icecapboy Posted June 8, 2006 Report Share Posted June 8, 2006 Hey gang, Does anybody know to make the stage sign at the end of each act spin while it's up in the air? (Sonic GG style). Right now, I use the path movement and I have the events down for randomizing the sign (to see if the sign will show, Robotnik, Tails, Sonic, etc.) I'm using TGF and should I use another movement for the sign instead of path movement? Link to comment Share on other sites More sharing options...
Rael0505 Posted June 8, 2006 Report Share Posted June 8, 2006 Personally, I used static for the sign. It makes it fall realisticly instead of rising and falling at the same speed. Anyway, when it lands, just set its alterable value A or whatever to a random value, and the animation it changes to when it lands depends on the random value. Link to comment Share on other sites More sharing options...
Andrew Posted June 9, 2006 Report Share Posted June 9, 2006 I didn't understand how Rael explained it so I'm going to throw in my opinion anyway. First, allocate 0, 1, 2, 3 for different people on the sign (Sonic, Tails, Knuckles, Eggman, whatever) and then, when Sonic hits the sign, generate a random value in an alterable value, which you're already doing. Now, when the sign is in the air (ie: moving) set its animation to the spinning one. Then, when it hits the ground, change its animation to whatever the Alterable value says. If you still don't get it, I'm sure Rael can whip up a quick tutorial (I don't have MMF or CnC anymore.) Link to comment Share on other sites More sharing options...
Rael0505 Posted June 9, 2006 Report Share Posted June 9, 2006 asdjfklasdf I just woke up a few minutes before I typed that, so yeah. Anyway, what Andrew said is more or less what I was trying to say. And I could try to make a quick tutorial for you if you need it. Link to comment Share on other sites More sharing options...
icecapboy Posted June 9, 2006 Author Report Share Posted June 9, 2006 Could you Rael? That would help me alot. I changed the events of the sign to the way it spins (STH Genesis style) but it still random though. Link to comment Share on other sites More sharing options...
Rael0505 Posted June 9, 2006 Report Share Posted June 9, 2006 http://www.rael0505.com/download/endoflevelsign.cca Kind of rushed through it, but that's more or less how it works. I won't be able to answer any questions you have if you ask them past tomorrow as I'm leaving for the beach for a week, so maybe someone else could help you if you need it. Link to comment Share on other sites More sharing options...
icecapboy Posted June 20, 2006 Author Report Share Posted June 20, 2006 The file doesn't work when I open it up with The Games Factory. Link to comment Share on other sites More sharing options...
GCFreak Posted June 20, 2006 Report Share Posted June 20, 2006 That's because it's a Multimedia Fusion file. Link to comment Share on other sites More sharing options...
LarkSS Posted June 20, 2006 Report Share Posted June 20, 2006 Rael, why the heck did you give an MMF file to a TGF user? You should've read the first post. Hey gang,Does anybody know to make the stage sign at the end of each act spin while it's up in the air? (Sonic GG style). Right now, I use the path movement and I have the events down for randomizing the sign (to see if the sign will show, Robotnik, Tails, Sonic, etc.) I'm using TGF and should I use another movement for the sign instead of path movement? Link to comment Share on other sites More sharing options...
Rael0505 Posted June 20, 2006 Report Share Posted June 20, 2006 ... God dammit, should've paid attention. Gimme a few minutes and I'll remake it in TGF. Below is a double post that has been automagically merged into the original. Ugh, I have no idea what's wrong, but the sign doesn't go up when Sonic hits it. I've played with it for a couple hours and now I'm sick of it. The events are exactly the same as the MMF version. If anyone wants to mess with it and figure out what's wrong, be my guest. http://www.rael0505.com/download/endoflevelsign.gam Link to comment Share on other sites More sharing options...
LarkSS Posted June 20, 2006 Report Share Posted June 20, 2006 Wait a sec, a .cca file? Is that the MMF version or your TGF version? Link to comment Share on other sites More sharing options...
Rael0505 Posted June 20, 2006 Report Share Posted June 20, 2006 Blah, wrong link. Fixed. Link to comment Share on other sites More sharing options...
JJames19119 Posted June 21, 2006 Report Share Posted June 21, 2006 The only problem with that is that when the sign hits the ground, it's "dug" into the ground due to the jumpiness of MMF's object positioning. I suggest having a "push out" action repositioning the sign at the correct height when the sign hits the ground. And Rael? TGF doesn't support negative values in counters so when the event "Subtract 6 from counter" initiates, it tries to subtract 6 from 0 but since it can't go lower than 0, it stays at zero, which is why it never leaves the ground. Either that or you didn't set the counter's minimum values right. I haven't used TGF in a LOOOOONG time... Link to comment Share on other sites More sharing options...
LarkSS Posted June 21, 2006 Report Share Posted June 21, 2006 Okay, I just found out today that there was a free update for TGF on Clickteam so now I can finally open .gam files with TGF. First off, TGF can read negative numbers as long as the minimum is set below zero, which Rael didn't do. The other problem was it was adding 1 to the sign when it was off the ground while it was sitting there. You should've put only to do that when the sign value equals 1. I did those two things and it started working perfectly. Just for show, here's the link to Rael's tutorial with my changes and comments within the events. Link to comment Share on other sites More sharing options...
Zal Posted June 21, 2006 Report Share Posted June 21, 2006 so now I can finally open .gam files with TGF. You couldn't do that before? Link to comment Share on other sites More sharing options...
LarkSS Posted June 21, 2006 Report Share Posted June 21, 2006 No. It was so old, certain commands didn't work and I couldn't use extensions or make .ccn files. It could only read .gam made by itself so I couldn't read any .gam files from this site. Link to comment Share on other sites More sharing options...
revolutiongames2004 Posted June 28, 2006 Report Share Posted June 28, 2006 i have that working for gamemaker, but i donno what to do in your case Link to comment Share on other sites More sharing options...
Rael0505 Posted June 28, 2006 Report Share Posted June 28, 2006 The problem's been solved if you haven't noticed, revolutiongames. And thanks a lot, Lark. Not only did you fix it, but you commented it as well. Link to comment Share on other sites More sharing options...
revolutiongames2004 Posted June 29, 2006 Report Share Posted June 29, 2006 right it has been solved, i noticed that, but i do not have the other engines, so i dont know what to do for his case. i was making it known that i know how to use it in game maker so that if anyone had been wondering, they could pm me instead of posting a new thread Link to comment Share on other sites More sharing options...
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