Blue Emerald Posted January 13, 2009 Report Share Posted January 13, 2009 I'm pretty sure being crushed was already in the engine. It used a style where you have to put indicator objects in places where the player is expected to be crushed. If you mean those places with the four Robotnik heads, they don't work. I've tried them out. Maybe there were no events for them. I'll check them out and see if there's any way to get them running. [EDIT] Yep, there was just an event missing. I'll be uploading the fix soon. Link to comment Share on other sites More sharing options...
Turbohog Posted January 13, 2009 Report Share Posted January 13, 2009 Don't the Robotnick heads just make the corks stop rising? Link to comment Share on other sites More sharing options...
Blue Emerald Posted January 13, 2009 Report Share Posted January 13, 2009 Don't the Robotnick heads just make the corks stop rising? I'm not quite sure. What DimensionWarped said about there being indicators still has me wondering if they were supposed to kill Sonic. I'll keep my window up until then. In fact, I'll just post what I have now and see if it's right. [EDIT] Here it is. This file has the Robotnik heads killing the player when they overlap them. http://files.filefront.com/SWCrushDeathmfa/;12965334;/fileinfo.html Link to comment Share on other sites More sharing options...
Appo Posted January 15, 2009 Report Share Posted January 15, 2009 Thanks but i've got the crush sorted, most of the stuff is in now all i need to do is make sure the new events also work for Super sonic (just a few animations, i think) the Boss Camera, and then i'm gonna try making cannons like on carnival zone or oil ocean, then i'm gonna try and put in those water slides, sort the tital cards out and make a "sonic has got through act..." thing ..then that should be it Link to comment Share on other sites More sharing options...
Turbohog Posted January 16, 2009 Report Share Posted January 16, 2009 You completed Super Sonic? Link to comment Share on other sites More sharing options...
Appo Posted January 17, 2009 Report Share Posted January 17, 2009 Well super sonic was already in there, i just want to make sure that any events i put in work with the other skins, ok time for me to ask for a bit of help, the first is the camera for like the end of a level or boss and the second is the cannon things like on carnival night (to be more specific i just like to know how to get the angle of the cannon and make sure sonic fires in the right direction) then thats it all that will be done after that is to clean it up (put things in folders etc..) then hand it over Link to comment Share on other sites More sharing options...
Slingerland Posted January 17, 2009 Report Share Posted January 17, 2009 Well super sonic was already in there, i just want to make sure that any events i put in work with the other skins, ok time for me to ask for a bit of help, the first is the camera for like the end of a level or boss and the second is the cannon things like on carnival night (to be more specific i just like to know how to get the angle of the cannon and make sure sonic fires in the right direction) then thats it all that will be done after that is to clean it up (put things in folders etc..) then hand it over What in the blue hell did you just say? Link to comment Share on other sites More sharing options...
Appo Posted January 17, 2009 Report Share Posted January 17, 2009 lol, ok... before i hand it over i would like to put two more things in, the first is the camera for the boss/end of level making the camera stop at the end of a level when you hit the signpost, or if it's a boss the camera should scroll to the center of the area and stop where the bosss fight will take place. As for the cannons say you jump in to one and it keeps rotating back and forth and you want to be fired out when it reaches a 45 degree angle, how would i get that angle and apply it to sonic, dunno if this is any clearer Link to comment Share on other sites More sharing options...
LarkSS Posted January 17, 2009 Report Share Posted January 17, 2009 A screenshot of the cannon you're talking about would be nice, and did you get the version of worlds where I included a camera boundary technique? You could just work off of that to make an area for the boss and sign post. If you don't have it, ask Azu for it; it works with multiple areas so setting it up shouldn't be difficult. Link to comment Share on other sites More sharing options...
Appo Posted January 17, 2009 Report Share Posted January 17, 2009 I'm sure i'm thinking of the right thing but i can't seem to find a sprite for it :S anyways heres a crappy diagram i did in paint hope this helps to explain it As for the camera yes i do have that virsion with it in, i'm just trying to get it to scroll to it's destination rather than snap there (for the boss) Link to comment Share on other sites More sharing options...
DimensionWarped Posted January 17, 2009 Report Share Posted January 17, 2009 IE the gimmick from Carnival Night Zone. By the by, I think we can all agree that when Appo finishes this build its alright to shower him heavily with rep points? Link to comment Share on other sites More sharing options...
Rael0505 Posted January 18, 2009 Author Report Share Posted January 18, 2009 Fuck yes. Going to put him in the "valued users" group too... I think we only have like 20 people in there. Link to comment Share on other sites More sharing options...
Turbohog Posted January 18, 2009 Report Share Posted January 18, 2009 Agreed. Also, couldn't you just have it so when the button is pressed the current angle of the cannon is retrieved and then the event uses that angle to shoot sonic out in the same angle. Oh and I looked for the sprites, but I couldn't find them either. You might just have to rip them yourself. Link to comment Share on other sites More sharing options...
DimensionWarped Posted January 18, 2009 Report Share Posted January 18, 2009 Not really. Angle only applies as long as Sonic is on the ground. The moment he enters the air speeds start going on absolute X and Y again. So he'll need a little trig to get the angles from the cannon to Sonic. Link to comment Share on other sites More sharing options...
CrypticSailor Posted January 18, 2009 Report Share Posted January 18, 2009 It's the same formula as running off of slopes, easiest thing you can do ^ _ ^ v = speed * CosOfAngle g = -speed * SinOfAngle The speed being the pixels/step that the cannon will launch you at. If Sonic were say to shoot out at 10px, speed would be 10px. Link to comment Share on other sites More sharing options...
DimensionWarped Posted January 18, 2009 Report Share Posted January 18, 2009 I personally don't like the use of 'g' as representing speed on the y axis. 'g' usually represents acceleration due to gravity. Link to comment Share on other sites More sharing options...
Appo Posted January 19, 2009 Report Share Posted January 19, 2009 Cheers guys, i'll see what i can do, then it's just the camera and a bit of cleaning up Edit: i've been trying to do the cannons but it's not happening, so unless someone can make a quick example file for me to have a gander at i'll happily try to implament it but if not i might have to leave it out Link to comment Share on other sites More sharing options...
Appo Posted January 22, 2009 Report Share Posted January 22, 2009 Hey i've just finished the pushing stuff, but in order for the block not to fall through the floor when it's out of sight i've had to enable "handle background collisions" in the frame properties. I've noticed while having this enabled that some of the backgrounds (mainly walls) can have no "white space" in the animation editor thing, otherwise you get an invisable wall effect (sonic collieds with the wastedspace) i'll put up a print screen of what i mean. The main reason i posted though was to ask if enabeling "handle background collisions will effect anything else like slopes and loops?? it doesen't seem to but i wanted to ask to see if anybody knew, plus i don't want to start editing the backgrounf pieces if it does Link to comment Share on other sites More sharing options...
LarkSS Posted January 22, 2009 Report Share Posted January 22, 2009 That option was turned off due to the amount of lag it can induce with a significant amount of objects checking bgs for collisions. It's probably best to just have the blocks stop moving when offscreen if possible rather than enable that, but if all else fails, then just crop the bg graphics so there's no extra space that Sonic will try to collide with. Link to comment Share on other sites More sharing options...
Appo Posted January 27, 2009 Report Share Posted January 27, 2009 Thanks, i've managed to do the pushing thing without enabeling that option, i've given the engine to Real0505 to have a check through and see if it's ok Link to comment Share on other sites More sharing options...
Ayling Posted January 27, 2009 Report Share Posted January 27, 2009 Actually, if you turn the object's "collision with box" value it will work fine. Link to comment Share on other sites More sharing options...
The SATAM Sonic Posted January 27, 2009 Report Share Posted January 27, 2009 Hey i've just finished the pushing stuff, but in order for the block not to fall through the floor when it's out of sight i've had to enable "handle background collisions" in the frame properties. I've noticed while having this enabled that some of the backgrounds (mainly walls) can have no "white space" in the animation editor thing, otherwise you get an invisable wall effect (sonic collieds with the wastedspace) i'll put up a print screen of what i mean. The main reason i posted though was to ask if enabeling "handle background collisions will effect anything else like slopes and loops?? it doesen't seem to but i wanted to ask to see if anybody knew, plus i don't want to start editing the backgrounf pieces if it does[qimg]http://i219.photobucket.com/albums/cc291/Appoy3k/crop.jpg[/qimg] Oh, that makes sense.: Link to comment Share on other sites More sharing options...
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