Fangame "Get help thread" Get advise, tutorials, tools, recourses here!
#32
Posted 06 November 2012 - 07:01 AM
#34
Posted 08 November 2012 - 07:54 PM
Hez, on 06 November 2012 - 02:39 PM, said:
I tried making one three or more years ago. Luckily, I still have the MMF2 file - Here it is. Oh, I'm sure there are much better ways (and ways that don't look like a mess) to do it. But at least now you have something?
It's not fully working, but the movement is there!
#35
Posted 09 November 2012 - 02:28 AM
Zenor, on 08 November 2012 - 07:54 PM, said:
Hez, on 06 November 2012 - 02:39 PM, said:
I tried making one three or more years ago. Luckily, I still have the MMF2 file - Here it is. Oh, I'm sure there are much better ways (and ways that don't look like a mess) to do it. But at least now you have something?
It's not fully working, but the movement is there!
I have the movement down to the exact way it works in sonic 1. The main problem is keeping the objects seperate when you have more than one.
#36
Posted 09 November 2012 - 11:23 AM
Hez, on 09 November 2012 - 02:28 AM, said:
That doesn't seem like much of a problem if you link each piece of the caterkiller together. I modified the source and did that here. I hope I didn't get the wrong idea of what you're having problems with; I've no idea of how it works in Sonic 1, plus I don't know how much you have done, so this is pretty much as far as I'll go.
#37
Posted 10 November 2012 - 05:37 PM
Zenor, on 09 November 2012 - 11:23 AM, said:
Hez, on 09 November 2012 - 02:28 AM, said:
That doesn't seem like much of a problem if you link each piece of the caterkiller together. I modified the source and did that here. I hope I didn't get the wrong idea of what you're having problems with; I've no idea of how it works in Sonic 1, plus I don't know how much you have done, so this is pretty much as far as I'll go.
...I fucking love you. I guess I never have gotten how to link objects. I suck at it.
#38
Posted 02 December 2012 - 05:32 PM
#39
Posted 15 May 2013 - 03:01 PM
*Animation of O=2
*Character Speed of M=0
*Abs(XSpeed("M"))>=10
*Sonic: Change animations sequence to HighSpeed
However, when the animation does change, it only stays on frame 1! Any help?
#40
Posted 15 May 2013 - 03:27 PM
InfinityAlex, on 15 May 2013 - 03:01 PM, said:
*Animation of O=2
*Character Speed of M=0
*Abs(XSpeed("M"))>=10
*Sonic: Change animations sequence to HighSpeed
However, when the animation does change, it only stays on frame 1! Any help?
You might want to mention that you're using Sonic Worlds there bud.
I ran into this when screwing around and adding animations but it can be caused from a lot of things. First thing to do is to not look at the event code. Chances are you logic is mostly right but one little dumb thing is holding the whole thing up. Check your PlayerSkin_Sonic in the .player folder and make sure your animation loops correctly for whatever action you called it. There is a little check box for loops that needs enabled and you need to make sure it is looping the correct frames. I think like data arrays the first animation frame is 0, the next is 1. If you have two frames of animation you need to loop from 0 to 1. For 3 frames you would need to loop from 0 to 2. Etc. If you start at 1 and end on 2 in a two frame animation, the second frame is the only one that it is told to loop.
Try that first and then we'll dive into your logic. I can send you over my worlds beta code for the little stuff I was experimenting with. Part of it has functional animation based on speed.
#41
Posted 15 May 2013 - 03:50 PM
Alien Treasure, on 02 December 2012 - 05:32 PM, said:
I have one for Game Maker 7 that you could probably port over to your current version, if you want me to send the source file? I used it for my Advanced style fan game and it did alright, but I didn't learn the importance of commenting code, so the whole engine is a bit messy, and it could stand for certain improvements in my new engine I wrote from scratch. It has a lot of features though, even split-screen co-op.
#42
Posted 16 May 2013 - 02:14 AM
I'm using 0.5 (though I am probably going to upgrade to Delta and port my work over to that) and I have made sure that the animation always loops back to frame 1. Even if I hadn't, the animation doesn't play anyway, just the first frame. Thanks for what you've given me so far. I don't have much time to look at it right now, but I will check it out in my break and I'll update this post if I make any progress. Thanks once again for the help.
#43
Posted 16 May 2013 - 07:48 PM

00