trublu45458 Posted December 24, 2009 Report Share Posted December 24, 2009 Hey, I was wondering how I can make Sonic's Roll(SRU Engine Beta 4) not effected by Sonic's image_angle. I'm pretty sure it has something to do with the variable action_rolling but I can't get it to work. Link to comment Share on other sites More sharing options...
USC Posted December 26, 2009 Report Share Posted December 26, 2009 However exactly do you mean 'not affected by'? Does the engine rotate Sonic's sprite depending on the angle of the hill, and you don't want that to happen? I can't find this engine you're talking about it; could you post code snippets involving image_angle? Link to comment Share on other sites More sharing options...
Death_Daniel Posted December 27, 2009 Report Share Posted December 27, 2009 I think he definatly means not for it to rotate when on a loop or a angle greater than or lower than 0 degrees. Since most of us aren't GM experts I would recommend you posted this same topic on GameMaker Forums which can be found here : http://gmc.yoyogames.com/ . There is always someone who can help and knows exacly what you want. If this was MMF2 I'd probably say you'd have to find the command or line which makes him do this action and then try to make it so when it's active + touching the floor = make sonics angle 0 degrees. I'm not sure how it exacly works in GM but I have a feeling it's the same idea. PS: I'm not trying to draw him away from this forum, just suggestion more help. Link to comment Share on other sites More sharing options...
trublu45458 Posted June 19, 2010 Author Report Share Posted June 19, 2010 I finally came back to sfghq because I finally remembered what my password was =p. I need Sonic's spin sprites to not rotate while on loops or slopes, just to stay straight like a Sonic game. The engine name is exactly Sonic Revival Unleashed Engine BETA 4, on his forum there is a broken link, scroll down to the post that says "and the beta 4:" or something close, and there is a working link. Theres also an original one called Sonic Revival, and a updated one called Sonic REX. Link to comment Share on other sites More sharing options...
Kirs Posted June 19, 2010 Report Share Posted June 19, 2010 A quick method to do this is picking this code at the end of "End Step" event: if action=action_rolling angle=0; Good Luck Link to comment Share on other sites More sharing options...
DimensionWarped Posted June 19, 2010 Report Share Posted June 19, 2010 exactly Sonic Revival Unleashed Engine BETA 4 That title just gave me an aneurysm. Link to comment Share on other sites More sharing options...
trublu45458 Posted June 19, 2010 Author Report Share Posted June 19, 2010 new problem. the code if action=action_rolling angle=0; by itself fixes my angle issue perfectly, except for some reason Sonic can no longer go up slopes more than about 45 degrees. He just gets stuck until he goes to 0 speed or jumps. Jumping makes him go very high, due to momentum coding. He can go down any angle of slope though. I tried putting it in Step and End Step but no cigar. Link to comment Share on other sites More sharing options...
Kirs Posted June 20, 2010 Report Share Posted June 20, 2010 A quick method to do this is picking this code at the end of "End Step" event:if action=action_rolling angle=0; Good Luck oOmg Kirs, nooob!! wtf are you saying?? that line will cause a lot of problems! Sry, that method was too fast... and wrong... till we make something to fix it. Remove that line and make this: First lines of draw event: angle_hold=angle if action=action_rolling angle=0; Last line of draw event: angle=angle_hold It's the same method, but now we store the angle value before change it in the case that sonic is rolling. In that case, sonic's sprite will de drawn at angle 0 but after that, we restore the previous angle value to allow sonic's normal movement. Hope that helps a bit more : / 1 Link to comment Share on other sites More sharing options...
toaster1 Posted June 20, 2010 Report Share Posted June 20, 2010 Much simpler idea. if action = action_rolling {image_angle = 0} Although I have no experience with the Revival engine this may help. Link to comment Share on other sites More sharing options...
trublu45458 Posted June 20, 2010 Author Report Share Posted June 20, 2010 THANK YOU THANK YOU KIRS! You fixed my biggest problem! +rep Link to comment Share on other sites More sharing options...
Kirs Posted June 20, 2010 Report Share Posted June 20, 2010 Much simpler idea.if action = action_rolling {image_angle = 0} Although I have no experience with the Revival engine this may help. That dosnt work since Sonic have a draw event and rotates over 'angle' variable on draw_sprite_ext script, not image_angle. THANK YOU THANK YOU KIRS!You fixed my biggest problem! +rep nope =) PD That title just gave me an aneurysm. The author of the engine gives thanks to that comment and is happy about ur aneurysm ^^ Link to comment Share on other sites More sharing options...
trublu45458 Posted June 20, 2010 Author Report Share Posted June 20, 2010 Also, the code can be added to. I added a lightdash variable to it too. PS:I can tell SPK to warn about aneurysms if you want, he's over at the Sonic cage dome forums and the GMC sometimes . Link to comment Share on other sites More sharing options...
Recommended Posts