Chaos Rush Posted October 18, 2010 Report Share Posted October 18, 2010 I've been getting a hang of using Damizean's X-Mas Engine, and I've decided to finally start using it. Before I start working on my fangame, I would like to first add things to the engine, so here is what I've done so far: *Sonic 3 Shields *Sonic 3 Sprites *Ring Loss *Player 2 won't lose rings *Got rid of the background stuff because some people (like me) have their own background methods *Got rid of all the title screen BS. The only variables it sets is the Game Mode and Characters, so it's completely unnecessary to have all that, and I believe that not many people used the X-Mas Engine because they thought this stuff made it "too complicated". *I removed Sonic's wall jump action because it wasn't part of the classics, so I think it's unnecessary. And I'm using Sonic 3 sprites which don't have wall jumping and I'm too lazy to make some. *Removed the hidden Multiplayer Gamemode because it does absolutely nothing Screens: Oh, look, that monitor actually hurts you now. Credits: Damizean - For making the X-Mas Engine RogueYoshi - For making the X-Mas Engine Kain - Sonic 3 sound effects Download: http://www.mediafire.com/?nhh35bz3x22mxih Link to comment Share on other sites More sharing options...
Hypersonic645 Posted October 19, 2010 Report Share Posted October 19, 2010 As soon as I saw "no download" I got pissed. You got me hyped up for nothing... Glad to see your back though! Link to comment Share on other sites More sharing options...
Ollie Posted October 20, 2010 Report Share Posted October 20, 2010 Yeah, I really can't wait for this. Saves me the trouble of stripping down and adding back in features for the Xmas Engine. After you've released it will you continue to work on future releases or is it just going to be one full release of a "modified" engine? Link to comment Share on other sites More sharing options...
Chaos Rush Posted October 21, 2010 Author Report Share Posted October 21, 2010 Yeah, I really can't wait for this. Saves me the trouble of stripping down and adding back in features for the Xmas Engine. After you've released it will you continue to work on future releases or is it just going to be one full release of a "modified" engine? The X-Mas Engine isn't actually complicated at all. I was under the impression that the all titlescreen stuff setup a bunch of random complicatedness blah blah stuff, but it turns out the only variables you need to set to play in a room is the Character ID and the Gamemode. Yes, there will be future releases, but once I start my fangame (which will use this engine), there won't be any more future releases for a while. The only features necessary for this are ones that are found in most Sonic levels, such as Springs. After a certain point, it will be unnecessary to add things. A release will probably come this weekend. Link to comment Share on other sites More sharing options...
Asuma Posted October 21, 2010 Report Share Posted October 21, 2010 Look interesting. If only I used GM. Link to comment Share on other sites More sharing options...
Ollie Posted October 21, 2010 Report Share Posted October 21, 2010 A release will probably come this weekend. Great stuff! Can't wait for the release. Link to comment Share on other sites More sharing options...
Kessler12 Posted October 21, 2010 Report Share Posted October 21, 2010 A release will probably come this weekend. Thats great! And I'm using Sonic 3 sprites which don't have wall jumping and I'm too lazy to make some. There are some, I have seen them. Link to comment Share on other sites More sharing options...
Chaos Rush Posted October 22, 2010 Author Report Share Posted October 22, 2010 Just finished implementing Springs, so I feel this is a good release point. This release features: *Everything that the X-Mas Engine had (that means Sonic, Tails, Knuckles, 2nd player, good physics, etc.) *Ring loss *Spikes *Elemental Shields *Sonic 3 sprites *Springs Link: http://www.mediafire.com/?nhh35bz3x22mxih @Ollie: I haven't implemented that much in this release, and there's still more things I would like to implement. Because of that, there will be at least one more release. The next release will have more graphical stuff implemented, such as Spin Dash dust. Link to comment Share on other sites More sharing options...
Hypersonic645 Posted October 22, 2010 Report Share Posted October 22, 2010 Sonic 2 beta had the wall jump, so technically the classic series had this, but oh well. Great job on this engine! Link to comment Share on other sites More sharing options...
ECLIPSc70 Posted October 24, 2010 Report Share Posted October 24, 2010 Personally I hate using pre-made engines but I like this one a lot. There are a couple of bugs though like when I go off a curve, sonic gets stuck in ball form unable to jump or move at all. The acceleration is a little off too but I think that's just my inner nitpicky sonic fan talking. EDIT: Hate to ask but how do you add animations? Link to comment Share on other sites More sharing options...
Chaos Rush Posted October 25, 2010 Author Report Share Posted October 25, 2010 Personally I hate using pre-made engines but I like this one a lot. There are a couple of bugs though like when I go off a curve, sonic gets stuck in ball form unable to jump or move at all. The acceleration is a little off too but I think that's just my inner nitpicky sonic fan talking.EDIT: Hate to ask but how do you add animations? I changed the acceleration because according to Sonic Retro's Physics Guide, Sonic is supposed to accelerate at 0.046875, but however, Damizean and RogueYoshi made it 0.04768 in the X-Mas engine. I don't know why, though it might have been possible that because Game Maker isn't perfect, using a different value somehow made it more accurate to the Genesis games. I'm no expert, but Damizean and RogueYoshi are, and because of that, future releases will have the acceleration changed back, even though it contradicts Sonic Retro's Physics Guide. And I've never encountered that ball glitch you mentioned. And to add animations, first you add a new sprite, then go to Scripts -> Global Objects -> Player -> Animations -> scrPlayerAnimationsLoadSonic (or Tails or Knuckles). Open it up, scroll to the very bottom, and place this: ds_grid_set(global.AnimationsSonic, 24, consAnimationsName, '[B]OMGLOLOLOL[/B]'); ds_grid_set(global.AnimationsSonic, 24, consAnimationsLoopbackTimes, 0); ds_grid_set(global.AnimationsSonic, 24, consAnimationsLoopbackFrame, 0); ds_grid_set(global.AnimationsSonic, 24, consAnimationsLoopbackAnimation, '(None)'); ds_grid_set(global.AnimationsSonic, 24, consAnimationsSubAnimation, '(None)'); ds_grid_set(global.AnimationsSonic, 24, consAnimationsSprite, [B]I LIKE PUDDING[/B]); ds_grid_set(global.AnimationsSonic, 24, consAnimationsFrameList, ds_list_create()); ds_grid_set(global.AnimationsSonic, 24, consAnimationsFrameSpeedList, ds_list_create());[/CODE]For every time it says, "24", change it to "25" or the next number of animations (for instance, if you already inserted a 25th animation, then the next one would be 26). Then change "OMGLOLOLOL" to the name of your animation, for now, let's call it 'omglololol'. Then change, "I LIKE PUDDING" to the name of the sprite you inserted. (Depending on the character animation, change AnimationsSonic to AnimationsTails or AnimationsKnuckles)Next, place this at the bottom:[CODE] ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 0); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10);[/CODE]Again, change 24 to whatever animation number that comes next, and copy and paste that over and over again until it matches the same amount of frames the new animation has. For every time you paste it again, you have to change the frame number to the correct order (right next to where it says consAnimationsFrameList), that means change 0 to 1, and 0 to 2, and so on. For example:[CODE] ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 0); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 1); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 2); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 3); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 4); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 5); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 6); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameList), 7); ds_list_add(ds_grid_get(global.AnimationsSonic, 24, consAnimationsFrameSpeedList), 0.10);[/CODE]After that, open up scrPlayerAnimationHandleSonic (or Tails or Knuckles) and then it's pretty much self-explanatory what to do there.That's the best way I can explain it. I know, I suck at explaining these things. 1 Link to comment Share on other sites More sharing options...
ECLIPSc70 Posted October 25, 2010 Report Share Posted October 25, 2010 Na, you did very well in explaining it and I appreciate it. It's just going to take me some time to digest this...This engine is pretty complex...to me anyway. Link to comment Share on other sites More sharing options...
ECLIPSc70 Posted November 23, 2010 Report Share Posted November 23, 2010 Bump for help...When It comes to game design, I'm horrible at coding... I'm more of a concept artist than a programmer so if its not too much trouble, could someone help me out? I'm trying to change sonic's weight; I tried changing the amount of gravity objPlayer has but it didn't work, I also need to know a couple other things but for now, I just wanna get a video out for official proof of my game. Help would be much appreciated. Link to comment Share on other sites More sharing options...
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