1

(69 replies, posted in General)

Alexandre wrote:
aronthehedgehog wrote:

I'm sorry for butting in on the conversation (this should be in another section but...), Is it possible to set a custom fps for a Sprite via objects?

If it's not, that's ok, but I want to know if it's possible to do so. I want to play around with certain time variables and I want it to include sprite fps.

(I sped read the whole thing because I'm on time constraints right now, so if it's already an asked question I understand.)

Hi aronthehedgehog, welcome back. smile

set_animation_speed_factor

Ok, thanks!
This'll greatly help me.

2

(69 replies, posted in General)

I'm sorry for butting in on the conversation (this should be in another section but...), Is it possible to set a custom fps for a Sprite via objects?

If it's not, that's ok, but I want to know if it's possible to do so. I want to play around with certain time variables and I want it to include sprite fps.

(I sped read the whole thing because I'm on time constraints right now, so if it's already an asked question I understand.)

3

(9 replies, posted in General)

I wish I decided not to take hiatus on this site. I'm sorry for what happened.

4

(1 replies, posted in Off-topic)

Hello all, I've been working on music and being a typical High School Student.
I do have my Sound Cloud if you want to take a look.

So far, I have no plans of continuing development on my faulted Mod game.
And I may drop many other projects as well, but Music will be my key Development, and not the game, so maybe there might be a new Update for the game probably by the end of this School Year.

I do hope to work on it again, as I have been slowly making, and testing new things for it, and it has me excited.
I don't have much other to say, other than taking a look at other games, and playing them for research (and for my own purposes). I am a one-man team with one Bug Tester, so it'll take some time on Development.

Have a nice day, and I hope to continue working soon.

5

(1 replies, posted in Off-topic)

Well recently I wanted to get back into Open Surge, but I had Ideas on it.
Since I've seen the properties of it. I last thought about a rhythm game.
But I wanted to know if (at this point) was possible.
Could it be done? Because I know I made some assets, but they weren't that good.
I want to see if it was possible, and if so, could it be implemented?

6

(1 replies, posted in Off-topic)

Yeah I know I have yet to redeem myself. I haven't been working on anything recently due to loss of a computer. hmm
Anyway I'm not done with OS yet though! I'm going to get back into it sometime but so I'm only working on writing.

Another announcement is that I'm releasing my first album: Into the Dark on the 15th next month, and I'm giving you guys exclusive rights to use my music anyway you wish. (Everyone outside of OS has to buy the tracks.)
If you use them, credit me or my team and stuff, or support my team by buying the tracks anyway. I wish you all good luck on your development and have a happy Thanksgiving.

7

(4 replies, posted in General)

I've had that problem before, although i've never seen that with Notepad before...

I think i've done something like that before...

9

(6 replies, posted in MODs)

Nice smile

10

(15 replies, posted in Off-topic)

arme244 wrote:

I am present , just hope you have more activity XD

Hello, welcome to the Open Surge community.
And soon we might have more activity, just right now everything is moving slow.
But yes, i'll be on everyday, and i can answer some questions, other than that ask everyone else.
I myself is still learning how use the game engine, so ask some other people as well.
smile

11

(2 replies, posted in General)

Alexandre wrote:

Yes. Open Surge uses a gamepad-like input system, but you can simulate a keyboard using multiple input maps. You may make an object handle such keyboard input for you.

You have to ask him how he did it, but it's possible that it's got something to do with save_level. This routine allows you to save data to the computer.

So the save level, using that option. So then it should do something... Oh i kinda see what he did, other than that... But can you have more than 30 inputs on the inputmap? Or is it only 8? But i might be able to manage it, i'll come back later with some questions.

12

(2 replies, posted in General)

So a question i want to ask, is it possible that you can have a dialogue box that allows you to type in it while inside of the engine?
Because i want to ask about that when you start a new game, you can enter your name or something. Or could it be possible at a later update?

And another thing is, that i've seen what KZR did with Shinobi, is a save file. Is it possible that you can make a save file, using the name that you entered using the thing that i asked above, and would it make it easier to keep track of gameplay?
But another problem i also see that you need to use "Global Variables", and so can this all be possible?

13

(2 replies, posted in Off-topic)

Merry Christmas (and i know that this is a little late...)

14

(15 replies, posted in Off-topic)

TheSeventhEmerald wrote:

However, resultion IS a main problem on Android devices. On the computer, you can set the resulotion to fixed windows size and set the position of the objects absolute. But in Android you have a wide variety of screen resolutions: this forces you to work with relative pos and a well designed layout.

Yes i do agree with that statement,

MatheusRRR wrote:

perhaps with new commands, such as:
on_touch_object
on_tap_object
(...)

And those commands will be cool, and i think recommended.

15

(15 replies, posted in Off-topic)

Alexandre wrote:
SilverstepP wrote:

Big developments? What happens in 2016?

the release of 0.2.0 and possibly an Android port.

ps: welcome back.

Awesome, i do have an Android OS, so is it possible to use? (Soon is what i meant.)

And also yes some people have been in dev for quite a long time, i am still working on some things, and i won't likely get done until next January or February.

---
Not to mention i am the only one on my project. (Like most people are? Correct me if i'm wrong.) So anything i do will take a while.

16

(15 replies, posted in Off-topic)

Bakinator210 wrote:

Where is everyone? There hasn't been activity anywhere but the general section in a long time. Is this project becoming old or is communication for it happening elsewhere?

Please leave a reply if you are still here, because I'm not so sure that many people still use this site.

Well now that i remembered about this, i've not too many people on as of yet, although i'm concerned.
But yet no one has come up with anything as of yet, and dev is going pretty slow from what Seventh said.
For right now i haven't seem anyone post in about a month now (except me. hmm ).
Anyway i'm not sure what to do, i'm still working on my game, and trying to finish finals for school, over winter break i'll get some things done.

17

(2 replies, posted in Game assets)

Alexandre wrote:

That's really cool, TheSeventhEmerald. cool

What if, in your special stage, you set at startup a global variable telling the user has just entered a special stage. Perhaps the logic could be simplified?

the special stage object sets a global variable telling that the user has just entered a special stage. Then, in your main quest, acessible after pop_quest, you check if this global is on (in a startup object). If it is, you disable it and go to the next level automatically.

The startup of your special levels could be

startup .default_startup .special_stage_startup

The startup of your regular levels could be

startup .default_startup .special_stage_startup .1tspecial

I know this is way later, but i did not know you could have multiple startup scripts, i just learned something. tongue

18

(2 replies, posted in Game assets)

That's very good, the climbing script should activate when the player flies into the wall.

 on_right_wall_collision

Would that be possible?

Cool, i know i might not use it, but i'll try and make one.

20

(0 replies, posted in Game assets)

I made this object while thinking up of different gameplays, this is a simple script for a rhythm game of some sort.
Most of the things in this script is untested, but you guys can edit this for yourselves. It also has parts where it creates different objects, you can make your own objects for these. And the "note1.ogg" is where you'd put the script for what sound you want to use for it.

// This script is for another game, please use it as you please.
// I am testing with it, and this is a prototype script.
// Note: You won’t be able to make any type of rhythm with these alone,
// you need to write the BPM down, and calculate it into how much
// X speed the player needs to be going at, I’ll include a demo level
// soon...


object  "Blue:Note" // This is a test script, it won’t be used for this game, but for another type of gameplay.
{
     requires 0.2.0
     state "main"
     {
     set_animation "SD_RING" 0 //TODO: Make a new PNG image and Spritesheet.
     on_player_collision "handle.25"
     change_state "main"
     }

     state "handle.25"
     {
     On_button_pressed down "give_player_score:Perfect"
     on_timeout 0.25 "handle.50"
     }

     state "Tap"
     {
     play_sample "samples/note1.ogg"
     change_state "destroy"
     }

     state "handle.50"
     {
     On_button_pressed down "give_player_score:Great"     
     on_timeout 0.25 "handle.75"
     }
    
     state "handle.75"
     {
     On_button_pressed down "give_player_score:Close"     
     on_timeout 0.25 "handle.100"
     }
    
     state "handle.100"
     {
     On_button_pressed down "give_player_score:bad"     
     on_timeout 0.25 "handle.miss"
     }

     state "handle.miss"
     {
     on_timeout 0.10 "destroy_final"
     add_to_score -1000 // Would this really work?
     }

     state "give_player_score:Perfect"
     {
     Add_to_score 1000
     Create_child ".textual.perfect"
     Change_state "Tap"
     }
     
     state "give_player_score:Great"
     {
     Add_to_score 800
     Create_child ".textual.great"
     Change_state "Tap"
     }
    
     state "give_player_score:Close"
     {
     Add_to_score 500
     Create_child ".textual.close"
     Change_state "Tap"
     }
     
     state "give_player_score:bad"
     {
     Add_to_score 100
     Create_child ".textual.bad"
     Change_state "Tap"
     }
 
     state "destroy"
     {
     Change_state "destroy_final"
     }

     state "destroy_final"
     {
     destroy
     }


}


object  ".textual.perfect" 
{
     requires 0.2.0
     state "main"
     {
     set_animation SD_RHYTHM_GAME_PERFECT 0
     change_state "float_up"
     }

     state "float_up"
     {
     Move 0 -50
     on_timeout 1 "destroy"
     }
     
     state "destroy"
     {
     destroy
     }

}
object  ".textual.great" 
{
     requires 0.2.0
     state "main"
     {
     set_animation SD_RHYTHM_GAME_GREAT 0
     change_state "float_up"
     }

     state "float_up"
     {
     Move 0 -50
     on_timeout 1 "destroy"
     }
     
     state "destroy"
     {
     destroy
     }

}

object  ".textual.close" 
{
     requires 0.2.0
     state "main"
     {
     set_animation SD_RHYTHM_GAME_CLOSE 0
     change_state "float_up"
     }

     state "float_up"
     {
     Move 0 -50
     on_timeout 1 "destroy"
     }
     
     state "destroy"
     {
     destroy
     }

}

object  ".textual.bad" 
{
     requires 0.2.0
     state "main"
     {
     set_animation SD_RHYTHM_GAME_BAD 0
     change_state "float_up"
     }

     state "float_up"
     {
     Move 0 -50
     on_timeout 1 "destroy"
     }
     
     state "destroy"
     {
     destroy
     }

}

It's a sample, and you can do what you wish with it. Other than that, i just made it for another game i'm planning. Although i don't have enough people or musics for the project. But here is the script.

---
I never said how it might work. It works when the character runs into it, in this case when in a level where the character is running through the level, when the character activates this, it creates and adds scores and gives you feedback. While it is untested, that was the theory. But it should work for most things though.

---

Oh and wherever it says "Textual" it means a small object that appears on the screen when performed.
For example it'll display some sort of text on the screen, depending on the time of the button pressed.
And i might make more others later, right now i am not working on that project because i don't have a development team for it, and neither do i have any music for it.

---

I updated the object just a bit, after testing with it for a while i found it had some bugs. I am also going to change it's reaction time settings too. Wherever it says "on_timeout x", i'll be setting it to another timeout. So far i got the sprite down, so i got get that done.
Well this is the updated version with the script, and i had done this yesterday, you can also recommend what needs to be changed.

---

Now it is available for download, i'll compile a newer version later. But this is a start to something new i guess.
https://www.dropbox.com/sh/sf2igpvd8bp6 … Clxra?dl=0
---
Next i want to add an object that counts how much notes that are hit in a single song. And also i am going to try to add another type of bar that when they hit it, that part you have to push a button in time, it'll add to score.

Oh wow, i developed the same thing, only a bit different. (The sonic peel out though.)

object ".sonic_complicated_controller"
{
    requires 0.2.0
    always_active

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

    state "stand by"
    {
        on_player_lookup "ready"
    }

    state "ready"
    {
        let "$p = 0"
        on_button_pressed "fire1" "charge"
        on_player_lookup "ready"
        change_state "stand by"
    }

    state "charge"
    {
        set_player_animation "SD_SONIC" "2"
        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"
    {
        //textout menu.small 0 0 $p
        set_player_animation "SD_SONIC" "2"
        let "$p -= 0.234 * floor(8*$p) * dt()"

        // check if there's a platform underneath the player
        attach_to_player 0 20
        unless "brick_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 "up" "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 "(500 + 30 * floor($p)) * player_direction()"
        change_state "stand by"
    }
}

I had this for a while now, although i never used it much, except for testing purposes.
Although i never though about using the sprites to change how it works though.

22

(10 replies, posted in General)

Ok so in this case you could have 4 or 6 characters in the game, they are wild card characters. And then a selection screen pops up and asks what character you want to choose out of the 24 total. Then when you choose one, you could have it load a character, then when all of them are chosen then they all fight of whatever.

But here's another thing, (Do this when you feel the need to) later if you're the only player, you could have it choose the characters at random, and then when the character loads, you could have it have it's own CPU player. Although this would take some time, but that would be cool to see at a later date. But right now stick to your original plan. smile

23

(0 replies, posted in Off-topic)

So about a day ago, i got bored and started messing around with different software. And i messed with one of the songs, and made this. A transition of both "we_will_never_fight_alone_#.ogg." And i took it, crammed both songs into one song, with each transitioning out and in, then added something at the end. I'm not sure if it's good or not, so i just wanted to hear what people say about it.

https://www.dropbox.com/sh/netuji2ntbce … 1sa7a?dl=0

Don't know how you guys will react to it though. hmm
And this is a work-in-progress.

24

(10 replies, posted in General)

So how many characters in one scene? 4?

25

(10 replies, posted in General)

I'd also recommend for this "Wild Card" thing to work, you also want to throw in the "set_player_animation" code in it as well.