Damizean Posted February 2, 2009 Report Share Posted February 2, 2009 In any case, reorganice the conditions and make the collision test be on top, that'll convert the event into an interruption. And change the parameters of the collision so it's done Ring vs Mask instead of Mask vs Ring. Link to comment Share on other sites More sharing options...
Asuma Posted February 2, 2009 Report Share Posted February 2, 2009 So, basically, I'd do something like this? [PlayerMask] Collides with [Object_Ring] Action is <> 8 Action is <> 9 Link to comment Share on other sites More sharing options...
LarkSS Posted February 2, 2009 Report Share Posted February 2, 2009 Wouldn't pick one of work better if used after the overlapping event? That's how I usually do it, so it only picks between the objects that are within the overlap check. @Azu: Action is <> 8 Action is <> 9 [Object_Ring] is overlapping [PlayerMask] Pick one of [Object_Ring] Only reason to use the pick one btw is because sometimes the overlap can be over more than one ring, so you only want to get one at a time so that your amount of rings add up correctly. Link to comment Share on other sites More sharing options...
Asuma Posted February 4, 2009 Report Share Posted February 4, 2009 I pretty got the rings down. The main problem(like Dami said) is the electric shield. Anyway, I plan on doing some custom gimmicks or more Sonic gimmicks. Link to comment Share on other sites More sharing options...
Streak Thunderstorm Posted February 5, 2009 Report Share Posted February 5, 2009 The way I fixed multiple rings added to the counter is to run a loop every time a ring is overlapping Sonic. On the loop you pick one ring, add 1 to the counter and destroy said ring. Link to comment Share on other sites More sharing options...
Blue Emerald Posted February 6, 2009 Report Share Posted February 6, 2009 http://files.filefront.com/sonicworlds2009flickiesbeamfa/;13215760;/fileinfo.html Well, I tried my best to create an effect that releases Flickies when Badniks are destroyed, and it's currently produced subpar results. I can't seem to get the Flicky to hop up and then fly off, and I haven't yet figured out a way to produce a random animal from the Badniks. If anyone wants to try their hand at pefecting this, I'd appreciate it very much. Link to comment Share on other sites More sharing options...
Aerosol Posted February 6, 2009 Report Share Posted February 6, 2009 try having a counter that is prompted to set itself to a random number between 1 and whatever number of animals you want. Then set an animal to a number. 1 yields a flicky, 2 yields a rabbit, etc. Link to comment Share on other sites More sharing options...
Blue Emerald Posted February 7, 2009 Report Share Posted February 7, 2009 I haven't tried using counters yet, though it sounds better than trying to create a random-integer command with Alterable Values. Of course, I'll probably plan on using two counters (therefore eating up more space in the engine): one for the random animal appearance, and one for the animal's initial left-or-right movement. I'll give it a shot, but I still can't seem to get the freed animation to play before the animal starts moving. What would I be missing/doing wrong in this situation? Link to comment Share on other sites More sharing options...
LarkSS Posted February 7, 2009 Report Share Posted February 7, 2009 Recoded your example; uploading it and will post a link shortly. Edit: Sorry if I just kinda came in and programmed over your attempt. i-i I just did it out of random impulse probably because I haven't had the chance to program in awhile. http://jsonicserver.no-ip.org/files/60/SonicWorlds/sonicworlds2009flickies.mfa Edit2: Realized that I should have used a simple overlap check rather than the check I used for the flicky. If used, make sure that you change that condition ( for efficiency ). Link to comment Share on other sites More sharing options...
DragonSky00 Posted February 7, 2009 Report Share Posted February 7, 2009 I have a question, everyone can contribute with something it is not. The Knuckles will be enabled in SW, because I can help with it, what do you think? No part of the forum much, but I would like to contribute. PS: I am Brazilian I am sorry if you do not entenderewm right what I wrote Link to comment Share on other sites More sharing options...
LarkSS Posted February 7, 2009 Report Share Posted February 7, 2009 If you think you can help add Knuckles DragonSky, then go ahead and submit it to this thread; all contributions are welcome. ;> Link to comment Share on other sites More sharing options...
Asuma Posted February 7, 2009 Report Share Posted February 7, 2009 I'm trying to add a continue, but every time the game restarts the level Sonic, automatically dies. Link to comment Share on other sites More sharing options...
DragonSky00 Posted February 8, 2009 Report Share Posted February 8, 2009 OK I will help. AZU should not be problem because it enables the position X and Y of Sonic. Try saving the X and Y position of the sonic saves when the game and when put Checkpoint get load equal position saved in INI Link to comment Share on other sites More sharing options...
DimensionWarped Posted February 8, 2009 Report Share Posted February 8, 2009 http://files.filefront.com/sonicworlds2009flickiesbeamfa/;13215760;/fileinfo.htmlWell, I tried my best to create an effect that releases Flickies when Badniks are destroyed, and it's currently produced subpar results. I can't seem to get the Flicky to hop up and then fly off, and I haven't yet figured out a way to produce a random animal from the Badniks. If anyone wants to try their hand at pefecting this, I'd appreciate it very much. Create a random integer between 1 and the number of different animal types you want to make. Then use a that number = n (n being the number associated with the animal) condition as part of your creation event. When done, reset the counter to zero. That last step probably isn't necessary in most of the possible approaches to this problem. Link to comment Share on other sites More sharing options...
Blue Emerald Posted February 8, 2009 Report Share Posted February 8, 2009 OK, so I did what you guys told me; I made a counter and told it to reset when the animal appeared. This works fine. There's just one new issue that's come up; every now and then, usually when Sonic kills a Badnik an frees an animal while another animal is in midair, it'll fuse the animals together. How do I get this fixed? Here's what it looks like so you can see what I mean. Link to comment Share on other sites More sharing options...
Aerosol Posted February 8, 2009 Report Share Posted February 8, 2009 Create a random integer between 1 and the number of different animal types you want to make. Then use a that number = n (n being the number associated with the animal) condition as part of your creation event. When done, reset the counter to zero. That last step probably isn't necessary in most of the possible approaches to this problem. Haha! I beat you to it! Finally, a victory for me! Link to comment Share on other sites More sharing options...
Blue Emerald Posted February 10, 2009 Report Share Posted February 10, 2009 I had another go at fixing that fusion glitch. It's one persistent son-of-a-Badnik. I even tried branching off the counters so the animals would be reacting to two separate counters, and not even that worked. I don't get what's going on. How can I get these animals to stop fusing? http://files.filefront.com/sonicworlds2009flickiesmfa/;13254222;/fileinfo.html Here. If anyone knows what's going on, I've uploaded the file for them to investigate. Link to comment Share on other sites More sharing options...
Felik Posted February 11, 2009 Report Share Posted February 11, 2009 I had another go at fixing that fusion glitch. It's one persistent son-of-a-Badnik. I even tried branching off the counters so the animals would be reacting to two separate counters, and not even that worked. I don't get what's going on. How can I get these animals to stop fusing?http://files.filefront.com/sonicworlds2009flickiesmfa/;13254222;/fileinfo.html Here. If anyone knows what's going on, I've uploaded the file for them to investigate. Done. Just replace your flickie code with mine. flickies.mfa Your problem was that you were using actions like this: if value A (Group.73)=1 then "rabbit">set X to "posX (group.73)" You cannot set rabbit's values to group.73's vaues. In that situation MMF won't understand what object to handle. Examples: P.S. And if something goes wrong in MMF 2 and you can't understand why, DON'T BITCH AT MMF. In 99% of cases it's YOUR fault. 1 Link to comment Share on other sites More sharing options...
LarkSS Posted February 11, 2009 Report Share Posted February 11, 2009 The 1% being the lovely glitch with combining loop triggers and certain actions within the same event. i-i Edit: And qualifier against qualifier handling; that too. Link to comment Share on other sites More sharing options...
Blue Emerald Posted February 12, 2009 Report Share Posted February 12, 2009 Perfect! That's one more piece of Worlds finished! Thanks for helping out, Felik! +Rep Link to comment Share on other sites More sharing options...
Shockey Rai Posted February 12, 2009 Report Share Posted February 12, 2009 Oh Yay! Looks like i'll be using a new build of Sonic Worlds now. Link to comment Share on other sites More sharing options...
Felik Posted February 12, 2009 Report Share Posted February 12, 2009 P.S. And if something goes wrong in MMF 2 and you can't understand why, DON'T BITCH AT MMF. In 99% of cases it's YOUR fault. The 1% being the lovely glitch with combining loop triggers and certain actions within the same event. i-iEdit: And qualifier against qualifier handling; that too. Ok, In 97%. Because MMF goes glitchy when you try to mix fastloop and angle changing or when you try to mix alpha channeled objects and replace color expressions. Link to comment Share on other sites More sharing options...
Aikocho Posted February 12, 2009 Report Share Posted February 12, 2009 I'm pointing this out witch hopefully will help future releases. It may be my computer, or I don't have the current build in MMF2 yet, but in this current build of Sonic worlds, I get stuck when I'm in the water. I have to press jump MULTIPLE TIMES just to get unstuck, and that is pretty bad. Link to comment Share on other sites More sharing options...
Blue Emerald Posted February 13, 2009 Report Share Posted February 13, 2009 Everyone should have this problem with the latest Worlds. The underwater issue was one of the first two problems stated with the new engine. Somehow, we'll figure out how to get this fixed. I know the waterslide gimmick (issue #2) is being fixed, too. Link to comment Share on other sites More sharing options...
Appo Posted February 14, 2009 Report Share Posted February 14, 2009 i don't know if anyone saw the post i put up a few week ago with a link to the engine i gave Real, the slides work normally (no bounce) and you don't get stuck under water, however it hasn't go the running on a ceiling or Azu' bonus level Link to comment Share on other sites More sharing options...
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