Rael0505 Posted March 31, 2008 Report Share Posted March 31, 2008 And to get back on topic... Changed the bridge and tree trunk color, added a new dead tree with bits of snow on it. I'm liking the color variety that the brown adds. Also added some snowfall. 1 Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted March 31, 2008 Report Share Posted March 31, 2008 Color variety gooood. Link to comment Share on other sites More sharing options...
SonicProject Posted March 31, 2008 Report Share Posted March 31, 2008 Now that is looking quite nice, Rael. Link to comment Share on other sites More sharing options...
Rael0505 Posted March 31, 2008 Report Share Posted March 31, 2008 Means a lot coming from you guys, thanks. I'm glad you like it. Once this background set is complete I'll be submitting it to the site for free use. But that probably won't be for a long time. I'll want to make sure I'm totally done with it; it seems like I always go back and modify my backgrounds even after I think it's done. Link to comment Share on other sites More sharing options...
Rael0505 Posted March 31, 2008 Report Share Posted March 31, 2008 I need someone to tell me if that tree on the right looks okay. Or how I can make it better. Just trying to add some variety in the decoration. (yeah, another double post, I know) Link to comment Share on other sites More sharing options...
MetalSonic3 Posted March 31, 2008 Report Share Posted March 31, 2008 [qimg]http://img.photobucket.com/albums/v699/Rael0505/iceingame11.png[/qimg]I need someone to tell me if that tree on the right looks okay. Or how I can make it better. Just trying to add some variety in the decoration. (yeah, another double post, I know) Now that's looking quite nice, Rael. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted March 31, 2008 Report Share Posted March 31, 2008 Smash Edit: Rael - Uh, I dunno. It just seems... weird. You could try making large and small versions of the pine trees. Link to comment Share on other sites More sharing options...
Rael0505 Posted March 31, 2008 Report Share Posted March 31, 2008 Man Blaze, that wall explosion effect is great. You need to show us how you did that. And I love the Knuckles AI. I'm wondering why Sonic shot backwards after breaking the wall in the first half of the video though. Ugh, more trees. Which do I get rid of? Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted March 31, 2008 Report Share Posted March 31, 2008 Get rid of the ones where it's like two tree segments. If you wanna know how I did the block explosion effect... To start: If Flag 5 is Off on "Wall Object", + Set Wall Object Value A to (X Right( "Wall Object" )-X Left( "Wall Object" ))/8 + Set Wall Object Value B to (Y Bottom( ""Wall Object" )-Y Top( ""Wall Object" ))/8 + Set Flag 5 of "Wall Object" on.[/CODE]This makes it so that any wall object that is available at the start of a frame or is created midway through the frame will have it's dimensions calculated and divided up accordingly in to a grid so it knows where to create the blocks/debris from.[CODE]If Flag 0 of "Wall Object" is on, + Start loop "brokenblocks" for Alterable Value B( "Wall Object" ) number of times. + Set Flag 1 of Wall Object to on[/CODE]You set flag 0 on to destroy the wall. The loop "brokenblocks" will also be the number of rows of debris to create. [CODE]On loop "brokenblocks", + Start loop "blockrows" for Alterable Value A( "Wall Object" ) number of times. [/CODE]Every time you move to a new row, start the loop to create a column of debris. [CODE]On loop "blockrows",& Flag 0 of "Wall Object" is On,& Flag 2 of "Wall Object" is On, + Create Object "Wall Debris" at 14, -47. + Set X Position of "Wall Debris" to X Left of "Wall Object" + (8 * LoopIndex("blockrows")) + Set Y Position of "Wall Debris" to Y Top of "Wall Object" + (8 * LoopIndex("brokenblocks")) + Set X Momentum of "Wall Debris" to LoopIndex("blockrows") + Set Y momentum of "Wall Debris" to (LoopIndex("brokenblocks")-(Alterable Value B( "Wall Object" )/2))On loop "blockrows",& Flag 0 of "Wall Object" is On,& Flag 2 of "Wall Object" is Off, + Create Object "Wall Debris" at 14, -47. + Set X Position of "Wall Debris" to X Right of "Wall Object" - (8 * LoopIndex("blockrows")) + Set Y Position of "Wall Debris" to Y Top of "Wall Object" + (8 * LoopIndex("brokenblocks")) + Set X Momentum of "Wall Debris" to LoopIndex("blockrows")*-1 + Set Y momentum of "Wall Debris" to (LoopIndex("brokenblocks")-(Alterable Value B( "Wall Object" )/2))[/CODE]Create debris off screen, move the newly created object to the specific row/column, set the X momentum based on what direction the wall was impacted at (Flag 2 on = Hit from the left, Flag 2 off = Hit from the right), set Y momentum so that higher pieces get sent higher and lower pieces get sent lower. [CODE]Flag 1 of "Wall Object" is on, + Set Flag 1 of "Wall Object" off + Play Sound "Wallsmash" + Destroy "Wall Object"[/CODE]With the blocks properly created and oriented based on the position of the Wall Object, you can now get rid of it.[CODE]Flag 0 of "Wall Debris" is off, + Set angle of "Wall Debris" to Random(360), Quality 0 + Set flag 0 of "Wall Debris" on[/CODE]Makes the debris feel more... random and less organized, which is good for debris.[CODE]Flag 0 of "Wall Debris" is on, + Set angle of "Wall Debris" to Angle("Wall Debris") + 4, Quality 0. + Set X Position of "Wall Debris" to X("Wall Debris") + X Momentum + Set Y Position of "Wall Debris" to Y("Wall Debris") + Y Momentum[/CODE]Make the debris "spin". Standard momentum code for a static engine.[CODE]Every 00"-08& Flag 0 of "Wall Debris" is on, + Add one to Y momentum of "Wall Debris"[/CODE]Make it so that it falls downward in an arc...[CODE]Y Position of "Wall Debris" > Y Bottom of Frame + 16, + Destroy "Wall Debris"[/CODE]If a piece of debris falls off screen (and they all eventually will), get rid of it. Link to comment Share on other sites More sharing options...
ZFG Posted March 31, 2008 Report Share Posted March 31, 2008 Level progress. And yes the resulotion will be like this beacuse of background trouble. Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 31, 2008 Report Share Posted March 31, 2008 Blaze, you broke Dami's law of "never ever ever ever ever ever ever EVER, use timer controlled events" Link to comment Share on other sites More sharing options...
Chaos Rush Posted March 31, 2008 Report Share Posted March 31, 2008 If any of you guys played Demo 4.1 of Sonic Revival, you'll notice how I said that, "there is something mildly comical in each zone". If you still want to find them, don't click on the spoiler: ZFG: You don't need to make the grass flat, you could just make them regular objects with no parent, and put invisible solid objects behind/infront of them. Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 31, 2008 Report Share Posted March 31, 2008 I'd love to, but it won't run. At all. Link to comment Share on other sites More sharing options...
ZFG Posted March 31, 2008 Report Share Posted March 31, 2008 http://uk.youtube.com/watch?v=VQ0b_3YnA6A Showing of the first stage angel hills. Link to comment Share on other sites More sharing options...
Aerosol Posted March 31, 2008 Report Share Posted March 31, 2008 pretty linear, but it's getting there. Keep going! Also, put some bloody grass tiles on those slopes and curves will ya? you're killin me here! Link to comment Share on other sites More sharing options...
Chaos Rush Posted March 31, 2008 Report Share Posted March 31, 2008 I'd love to, but it won't run. At all. Are you using Windows Vista? Thats probably why, because I'm using GM6.1. If you are using Vista, I could PM you the Open Source and you could play it from there. Link to comment Share on other sites More sharing options...
ZFG Posted March 31, 2008 Report Share Posted March 31, 2008 ' Fixed the grass. Link to comment Share on other sites More sharing options...
Serephim Posted March 31, 2008 Report Share Posted March 31, 2008 Blaze, you broke Dami's law of "never ever ever ever ever ever ever EVER, use timer controlled events" could you explain WHY you two despise that so much Link to comment Share on other sites More sharing options...
Rael0505 Posted March 31, 2008 Report Share Posted March 31, 2008 Thanks for the code Blaze. I'll try to figure out what in the world it all means when my brain isn't so fried. ZFG, looks good, but there are two things that drive me crazy about the video. One is that you have to rev your spindash 30 times if you actually want to go somewhere. In any of the genesis games, revving spindash only once is enough to get you through a loop. Second, when you shot off the ramp in the very beginning, Sonic barely lifted off the ground. That's another thing to fix. Otherwise it's looking good. Those are two major issues so don't ignore them. Link to comment Share on other sites More sharing options...
ZFG Posted March 31, 2008 Report Share Posted March 31, 2008 Thanks for the code Blaze. I'll try to figure out what in the world it all means when my brain isn't so fried. ZFG, looks good, but there are two things that drive me crazy about the video. One is that you have to rev your spindash 30 times if you actually want to go somewhere. In any of the genesis games, revving spindash only once is enough to get you through a loop. Second, when you shot off the ramp in the very beginning, Sonic barely lifted off the ground. That's another thing to fix. Otherwise it's looking good. Those are two major issues so don't ignore them. First of all, I cant fix the "barely lifted of ground thin beacuse of the gravity, and second, The spindash thing is fixed. Link to comment Share on other sites More sharing options...
BlazeHedgehog Posted April 1, 2008 Report Share Posted April 1, 2008 Blaze, you broke Dami's law of "never ever ever ever ever ever ever EVER, use timer controlled events" 1 Link to comment Share on other sites More sharing options...
SonicProject Posted April 1, 2008 Report Share Posted April 1, 2008 First of all, I cant fix the "barely lifted of ground thin beacuse of the gravity, and second, The spindash thing is fixed. Is there some GM equivalent to flags (You do use GM right?)? I am not experienced at all with GM or GML so I'll just give you the basic idea: If Sonic is not on the ground AND Sonic is not shooting off a ramp (let's say flag1 is off) ACTION: Sonic falls. If Sonic collides with ramp at a certain speed ACTION: Sonic shoots off a ramp (turn flag1 on) And at some point you would need to turn the flag off so that Sonic doesn't shoot off into planetary orbit. Just a suggestion and probably not the best way to go about it but I tried to help anyway. Link to comment Share on other sites More sharing options...
Serephim Posted April 1, 2008 Report Share Posted April 1, 2008 OOPS KICKED HIS ASS Link to comment Share on other sites More sharing options...
Rael0505 Posted April 1, 2008 Report Share Posted April 1, 2008 if only ;-; Link to comment Share on other sites More sharing options...
Serephim Posted April 1, 2008 Report Share Posted April 1, 2008 hay rael deres a site dat goes with this forum u kno Link to comment Share on other sites More sharing options...
Recommended Posts