rogueyoshi Posted July 26, 2006 Author Report Share Posted July 26, 2006 yeah, change it. ever since i changed the filename, its been causing problems. Updated: 7/26/06 - added water splash. - fixed enemy/monitor bouncing. - changed "Music\0.mp3" to "Music\R1.mp3". - updated HUD. 7/25/06 - fixed springs once again. - fixed bug that caused some stuff not to get drawn while underwater. Link to comment Share on other sites More sharing options...
RyanHedge Posted July 27, 2006 Report Share Posted July 27, 2006 Well got the update and still having th music problem. seems to be a glich on this pc..Unless anyone can find bad coding. Hmm, let me try running a defernet piece of music. Okay I ran other MP3s with the game and they worked fine. Can anybody direct me to the place that has a copy of the R1 MP3? Link to comment Share on other sites More sharing options...
Zonar Games Posted July 27, 2006 Report Share Posted July 27, 2006 You've done it again nice work! Like I said before this engine will seriousl help out GM programmers in need, that wants to make a Sonic game. 10/10 Link to comment Share on other sites More sharing options...
rogueyoshi Posted July 27, 2006 Author Report Share Posted July 27, 2006 Well got the update and still having th music problem.seems to be a glich on this pc..Unless anyone can find bad coding. Hmm, let me try running a defernet piece of music. Okay I ran other MP3s with the game and they worked fine. Can anybody direct me to the place that has a copy of the R1 MP3? it happens to me as well. ill replace that mp3. and the mp3 was given to me. Updated: 7/27/06 - added edge wobble. - tidyed up some code. Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 27, 2006 Report Share Posted July 27, 2006 I missed this before, but its quite impressive... and might be ideal for keeping myself entertained with a little miniproject while I'm waiting to get my computer back after I'm done with the little thing I'm working on in Flash... Link to comment Share on other sites More sharing options...
rogueyoshi Posted July 29, 2006 Author Report Share Posted July 29, 2006 Update: 7/29/06 - added monitor physics(try jumping under it!). 7/28/06 - nothing big changed(even i need a break XD). Link to comment Share on other sites More sharing options...
MidimanNull Posted July 29, 2006 Report Share Posted July 29, 2006 Hey guys, a little note for you. If you really are confused about GM, why not take the time to load up this engine and break it down? I mean, if you can break down something this advanced, youd be able to script period. Below is a double post that has been automagically merged into the original. Hey, remember when I said I dont need that HUD anymore SFGHQ? download the " I felt like doing this so I can make an even cooler HUD than this one " sheet :> Link to comment Share on other sites More sharing options...
rogueyoshi Posted July 29, 2006 Author Report Share Posted July 29, 2006 Update: Overhauled input detection , so it is now possible to record input(no playback yet). Link to comment Share on other sites More sharing options...
TyphoonChaos Posted July 30, 2006 Report Share Posted July 30, 2006 I tried playing it, it seems good, but I can't move. I can't use the arrow keys or space bar. I can use the Debug stuff though. Engine= teh pwn Link to comment Share on other sites More sharing options...
RyanHedge Posted July 30, 2006 Report Share Posted July 30, 2006 Yep, seems that you left something out. Becuase now we can't control Sonic at all..*Starts looking into coding* PS: You sites kinda a reck, I can't navagate it at all Yoshi. Does anyone have an older copy of the engine..I deleted them. Link to comment Share on other sites More sharing options...
rogueyoshi Posted July 31, 2006 Author Report Share Posted July 31, 2006 sorry, i screwed up something and forgot to test it before i compiled >_> EDIT: I had to completely destroy the replay function in order to fix that error. dont worry, ill reimplement a more optimized version of it later. Updated: 7/31/06 - added checkpoints. - changed timing system. Link to comment Share on other sites More sharing options...
rogueyoshi Posted August 2, 2006 Author Report Share Posted August 2, 2006 Updated: 8/2/06 - added bumpers courtesy of Damizean - fixed wobble related bugs - random improvements Link to comment Share on other sites More sharing options...
sayi50 Posted August 2, 2006 Report Share Posted August 2, 2006 that engine is looking good keep it up i am really good Link to comment Share on other sites More sharing options...
RyanHedge Posted August 3, 2006 Report Share Posted August 3, 2006 Yoshi are you planning to put Sonic 2 corkscrews in? I know how they work but I can't code in GML just yet so I was wondering if you had that planned are not? Link to comment Share on other sites More sharing options...
MidimanNull Posted August 3, 2006 Report Share Posted August 3, 2006 *butts in* Corkscrews are basically platforms with superforeground covering on them, easy to conceptulize, but pretty dang impressive. The animation is the only thing that gets people annoyed. And it basically goes like (PlayerXAnimations + XPosition / XSizeOfCorkscrew ) So that if the animation had 8 frames, and the corkscrew was 256 pixels wide, youd have an animation every 32 pixels, which gives you the idea of the corkscrew in works. But I seriously cant answer your question Link to comment Share on other sites More sharing options...
RyanHedge Posted August 3, 2006 Report Share Posted August 3, 2006 It would be much simpler with path movement like they did in Sonic 2, I think they got it great there but then agian that code does it too. I just need to read up on the coding, but for now...I need to work on Green Mesh zone. ^^ Link to comment Share on other sites More sharing options...
MidimanNull Posted August 3, 2006 Report Share Posted August 3, 2006 It wasnt path movement. it was sine movement. Link to comment Share on other sites More sharing options...
RyanHedge Posted August 3, 2006 Report Share Posted August 3, 2006 Sine movement, as in the flags like on the loop 'D' loops? PS: What would make a good room size? I'm guessing 8000X8000. Link to comment Share on other sites More sharing options...
VectorSatyr Posted August 3, 2006 Report Share Posted August 3, 2006 Whatever is large enough for you, but doesn't slow down the game. Link to comment Share on other sites More sharing options...
rogueyoshi Posted August 3, 2006 Author Report Share Posted August 3, 2006 yeah, i wanna do corkscrews, as well as other essentials like ropes, water running, etc. i want to do a few more minor updates before sage, then ill try and have a full 3 act zone in it. Link to comment Share on other sites More sharing options...
Damizean Posted August 3, 2006 Report Share Posted August 3, 2006 Sine movement, as in the flags like on the loop 'D' loops?PS: What would make a good room size? I'm guessing 8000X8000. 16384x4096 is the common size on a Sonic level. As for corkscrew, they're easy. You only need to change the Y position depending on player's current X position relative to the corkscrew. Let's say the corkscrew size is of 256x128. So for calculating the position Y on a determined position X would be... var relativePosition, positionAngle; relativePosition = min(max(0, x - objCorkscrew.x), 256); positionAngle = degtorad((relativePosition/256)*180); // Rule of three! Rule of three! y = (objCorkscrew.y + 128) - sin(positionAngle)*128; Let's explain the code a little. Since we want to know in wich position Y should we place player depending on where are we on the corkscrew, we're going to use Sin to get the "circular" value (meaning that the player is going to go up smoothly). Since sin does a full circle in a sequence (0 degrees = 0, 90 degrees = 1, 180 degrees = 0), we get the corresponding angle from 0 to 180 depending on the position inside the corkscrew and multiply it for the height of the corkscrew. This way, we can get out in wich position should the player be placed to. Link to comment Share on other sites More sharing options...
RidersDX Posted August 5, 2006 Report Share Posted August 5, 2006 I'm downloading the engine right now. I'll be sure to comment as soon as I try it. Link to comment Share on other sites More sharing options...
MidimanNull Posted August 5, 2006 Report Share Posted August 5, 2006 Hey, shout out guys. The 1st-post update list is outdated, please refer to the last page for updates. Link to comment Share on other sites More sharing options...
RidersDX Posted August 5, 2006 Report Share Posted August 5, 2006 About the engine. I like the sprites in them alot. I also like how you can go faster by pressing Z. Link to comment Share on other sites More sharing options...
rogueyoshi Posted August 6, 2006 Author Report Share Posted August 6, 2006 Updated: 8/6/06 - minor gameplay tweaks 8/3/06 - added a beta menu system courtesy of Damizean Link to comment Share on other sites More sharing options...
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