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Icecreamkid

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Everything posted by Icecreamkid

  1. Do you mean the color I gave him looks a little dark? Well I'm going to redo it.
  2. Thanks, I will definatly try that. EDIT: Ok here is my best attempt at recoloring the Shadow sprite to a goldish color. So I'm asking you guys for your opinion on the coloring of the sprite. Is it acceptable?
  3. Ok I will do that, it will be alot of work if I recolored all the animations for Shadow, so maybe I'll only do the ones that are necessary. Also this is the Shadow sheet I am using. Cylent Nite has an Super Shadow sprite at the very bottom, but I wish that he put a templete on the sheet so it would be easier. Because I'm not that good at spriting, and even though it is just recoloring, I need to also have a shading on the sprite like how Cylent Nite has done it.
  4. I need the following animations: Idle Idle Waiting Walking Running or Flying Jumping/Rolling Spindash Chaos Control Crouching Maybe Grinding And some kind of animation to look like he is using a blast attack.
  5. Hi, I am looking for a Genesis styled Super Shadow sprite sheet. I need one with alot of poses, because the one I found recently on MFZ only had a few poses, and thats not what I'm looking for. So can anyone give me a good Super Shadow sprite sheet? Thanks I appreciate your help.
  6. I'm sorry Slingerland, I was using a Sidekick earlier and it didn't even show my whole post. Won't happen again.
  7. Hi, I need help with making Knuckles climb and glide in Damizeans' crouching, rolling, and spindash 360 engine for GM 6.1. I have been trying to make Knuckles grind for some months. My last attempt was using Damizean's and Rougeyoshi's X-Mas Sonic engine, and changing the movement scripts with the ones in my engine. And that attempt failed fully. Here is what I did. ScrPlayerActionGlide() // ==== FUNCTION ==================================================================== // scrPlayerActionGlide() // ================================================================================== // // If no key is pressed, decelerate on current direction value if (key_left) GlideDirection = -1; if (key_right) GlideDirection = 1; if ((x_speed < GlideInitialSpeed) && (GlideDirection == 1)) x_speed += GlideDirChangeAcc; else if ((x_speed > -GlideInitialSpeed) && (GlideDirection == -1)) x_speed -= GlideDirChangeAcc; else x_speed += GlideAcceleration*GlideDirection; // If gravity is greater than cap value, decelerate gravity itself if (Gravity > GlideGravityCap) Gravity = max(Gravity-GlideGravityDec, GlideGravityCap); if (Gravity < GlideGravityCap) Gravity = min(Gravity+GlideGravityDec, GlideGravityCap); // If character collides within a wall, switch to climb if (player_collision_right(x,y, angle, maskBig) && x_speed >=0) { scrPlayerMotionClimb(); animation_direction = 1; //FlagsAllowCommonInput = false; SS_PlaySound(global.snd_grab) } if (player_collision_left(x,y, angle, maskBig) && x_speed <=0) { scrPlayerMotionClimb(); animation_direction = -1; //FlagsAllowCommonInput = false; SS_PlaySound(global.snd_grab) } // If touched the ground, change to glide slide if (ground == true) { action = action_glideslide; } // If we aren't holding the key action, drop if (!key_action) { action = action_glidefall; x_speed = scrClampValue(x_speed, -GlideFallSpeed, GlideFallSpeed); Gravity = GlideFallGravity; //FlagsAllowCommonInput = true;[/CODE] ScrPlayerActionGlideFall [CODE]// ==== FUNCTION ==================================================================== // scrPlayerActionGlideFall() // ================================================================================== // if (ground == true) { action = action_normal; }[/CODE] ScrPlayerActionGlideSlide [CODE]// ==== FUNCTION ==================================================================== // scrPlayerActionGlideSlide() // ================================================================================== // if (ground == true) { // Decelerate while on ground if (x_speed > 0) x_speed = max(Speed-GlideSlideDeceleration, 0); if (x_speed < 0) x_speed = min(Speed+GlideSlideDeceleration, 0); // Check out if character should stop sliding if (x_speed == 0.0) { action = action_normal; //FlagsAllowCommonInput = true; } //if (key_action_pressed) { // scrPlayerMotionJumping(); //FlagsAllowCommonInput = true; //} }[/CODE] ScrPlayerActionClimb [CODE]// ==== FUNCTION ==================================================================== // scrPlayerActionClimb() // ================================================================================== // // ---- Change climb motion on press --------------------------------------------- ClimbMotion = 0; if (key_up && !player_collision_top(x,y, angle, maskBig)) ClimbMotion = -1; if (key_down) ClimbMotion = 1; // ---- Stick to wall if possible ------------------------------------------------ if ((animation_direction == -1) && player_collision_left(x,y, angle, maskBig)) { repeat(15) { if (player_collision_left(x,y, angle, maskBig)==false) { x -= global.CosTable[global.GravityAngle]; y += global.SinTable[global.GravityAngle]; } else break; } } if ((animation_direction == 1) && player_collision_right(x,y, angle, maskBig)) { repeat(15) { if (player_collision_right(x,y, angle, maskBig)==false) { x += global.CosTable[global.GravityAngle]; y -= global.SinTable[global.GravityAngle]; } else break; } } // ---- If action pressed, jump -------------------------------------------------- if (KeyActionPressed) { scrPlayerMotionClimbJump(); //FlagsAllowCommonInput = true; //FlagsAllowDoubleJumpAction = true; } else { switch(animation_direction) { case -1: if (player_collision_left(x,y, angle, maskBig)==false) { action = action_jumping; //FlagsAllowCommonInput = true; } //if (scrPlayerCollisionLeftLimiter(scrWrapAngle(global.GravityAngle-90))==false) { //action = action_; //FlagsAllowCommonInput = true; } break; case 1: if (player_collision_right(x,y, angle, maskBig)==false) { action = action_jumping; //FlagsAllowCommonInput = true; } //if (scrPlayerCollisionRightLimiter(scrWrapAngle(global.GravityAngle+90))==false) { // action = action_climbrise; //FlagsAllowCommonInput = true; //} break; } if (ground == true) { action = action_normal; //FlagsAllowCommonInput = true; }[/CODE] Step Event for Knuckles Action 1: [CODE]if (key_melee && ground == false && action == action_jumping) scrPlayerActionGlide() [/CODE] The problem is that When the glide button is pressed it doesn't even work. And climbing is wacky when collided with a wall. Any help please? Thanks, Ice Cream Kid
  8. This game is only $10 once you trade in 2 Wii games at GameStop. So I'm definatly buying this game.
  9. Camtasia Studio is the best. I like that program.
  10. My Gamertag is Icecreamkid0923. I will post my xbl banner to show the games that I am currently playing.
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