1

(3 replies, posted in General)

I know how to use genny ... I've been using it for some time.

6 channels FM (No DAC) + PSG
https://www.dropbox.com/s/oc4yi3ufwufw4 … .vgz?raw=1 (VGZ compressed VGM)
https://www.dropbox.com/s/ko0hdqd2lcij2 … .mp3?raw=1 (MP3)

I used a song "sample" from fl studio, and I remaked it using genny. I tried to make a reverb and delay effect.. If you want help I can teach the full tutorial of genny

2

(8 replies, posted in General)

see if it worked

let "$_Swin = 0"  >>>> set variable value >>>> $_ to global variable
if "$_Swin <> 1" "main" >>> if variable is different to 1

Commands list link: http://opensnc.sourceforge.net/wiki/ind … _Reference


object ".speedy_companion"
{
    requires 0.2.0
    always_active

    state "main"
    {
        create_child ".speedy_spindash_controller"
        create_child ".speedy_nolightwalk_controller"
        create_child ".speedy_swim"
        destroy
    }
}


object ".speedy_spindash_controller"
{
    requires 0.2.0
    always_active

    state "main"
    {
        hide
        observe_player "speedy"
        change_state "stand by"
    }

    state "stand by"
    {
        on_player_duck "duck"
    }

    state "duck"
    {
        let "$p = 0"
        on_button_pressed "fire1" "charge"
        on_player_duck "duck"
        change_state "stand by"
    }

    state "charge"
    {
    if "$_Swin <> 1" "main"
        set_player_animation "SD_speedy" "6"
        strong_player
        springfy_player // so that the camera won't go down, since the player is ducking
        disable_player_movement
        play_sample "charge"
        let "$p = min($p+2, 8)"
        change_state "hold"
    }

    state "hold"
    {
    if "$_Swin <> 1" "main"
        //textout menu.small 0 0 $p
        set_player_animation "SD_speedy" "6"
        let "$p -= 0.234 * floor(8*$p) * dt()"

        // check if there's a platform underneath the player
        attach_to_player 0 20
        unless "obstacle_exists(0,0)" "cancel"

        // create cool particles
        let "$_pixelparticle_anim = 1 + random(3)"
        let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))"
        let "$_pixelparticle_yvel = -60 - random(120)"
        create_child .pixelparticle -player_direction()*7 -2
        let "$_pixelparticle_anim = 1 + random(3)"
        let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))"
        let "$_pixelparticle_yvel = -60 - random(120)"
        create_child .pixelparticle -player_direction()*7 -2
        let "$_pixelparticle_anim = 1 + random(3)"
        let "$_pixelparticle_xvel = -player_direction() * (120 + random(60))"
        let "$_pixelparticle_yvel = -60 - random(120)"
        create_child .pixelparticle -player_direction()*7 -2

        // check if the user wants to charge more, or if we can release the player
        on_button_pressed "fire1" "charge"
        on_button_down "down" "hold"
        change_state "release"
    }

    state "cancel"
    {
        enable_player_movement
        weak_player
        change_state "stand by"
    }

    state "release"
    {
        play_sample "release"
        enable_player_movement
        weak_player
        set_player_xspeed "(480 + 30 * floor($p)) * player_direction()"
        roll_player
        change_state "stand by"
    }
}

object ".speedy_nolightwalk_controller" // his lighting sneakers can't shine when in the air
{
    requires 0.2.0
    always_active

    state "main"
    {
        hide
        observe_player "speedy"
        change_state "stand by"
    }

    state "stand by"
    {
        on_player_in_the_air "air"
    }

    state "air"
    {
        on_player_walk "walking in the air"
        on_player_run "running in the air"
        on_player_brake "braking in the air"
        on_player_in_the_air "air"
        change_state "stand by"
    }

    state "walking in the air"
    {
        on_player_spring "stand by"
        on_player_jump "stand by"
        on_player_gethit "stand by"
        on_player_death "stand by"

        set_player_animation "SD_speedy" 18
        on_player_in_the_air "walking in the air"
        change_state "stand by"
    }

    state "running in the air"
    {
        on_player_spring "stand by"
        on_player_jump "stand by"
        on_player_gethit "stand by"
        on_player_death "stand by"

        set_player_animation "SD_speedy" 19
        on_player_in_the_air "running in the air"
        change_state "stand by"
    }

    state "braking in the air"
    {
        on_player_spring "stand by"
        on_player_jump "stand by"
        on_player_gethit "stand by"
        on_player_death "stand by"

        set_player_animation "SD_speedy" 20
        on_player_in_the_air "braking in the air"
        change_state "stand by"
    }
}

object ".speedy_swim"
{
    requires 0.2.0
    always_active

    state "main"
    {
    let "$_Swin = 0"
        hide
        observe_player "Speedy"
        change_state "wait"
    }

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

    state "up"
    {
        on_button_up "fire1" "ready"
    }

    state "ready"
    {
        on_button_pressed "fire1" "start"
        on_player_walk "main"
        on_player_run "main"
    }

    state "start"
    {
        on_player_underwater "sswim"
        change_state "main"
    }

    state "sswim" 
    {    
    let "$_Swin = 1"
        set_player_animation "SD_SPEEDY" 21
        on_button_pressed "fire1" "swim"
        on_player_walk "main"
        on_player_run "main"
    }

    state "swim"
    {
        set_player_animation "SD_SPEEDY" 21
        set_player_yspeed -90
        change_state "sswim"
    }
}

3

(8 replies, posted in General)

set a condition to block this.

set variable Swim.

If Speedy is swimming, set variable Swim to 1.
If Speedy is not swimming, set variable Swim to 0.

In the spindash object, set a condition so that if the variable is set to 1, it redirects to another state.


If you do not know how to do this, please send your character code so that I can look.

4

(2 replies, posted in Off-topic)

nice big_smile

5

(7 replies, posted in General)

SGWaS wrote:
Lynna wrote:

HI,
I wanted to ask the same question here  smile

Welcome to the Open Surge forums, Lynna. See Matheus' post for the answer. smile

its spam bro hmm

6

(7 replies, posted in General)

https://www.dropbox.com/s/wns3it97r58d3 … .rar?raw=1
extract in the root folder of the game. Put the character as "Sonic" and you will see him.

Enjoy big_smile

7

(25 replies, posted in MODs)

oh no... vista no! lol lol lol

is as the exterminator said in his film:  install the vista, baby. big_smile roll
(In Portuguese the joke gets a lot better)

8

(9 replies, posted in General)

very sad sad

9

(69 replies, posted in General)

TheSeventhEmerald wrote:
Alexandre wrote:

SurgeScript will work out-of-the-box. Simplicity for everyone!

That is music to my ears. Please keep us updated!

LOL... me too lol

10

(2 replies, posted in General)

Portuguese:
Baixa esse arquivo e extraia dentro da pasta principal do jogo. (substitua os arquivos que estão duplicados)
Em seguida, basta substituir "Surge" por "Sonic" dentro dos arquivos de extensão ".lev" na pasta "Levels".

Qualquer duvida, mande uma mensagem privada para mim, blz?

https://www.dropbox.com/s/6q2za3orwvye7 … c.rar?dl=0



English:
Download and extract on root folder of the game. (replace the duplicated files)
So, replace "Surge" to "Sonic" on ".lev" files (in folder "Levels").

Any doubt, send me a private mensage, ok?

https://www.dropbox.com/s/6q2za3orwvye7 … c.rar?dl=0

11

(53 replies, posted in MODs)

the best level tongue

12

(53 replies, posted in MODs)

LOL! nice level cool

13

(53 replies, posted in MODs)

It would be good you join the SAGE 2016. big_smile

14

(53 replies, posted in MODs)

nice cool

15

(53 replies, posted in MODs)

cool bro.. yikes
a tip: put all the letters of the sentence in uppercase.

ex: Green Hill Zone > GREEN HILL ZONE.

16

(53 replies, posted in MODs)

big_smile

17

(13 replies, posted in MODs)

the secrets were not programmed.
would be a level of terror. (like the sonic.exe)
It was not discontinued exactly... wink

18

(13 replies, posted in MODs)

Beta 1 and 2 released!

Credits for KZR and SilverstepP.  Mod has based objects in mods Mechanical Marathon (SilverstepP) and Shinobi Desentsu (KZR).
Sorry about that lol

You want to copy something from the mod? Credits for me! big_smile Serious! lol lol lol

The game has been "discontinued" (in quotes), but you can continue it! Community, you can continue my mod and launch other betas until the final version.

19

(32 replies, posted in General)

nope... is the newest release.

20

(32 replies, posted in General)

http://www.ime.usp.br/~alemart/opensurge_nightly/

21

(32 replies, posted in General)

nice! big_smile

Open Surge is old project. You need to make.

23

(2 replies, posted in General)

this is useful. I hope alexandre approve.

PT-BR
Ele fica no objeto "opening_animation.inc" na pasta "objects>startup".

EN
he is in object "opening_animation.inc" in folder "objects>startup".

25

(4 replies, posted in Off-topic)

crear una variable global para cada cosa que quiere.
vamos a tomar como ejemplo las esmeraldas. Supongamos que tenemos 3 esmeraldas.
así que si usted tiene 3 esmeraldas la fase crea el objeto ".emerald_progress" 3 veces. puesto que el objeto creado define una variable global. Al guardar, cada vez que se carga la fase, cargará 3 objetos que definen una variable global que es ".emerald_progress" + 1.

¿tu entendiste?