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Help with Sonic Galaxy's Engine


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Warning: MMF2 user!

I created this topic to get the information I need to make a Sonic Engine. I don't intend to use Damizean's engine, I just want mine to be as similar as possible to it.

I'm trying to learn how to make a Sonic engine from scratch. So I'll learn to make one with the info you give me. At least, I hope so.

The only thing about Sonic Worlds my engine will have is the resemblance with it and other official Sonic Games.

BTW, great engine, Damizean! *thumb up*

~Questions~

Is it possible to use only active objects? I hate backdrops, obstacles, platforms and all it's not an active. It's simply because they don't have animations, and because I can't choose their order, according to other objects. I know that there are a lot of backdrops in Sonic Worlds, but let's please try to live without them. If you have good reasons for me not to use only active objects, please tell me. Tell me also if it's impossible to only use them. I don't want to screw the game up for being inflexible.

How to make Sonic catching rings (that are stopped in the air) using not the player skin or the player itself, but an extra sensor? I've made one. It's round, it's a bit smaller than Sonic and it's called "Ring Catcher". But it doesn't work. I've tried to make it visible and over the sprites, so I could see if he exists, but he doesn't appear in the game test. I even changed the events.

They're like this:

* Collision between "Sonic" and "Ring":

Player 1 - Add 1 to score (I want it to be a counter, not a score object, but it always gets behind an object)

Ring - Destroy

When I trade "Sonic" for "Ring Catcher", the rings don't disappear at all. There must be some sort of bug, but the catcher doesn't obey to the events.

I'd like to know how to make different characters appear in the same level. Not all at once. I simply select one, and it goes right to the same level as the rest. Not only that, but I want also to make it possible for some objects to change according to the character selected. It's the same stuff as in Sonic Advance 1/2/3, when the item boxes with the character's face change according to the one we're using.

Badniks. I don't know how to make them act like in the original games. Shooting at us, flying/walking in our direction, making them walk and see when we're on their face, making them poisonous (they hurt us even if we're jumping at them) in certain spots, etc. The whole variety. For now, in detail, I want to ask how to make the bee and the walker (it walks and suddenly, he shoots, runs or stare at us).

There are more questions to come, but this is the most important part, right now.

I hope I can get the help of all you MMF2 geniuses.

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Man, all those questions are just MMF standard questions. And this doesn't belong here, but to the help forum.

Active objects. Sure, use active objects... if you want your game to only be played on a super computer. If you fill your level with thousands of actives it'll probably result in a major slowdown and subsequent unplayability status. Backgrounds objects are way faster than actives, as they do not generate any other events than collision and only within certain areas (depending on if "Handle background collision even outside of view" is activated). That's why they're used for inanimated obstacles.

For catching rings, the code seems right... are you sure you're placing the sensor on the main mask position? Anyway, on later releases of the engine there's a sensor wich is used for those matters. Check that out.

The whole player selection thing is done by showing/hiding the different skins. So if Character equals 0, show Sonic and hide the others. When Character equals 1 show Tails and hide the others, and so on. On a logic level, if you need an action to be performed only by a character, just check out the Character variable and you'll know if it's able to.

Best way to code badniks are using states machines, for example: When the badnik is on state idle, move away 40 pixels (using an inner timer, of course) and then change to state firing. Once on state firing, change the animation to firing and when finished, move back to state idle. By this, managing a badnik gets a lot simplified as all the actions are separated from others. If you want to know more about states machine, refer to wikipedia.

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Man, all those questions are just MMF standard questions. And this doesn't belong here, but to the help forum.

I know it's basic. But none of the tutorials I know is well done enough. And with the new technology of MMF2, some things can be avoided. I want to learn the new ways.

Active objects. Sure, use active objects... if you want your game to only be played on a super computer. If you fill your level with thousands of actives it'll probably result in a major slowdown and subsequent unplayability status. Backgrounds objects are way faster than actives, as they do not generate any other events than collision and only within certain areas (depending on if "Handle background collision even outside of view" is activated). That's why they're used for inanimated obstacles.

OK, I don't want the game to be slow. But how do I use backdrops and other not active objects, if I want them to be in front or back of some other objects (order)? Is it possible to have a background object with animations? And how do I choose its order? Teach me how to work well with other than active objects.

For catching rings, the code seems right... are you sure you're placing the sensor on the main mask position? Anyway, on later releases of the engine there's a sensor wich is used for those matters. Check that out.

I'm trying to know what is the mask, but I don't know how to see it and I don't know what it means. If it isn't too much trouble could you show here a link to that later release? Or tell me where it is.

The whole player selection thing is done by showing/hiding the different skins. So if Character equals 0, show Sonic and hide the others. When Character equals 1 show Tails and hide the others, and so on. On a logic level, if you need an action to be performed only by a character, just check out the Character variable and you'll know if it's able to.

What do you mean by logic level and character variable?

And if I put a lot of characters in a same level, but they're supposed to go to different levels after completing this one, is it possible to program that?

I'm trying to put a lot of characters in a same level, so that the game doesn't get too heavy for having too many levels that look alike each other.

Best way to code badniks are using states machines, for example: When the badnik is on state idle, move away 40 pixels (using an inner timer, of course) and then change to state firing. Once on state firing, change the animation to firing and when finished, move back to state idle. By this, managing a badnik gets a lot simplified as all the actions are separated from others. If you want to know more about states machine, refer to wikipedia.

"Idle" means "stopped", right?

Does Wikipedia show how to use them in MMF2, or do I need to make an interpretation?

Put "is overlapping"

It doesn't work. First I need to figure out why I can't make the object exist.

How do I use a counter instead of a score object to count the rings? I've tried, but it gets behind everything.

How do I put the game in 60 fps? I want it to move as smooth as a Mega-Drive game or a GBA one.

If I'll do cutscenes, what's the best way to make them? Should I use MMF2, or an outsider program?

How do I make Mode 7 levels, being some of them with "sadv2 special stage" style and others with "Sonic Battle levels" style?

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How do I use a counter instead of a score object to count the rings? I've tried, but it gets behind everything.

If I'm not mistaken, there is an option in the counter preferences that allows you to choose whether or not to display the counter as a backdrop or treat it as an active. Toggle that.

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If I'm not mistaken, there is an option in the counter preferences that allows you to choose whether or not to display the counter as a backdrop or treat it as an active. Toggle that.

I made right-click on it, and selected "Create - Active Object". But in the frame execution he was invisible just like "Ring Catcher". I don't know what's going on.

Help me to work with backdrops and other not-active objects. I want the game not to be too much heavy. Does the background need to be an active to have animations? If so, it already is one. And I want to know how to handle the parallax of every kind of objects (scenery/background, distant mountains, ...). And if it's not copying an idea illegally, I'd like to know how to make the sea parallax, just like GamerGuy made in Sonic Adventure Remix. Over and under the water.

I already have the pieces of ground (several shapes) made in Paint. I'm waiting you to answer my question, before I put them in the game.

I'll appreciate the help you all give me.

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No, not that. In the object properties.

Not that? I thought so. Then what? I've been in the properties, and I changed some stuff, but nothing happened. Or something has happened, but I couldn't tell.

But afterwards, I tweaked some things, comparing them to the score object, and now the counter is working properly. Except, of course, it's behind everything. I had to move everything away, so I could see it. It works. But now, how do I put it in front of everything? How did you do it, Damizean?

OK, I guess I don't need it to be necessarily a counter. Maybe it can still be a score object (I'm trying both). The problem with that, is that it only counts one thing. I can't have one score counting the rings, and other one counting the points. Or can I? If someone here knows about any kind of trick, like adding different qualifiers, please tell.

About the "Ring Catcher", still nothing. If someone can explain to me what does what in the properties, I want to know.

Right now, I really need to know how to live without the actives (what I've been asking lately), and about the "Ring Catcher". I'm sorry, Dami, but I have been looking around your tutorial, and I found squat about the rings. Nothing in the frame seemed to be a ring catcher. Although, I saw the events, and I saw interesting stuff about Sonic's movement, starting in the 725th square and ending far down there. Nice. When I get my answers on the current questions, I'll get on to these.

EDIT: Another question: Do I need a different "Player" for every character? Each character has different gameplay. How would I give all the different controls to a single one? "Player", that is. And do the enemies need to have a "Player" controlling them? I think they do.

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  • 2 weeks later...
OK, I don't want the game to be slow. But how do I use backdrops and other not active objects, if I want them to be in front or back of some other objects (order)? Is it possible to have a background object with animations? And how do I choose its order? Teach me how to work well with other than active objects.

You can use layers to put backdrops in front of actives.

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open the layers toolbar.

there's a box. it's the main layer that you are using.

you can add more layers clicking at the "+" and delete layers clicking at the "X".

Yes, I'm understanding so far, but what do I do after that? I mean, it's there, but now what?

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OK. Tell me what you know.

After creating a new layer, how do I use it, and how do I put stuff in it?

EDIT: I'm reading the help documents in the MMF2/Help folder. I'll come back if I have any doubts. But keep answering, to all my other questions. (caugh)SAGE(caugh)

EDIT2: Thanks for the tip, Mr Kid. I didn't know this folder had so many useful stuff. I'm reading about Backdrops now. This will help me a lot. But don't stop answering. Some things can't be answered in the MMF2 folder.

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Right uh,when you make a layer,for example.say we make a engine with a bg but we all know a active overlaps a backdrop?so say you want to put the background behind it and add paralax.And that is where the layers comes in.

I show you an eg.

tutgx7.png

Shot at 2007-07-19

hope that helps.

Oh and trueblue if you want me to help you with the game your making,i'll gladly help you.

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He doesn't need to give credit to you. He should give you a reputation point.

What do you mean by that? I didn't catch it. You mean I should give rep points to the ones who help me instead of credit? If so, how do I give rep points?

BTW what do you think of my avatar?

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I'll explain.

Really, you should just give credit to people who has done some work on your game and using other peoples engine, sprites, backgrounds, etc.

The rep system is located under the member's screename and/or avatar, just click on the rep button under the desired member you'd like to give rep to, and go from there.

Also, DO NOT GIVE THIS GUY CREDIT/REP.

He's Blazefire, a banned member and a thief of sorts.

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I'll explain.

Really, you should just give credit to people who has done some work on your game and using other peoples engine, sprites, backgrounds, etc.

The rep system is located under the member's screename and/or avatar, just click on the rep button under the desired member you'd like to give rep to, and go from there.

Also, DO NOT GIVE THIS GUY CREDIT/REP.

He's Blazefire, a banned member and a thief of sorts.

OK, I got it! But who's Blazefire? BlazeHedgehog? Or another one? And why exactly. I got most of what you said. Just need some little clear up.

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Blazefire in an imposter/sprite/fangame/artwork thief. He is NOT Blazehedgehog.

And I just said why:

OK, I'm not following it. BlazeHedgehog is also called Blazefire, specially in his games. The Blazefire you're talking about is Mr Kid? That's the one I see who was banned. If that's it, I got it. And thanks for the warning.

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I'll break it down for ya:

Blaze Hedgehog is Blazefire, the good and/or real Blazefire.

But then some idiot from out of nowhere decides to steal his name "Blazefire" and use it as his own. The bad and/or fake Blazefire.

He uses it to impose as Blaze Hedgehog or the "Good and/or Real Blazefire."

Now, the "bad and/or fake Blazefire" is banned from here, but he makes occasional alt accounts under different identities such as "Mr. Kid" and much more. Mr. Kid is the Bad and/or fake Blazefire.

You can EASILY detect him by his unique grammar errors. It's unique because it's THAT bad.

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I'll break it down for ya:

Blaze Hedgehog is Blazefire, the good and/or real Blazefire.

But then some idiot from out of nowhere decides to steal his name "Blazefire" and use it as his own. The bad and/or fake Blazefire.

He uses it to impose as Blaze Hedgehog or the "Good and/or Real Blazefire."

Now, the "bad and/or fake Blazefire" is banned from here, but he makes occasional alt accounts under different identities such as "Mr. Kid" and much more. Mr. Kid is the Bad and/or fake Blazefire.

You can EASILY detect him by his unique grammar errors. It's unique because it's THAT bad.

You couldn't have been more clear! Thanks. And his grammar really sucks!

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