conicteam Posted March 25, 2010 Report Share Posted March 25, 2010 I'm making a game called Sonic and Tails in The fight to free Pepperland, and I want to make it so Tails will follow Sonic and vice versa. I'm using GM7 and GM8 to make it, so any ideas? Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 25, 2010 Report Share Posted March 25, 2010 Yes, there are ways to make it so that Tails follows the player. So many ways in fact that it's absolutely crazy. One of the more popular methods is to put in some kind of controller input buffer that Tails follows so and so many frames behind. 1 Link to comment Share on other sites More sharing options...
conicteam Posted March 25, 2010 Author Report Share Posted March 25, 2010 Yes, there are ways to make it so that Tails follows the player. So many ways in fact that it's absolutely crazy.One of the more popular methods is to put in some kind of controller input buffer that Tails follows so and so many frames behind. Could you give me an exampleof that method please? Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 26, 2010 Report Share Posted March 26, 2010 Not really. I've never done it myself. I know how I'd do it in any regular programming language, but I'm not sure I'd know how to do it in GM or MMF. I assume it'd involve making some kind of cyclical queue, filling it with whatever the controller input is every frame, and then reading that instead of controller input. Link to comment Share on other sites More sharing options...
Rael0505 Posted March 26, 2010 Report Share Posted March 26, 2010 I'm pretty sure every 360 engine Dami has released has had this feature somehow... but I never knew how to do it myself. Link to comment Share on other sites More sharing options...
conicteam Posted March 26, 2010 Author Report Share Posted March 26, 2010 I'll try that. If it doesn't work for my game, I'll let ya know EDIT: Tried some of the suggestions. Some of the engines would crash, and others had features that aren't in the lite edition. Link to comment Share on other sites More sharing options...
Spike Posted March 26, 2010 Report Share Posted March 26, 2010 Honestly, going pro is the only thing to do if you plan on making a Sonic game. There are just so many features that are made 100x easier in the pro version. If you stick to lite, you're going to run into a lot of annoying work-arounds. Link to comment Share on other sites More sharing options...
conicteam Posted March 26, 2010 Author Report Share Posted March 26, 2010 Honestly, going pro is the only thing to do if you plan on making a Sonic game. There are just so many features that are made 100x easier in the pro version. If you stick to lite, you're going to run into a lot of annoying work-arounds. Yeah, but my mom is a real penny pincher when it comes to stuff like this. So the work arounds are going to have to do. (and yes, I have tried keygens. They didn't work) Link to comment Share on other sites More sharing options...
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