1

(8 replies, posted in General)

Try replacing the "wait" and "up" states in the .speedy_swim object with one of the following pairs of states:

    state "wait"
    {
        on_player_duck "main"
        on_button_pressed "fire1" "up"
    }

    state "up"
    {
        on_player_duck "main"
        on_button_up "fire1" "ready"
    }
    state "wait"
    {
        on_button_pressed "fire1" "up"
        on_player_duck "main"
    }

    state "up"
    {
        on_button_up "fire1" "ready"
        on_player_duck "main"
    }
    state "wait"
    {
        on_player_duck "main"
        on_player_roll "main"
        on_button_pressed "fire1" "up"
    }

    state "up"
    {
        on_player_duck "main"
        on_player_roll "main"
        on_button_up "fire1" "ready"
    }
    state "wait"
    {
        on_button_pressed "fire1" "up"
        on_player_roll "main"
        on_player_duck "main"
    }

    state "up"
    {
        on_button_up "fire1" "ready"
        on_player_roll "main"
        on_player_duck "main"
    }

The idea is to override the swim controller when the player is ducking or rolling.

2

(5 replies, posted in General)

I have a few thoughts about this.

1. I know that there is http://opensnc.sourceforge.net/beta/ hiding on this site. Maybe this beta page should be moved to the forefront, with the Open Sonic page archived somewhere.

2. I would like to hear Alexandre's perspective on the likely timeline, no matter how soon or late it will be.

3. If Alexandre does allow it, I could help with drafting storylines for the Modders' levels, to tie the levels together. I am also willing to offer assistance to any Modders with respect to object design.

4. Maybe OpenSurge with the new SurgeScript could be version 0.3.0?

3

(16 replies, posted in General)

The stuff in the src folder has to be compiled for changes
to work. To compile, you need to use CMake with a compiler
setup like Visual Studio or Makefiles.

I wanted to link to building from source in the Open Surge Wiki,
but the Wiki seems to be broken. sad

4

(2 replies, posted in MODs)

The theme looks good so far. At some point, I will draft more concept art,
which will include enemy designs.

I also played through the level. I like the flow of the level, as well as the
decoration objects.

I would like to hear what others think.

5

(16 replies, posted in General)

Check images/item_boxes.png for the item box sprites.

By the way, was it just me, or was the forum shut down for a few days?

6

(8 replies, posted in MODs)

I have a small thought on the looping system.

You will likely want to disable vertical scrolling for the level background.
Otherwise, the teleportation would cause the background to jump, breaking
the illusion of the bottomless pit (or topless ceiling).

Good luck on your next project. smile

7

(6 replies, posted in General)

Maybe the lives() function may be of use.
http://opensnc.sourceforge.net/wiki/ind … _functions

The script may look like the following:

state "waiting" {
  if "lives() == 0" "game_over_screen"
}

I am not sure if the above would work exactly as is, though.

8

(25 replies, posted in MODs)

The set_zindex command may be of use.
http://opensnc.sourceforge.net/wiki/ind … set_zindex

Hope this helps,

9

(9 replies, posted in General)

He will be missed.

10

(69 replies, posted in General)

I like the ideas that I have seen so far. I would like to offer some suggestions also.

KZR wrote:

Allowing private variables to be set per instance, in the editor and through scripting

Using parent/child relations to take care of this is exhausting. Why not let the engine assign one ID to each object and display it in the editor?

The object ID thing could help with synchronizing objects during networked games, if that ever
becomes a possibility.


TheSeventhEmerald wrote:

There is a lot of possibilities to a complete save/load engine to store custom variables. Want to include non-linear level routes? No problem! RPG equipment and statistics? Easy to do!

Finally it would be good to do this not from scratch, but using something like XML, so we could, for example, store information of an object as sub-items of a big item, to maintein all the info organized.

JSON is an option for variable persistence that may be easier to use and develop than XML. Depending
on the use cases, either one is workable.

I look forward to hearing more about the progress of SurgeScript.

11

(13 replies, posted in Game assets)

I was thinking that the industrial setting would be built around/on top of
a rocky, possibly grass-covered waterfall. So Surge would pass by a few
sections of rock and moss while scaling the dam under construction.

Would that idea work, or should there be much less rock face and much
more industrial?

12

(13 replies, posted in Game assets)

More art:
http://opensnc.sourceforge.net/wiki/images/1/18/Concept-waterworks-scene3-reduced.png

The backdrop here is a rock face.
In front of the rock face is supposed to be the transport pipe.
At the very front are platforms suspended by cables.

Let me know what you think.

13

(13 replies, posted in Game assets)

lainz wrote:

I think the mechanic is rotate the cylinder, or circle if we see it from a 2d perspective.

Yes. My idea was that Surge would run on top of the cylinder (circle from 2D),
and rotate it to move forward.

14

(69 replies, posted in General)

SurgeScript looks like it has great potential.
I look forward to hearing about future developments.

15

(13 replies, posted in Game assets)

Here are some moving platforms.
http://opensnc.sourceforge.net/wiki/images/9/99/Concept-waterworks-scene2-reduced.png
The green one is supposed to be propeller-powered.
The blue cylinder would be the rolling platform.

Let me know what you think.

16

(13 replies, posted in Game assets)

This picture is based on that first gimmick on the Wiki page
on http://opensnc.sourceforge.net/wiki/ind … works_Zone.

The brown platforms are in fact the ones that rise and fall, and the blue-green
gear on the side is meant to move the platforms (or the water). I had not
thought of rolling platforms, but I could design some.

17

(13 replies, posted in Game assets)

I recently finished some possible concept art for Waterworks Zone.
http://opensnc.sourceforge.net/wiki/images/7/70/Concept-waterworks-scene1-reduced.png

Let me know what you think.

Does your keyboard have an Fn key?

You may need to hold it while pressing the F12 key in order
to get the F12 to not do airplane mode.

19

(7 replies, posted in General)

Hello, everyone,

I have been planning on transitioning my GroupGrid tool
towards being more useful as a level editor, so some of
these suggestions I would be glad to consider.

I have to get objects working first, though. hmm

If someone else is working on a level editor, don't let me
stop you. smile

20

(2 replies, posted in General)

OpenSurge does have a subversion.

You can learn more about it on the wiki here:
http://opensnc.sourceforge.net/wiki/ind … Subversion

Hope this helps,

21

(1 replies, posted in General)

TheSeventhEmerald,

Your app looks good so far. I noticed that the animation
frames had to separated for it to work, but otherwise the
app is great.

Looking forward to the updates,

22

(15 replies, posted in General)

The update has been posted! smile

New features:

  • In-place item manipulation

  • Setting the spawn point from within the grid

Bug fixes:

  • A buffer overrun when iterating over items in the grid

  • Minor issues with the Open Surge .brk parser

Source for new alpha:
https://www.dropbox.com/s/u5ofnonpua4j1 … a.zip?dl=1
Windows binary:
https://www.dropbox.com/s/1bc8lw1t17icr … 2.zip?dl=1

Feedback and questions are welcome. I hope the program is even more useful.

23

(15 replies, posted in General)

I have been recently working on the Group Grid program. I have
fixed some bugs and added some features, including in-place
built-in item manipulation.

I will post and update download link within the next few days.

24

(45 replies, posted in MODs)

I enjoyed playing the mod. I also liked the level design very
much. The levels offered lots to explore. Good music selection
as well.

Only problem I had was that my copy of the engine would
read all the .obj files but skipped your .OBJ files (notice capitalization).
Once I fixed them though, the game worked well.

25

(4 replies, posted in Off-topic)

I just checked the API reference. switch_character might be the thing you are looking for.

Hope that helps.