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Fangame "Get help thread" Get advise, tutorials, tools, recourses here!

#31 User is offline Andrew75 

Posted 06 November 2012 - 12:57 AM

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View PostHez, on 05 November 2012 - 11:31 PM, said:

I still need a fully working catakiller....for 3 years now.

Play the game called connect the dots on paper,,, that help any ?
or do u mean a 3D model.

#32 User is offline winterhell 

Posted 06 November 2012 - 07:01 AM

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Relick, if you need to calculate the normals or tangents in a collision mesh, I have done this in the past so I can give you code. It can also work with variable step, I.e. if you want one angle per 16x16 block, thats fine, or if you need every column to have its own normal.

#33 User is offline Hez 

Posted 06 November 2012 - 02:39 PM

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View PostAndrew75, on 06 November 2012 - 12:57 AM, said:

View PostHez, on 05 November 2012 - 11:31 PM, said:

I still need a fully working catakiller....for 3 years now.

Play the game called connect the dots on paper,,, that help any ?
or do u mean a 3D model.

MMF2 sonic 1 catakiller to me more exact.

#34 User is offline Zenor 

Posted 08 November 2012 - 07:54 PM

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View PostHez, on 06 November 2012 - 02:39 PM, said:

View PostAndrew75, on 06 November 2012 - 12:57 AM, said:

View PostHez, on 05 November 2012 - 11:31 PM, said:

I still need a fully working catakiller....for 3 years now.

Play the game called connect the dots on paper,,, that help any ?
or do u mean a 3D model.

MMF2 sonic 1 catakiller to me more exact.


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!
This post has been edited by Zenor: 08 November 2012 - 07:54 PM

#35 User is offline Hez 

Posted 09 November 2012 - 02:28 AM

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View PostZenor, on 08 November 2012 - 07:54 PM, said:

View PostHez, on 06 November 2012 - 02:39 PM, said:

View PostAndrew75, on 06 November 2012 - 12:57 AM, said:

View PostHez, on 05 November 2012 - 11:31 PM, said:

I still need a fully working catakiller....for 3 years now.

Play the game called connect the dots on paper,,, that help any ?
or do u mean a 3D model.

MMF2 sonic 1 catakiller to me more exact.


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 User is offline Zenor 

Posted 09 November 2012 - 11:23 AM

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View PostHez, on 09 November 2012 - 02:28 AM, said:

I have the movement down to the exact way it works in sonic 1. The main problem is keeping the objects separate when you have more than one.



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 User is offline Hez 

Posted 10 November 2012 - 05:37 PM

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View PostZenor, on 09 November 2012 - 11:23 AM, said:

View PostHez, on 09 November 2012 - 02:28 AM, said:

I have the movement down to the exact way it works in sonic 1. The main problem is keeping the objects separate when you have more than one.



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 User is offline Alien Treasure 

Posted 02 December 2012 - 05:32 PM

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Does a Sonic Advance-esque engine for GameMaker exist? I'm planning to do some Advance-style fangames, and I already have GameMaker installed via Steam, so...

#39 User is offline InfinityAlex 

Posted 15 May 2013 - 03:01 PM

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In my own fan game I want to be able to have Sonic change to another running animation when he reaches a certain speed. In short, I'm copying Lake's gimmick. Anyway, I tried this:
*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 User is offline Tiller 

Posted 15 May 2013 - 03:27 PM

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View PostInfinityAlex, on 15 May 2013 - 03:01 PM, said:

In my own fan game I want to be able to have Sonic change to another running animation when he reaches a certain speed. In short, I'm copying Lake's gimmick. Anyway, I tried this:
*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.
This post has been edited by Tiller: 15 May 2013 - 04:24 PM

#41 User is online .Luke 

Posted 15 May 2013 - 03:50 PM

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Glad you figured out it was Sonic Worlds, I was about to chip in some code from my Game Maker Sonic engine in the works, and I don't think Sonic Worlds thinks in the way that Damizean's earlier animation system does.

View PostAlien Treasure, on 02 December 2012 - 05:32 PM, said:

Does a Sonic Advance-esque engine for GameMaker exist? I'm planning to do some Advance-style fangames, and I already have GameMaker installed via Steam, so...


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 User is offline InfinityAlex 

Posted 16 May 2013 - 02:14 AM

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Ah, yes, sorry about that.
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 User is offline KingofHarts 

Posted 16 May 2013 - 07:48 PM

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For any GML users out there (Of which I know there are few), I am considering putting together a new library of functions that work like the Motorola 68K functions do. Would this be of any interest or use to anyone?

#44 User is offline Aerosol 

Posted 16 May 2013 - 07:50 PM

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I don't use GML but I'd like to see that happen anyway.

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