, I think you made good use of the space in the level. PS. Fix your Checkpoint Post. I could've swore I was seeing double. This is a 2D fangame, you don't have to add two of them so Sonic passes between; it's just not necessary.
  14. That's probably part of the "you-can't-make-a-screenshot-bitch" feature that LOLst has given up implementing due to team complaining, as gossip says.
  15. @DW: Seriously? LOL. Making it sticky might be fun also @Cleberson: You may wanna make it bigger...
  16. Pretty much great and well-done. But hey, it's GameMaker Object / camera rotation and other things are always better in it. We can prove it with Sonic Nebulous.
  17. A "General Small Help Thread" could help then.
  18. Thanks for testing :B Aanywayy, Works. I'm trying to concentrate on basic platforming before getting into Only bottom collision is half-configured. Gotta finish it, make a skidding move and then make collision for the other sensors. The common actions (Stopped, Walking, Running) are configured. Jumping is also possible, though it's not finished yet too, and is still pretty much buggy.
  19. ..No, it's not the wrong forum. Here's a quick algorithm: Use the Angle tools to rotate your object. Just remember to set player's FloatX and FloatY to the center of the round part of the cannon and cancel the action of the gravity when you're in it. Remember to make a timer to make the player fall if he didn't press anything. You'll basically have to check player's Speed according to the cannon angle: XSpeed = Impulse*cos(CannonAngle) YSpeed = Impulse*sin(CannonAngle) Remember to also cancel the gravity when you're being shot. The rest is just key pressing shenanigans. (Call me up on MSN if you didn't understand something)
  20. THIS might help you. That's what you want, right? Just stay sharp on how the "StandIn" zeroes appear, and how the values of the counters are set (a main GameTimer in milliseconds; every counter's value is GameTimer divided by something).
  21. It's possible by making a super-big Active object and rotating it, through it'll trash so much the VRAM that you'll regret making it. There's also the option of making each block separately and calculate each Hotspot of every one, center them all on the screen and making them rotate. But again, VRAM trashing. And I didn't even mention collision. Maybe an Active System Box can do the job? Never used this extension, but the name seems attractive.
  22. Sorry for DP Here, you guys can test what I got so far. There's no collision detection yet, so all you're gonna see is Sonic jumping, changing its animations with a DEBUG hud and a background music. Download it. "DOESN'T WORK! How can I play this fucking shit? You suck, LH." Well, Links: PLEASE, if someone tests it, tell me if there's any problem you're experiencing like slowdowns and etc along with your PC specs.
  23. SFGHQ has quite a large backgrounds and sprites database... That's probably why I keep avoiding making my own sprites lol. Some news on that XNA thingy, even though I know this isn't the proper thread to it, but it's early to make one, and in case somebody's interested... I've figured out some animation issues, it seems to work properly now. But there's a problem... the player keeps itself out of the line of vision, probably over or under the screen... I'll find out why, then make a proper collision detection, then post it on the thread. If college duties let me do that, though.
×
×
  • Create New...