Ristar Posted November 9, 2011 Report Share Posted November 9, 2011 if you want. I'm not saying don't bother with it at all; just don't think that it's as easy as selecting an audio filter in audacity Link to comment Share on other sites More sharing options...
TailsSena Posted November 9, 2011 Author Report Share Posted November 9, 2011 Okay then. I noticed that most of the major projects have multiple contributors. If someone is willing to do the music, feel free. Link to comment Share on other sites More sharing options...
TailsSena Posted November 21, 2011 Author Report Share Posted November 21, 2011 Havin' some troubles with moving platforms... I have what i want to move with the qualifiers of "1" and "6" (1 for jump through, 6 for movement. Basic Worlds stuff.) Buuuut, as always, there's a problem. It moves where it should move, sure, but I can't make it turn around... When I did try to make it turn around, it's no longer where it should be, but somewhere I can't see it. Forgot to go to debug, but I'm going to assume it decided to move to (0,0). Fun, huh? Screenshots of what I altered from the normal Worlds Base code for Moving Platforms. Everything else is untouched and makes sense to me. Link to comment Share on other sites More sharing options...
SaitoSan Posted November 21, 2011 Report Share Posted November 21, 2011 You still having problems with that spring? Link to comment Share on other sites More sharing options...
TailsSena Posted November 21, 2011 Author Report Share Posted November 21, 2011 Yes, I've noticed that it's caused by spindashing. I'll take a look at Worlds Delta and see how it handles the issue... But what about this? THIS is from Worlds! Link to comment Share on other sites More sharing options...
SaitoSan Posted November 22, 2011 Report Share Posted November 22, 2011 Lol spindashing? I completely fixed the spring by doing something likes this. Link to comment Share on other sites More sharing options...
TailsSena Posted November 25, 2011 Author Report Share Posted November 25, 2011 What determines "touchable"? Looks solid though. Link to comment Share on other sites More sharing options...
luksamuk Posted November 25, 2011 Report Share Posted November 25, 2011 He might have made this to make sure it wouldn't be possible to trigger a homing attack toward it while already homing attacking or just to ensure that the spring won't break. Or both. Link to comment Share on other sites More sharing options...
SaitoSan Posted November 25, 2011 Report Share Posted November 25, 2011 When sonic overlaps the spring the spring is set to touchable being 0 once player has left spring it resigns itself to touchable being 1 again. Sorry for late post. Edit: LH is right i made it for the spring not to go haywire or break. Link to comment Share on other sites More sharing options...
TailsSena Posted November 28, 2011 Author Report Share Posted November 28, 2011 Aha. I'll give that a shot. Can anybody rip voice samples from Shuffle for Sonic, Tails, Knuckles, and Amy? ...And I'm wondering if I should cut Cream due to lack of voices and artwork for her. Link to comment Share on other sites More sharing options...
Recommended Posts