1

(1 replies, posted in General)

Can anyone tell me how I make a text type writer? I would greatly appreciate the help

2

(4 replies, posted in General)

Dabura's Hitman wrote:

Hello, I used to play the Open Sonic 0.1.4 and I would like to achieve this three characters into Open Surge 0.2.0. smile

here you step one of my skills created by me for Sonic, Tails and Knuckles are not 100% as the Open Sonic ... but I try to improve their skills

object ".Sonic Companion"
{
    requires 0.2.0
    always_active
    state "main"
    {
       create_child ".Sonic: Spin Dash"
       create_child ".Sonic: Homing Attack"
       create_child ".Sonic: Super Peel Out"
       destroy
    }
}

// Skills by other Sonic games
object ".Sonic: Homing Attack"
{
    requires 0.2.0    
    always_active
    state "main"
    {
        observe_player "Sonic"
        on_player_jump "Get ready for Lightning"
    }
    state "Get ready for Lightning"
    {
        on_button_pressed "fire1" "dash direction"
        on_player_jump "Get ready for Lightning"
        change_state "main"
    }
    state "dash direction"
    {
        play_sample "samples/Dash.ogg"
        set_player_xspeed "player_direction() * 790"
        change_state "Dash"
    }
    state "Dash"
    {
        create_child ".Sonic: Dash Aftereffect" "player_xpos() - (player_direction() * 3)" "player_ypos() + 17"
        set_animation "SD_SONIC" 9
        on_timeout 0.1 "stop"
    }    
    state "stop"
    {
        on_player_in_the_air "stop"
        change_state "main"
    }
}

object ".Sonic: Dash Aftereffect"
{
    always_active
    requires 0.2.0
    state "main"
    {
        set_alpha 0.5
        look_at_player
        set_animation "SD_SONIC" 9
        on_timeout 0.2 "destroy"
    }
    state "destroy"
    {
        destroy
    }
}

// Sonic CD, Sonic 2 and Sonic 3 & Knuckles Skills
object ".Sonic: Spin Dash"
{
    requires 0.2.0
    always_active

    state "main"
    {
        hide
        observe_player "Sonic"
        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"
    {
        set_player_animation "SD_SONIC" "10"
        strong_player
        springfy_player
        disable_player_movement
        play_sample "charge"
        let "$p = min($p+2, 8)"
        change_state "hold"
    }

    state "hold"
    {
        set_player_animation "SD_SONIC" "10"
        attach_to_player 0 20
        on_player_gethit "cancel"

        let "$p -= 0.234 * floor(8*$p) * dt()"
        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
        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"
    }
}

// Sonic CD Skills
object ".Sonic: Super Peel Out"
{
    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" "13"
        springfy_player
        disable_player_movement
        play_sample "charge"
        let "$p = min($p+2, 8)"
        change_state "hold"
    }

    state "hold"
    {
        set_player_animation "SD_SONIC" "13"
        attach_to_player 0 20
        on_player_gethit "cancel"

        let "$p -= 0.234 * floor(8*$p) * dt()"
        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
        on_button_pressed "fire1" "charge"
        on_button_down "up" "hold"
        change_state "release"
    }

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

    state "release"
    {
        play_sample "release"
        enable_player_movement
        simulate_button_up "left"
        set_player_xspeed "(1000) * player_direction()"
        change_state "stand by"
    }
}
object ".Tails Companion"
{
    requires 0.2.0
    always_active

    state "main"
    {
        create_child ".Tails Spin Dash"
        create_child ".Tails Fly"
        create_child ".Tails Swim"
        destroy
    }
}

// Sonic 2, Sonic 3 & Kncukles and Sonic CD 2011 Skills
object ".Tails Spin Dash"
{
    requires 0.2.0
    always_active

    state "main"
    {
        hide
        observe_player "Tails"
        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"
    {
        set_player_animation "SD_TAILS" 8
        strong_player
        springfy_player
        disable_player_movement
        play_sample "charge"
        let "$p = min($p+2, 8)"
        change_state "hold"
    }

    state "hold"
    {
        set_player_animation "SD_TAILS" 8
        attach_to_player 0 20
        on_player_gethit "cancel"

        let "$p -= 0.234 * floor(8*$p) * dt()"
        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
        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"
    }
}

// Sonic 3 & Kncukles and Sonic CD 2011 Skills
object ".Tails Fly" 
{
    requires 0.2.0
    always_active

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

    state "stand by"
    {
        // STOP ALL SOUNDS!
        let "$looptime = 0"
        let "$volumetime = 0.0"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 2.ogg"
        stop_sample "samples/Tails Fly 2.ogg"
        stop_sample "samples/Tails Fly 2.ogg"
        stop_sample "samples/Tails Fly 2.ogg"

        on_player_jump "jump"
    }

    state "jump"
    {
        on_button_pressed "fire1" "fly sound"
        on_player_jump "jump"
        change_state "stand by"
    }

    state "fly sound"
    {
        // Create the "Fly" sound
        let "$looptime = -1"
        let "$volumetime = 1.0"
        play_sample "samples/Tails Fly 1.ogg" "$volumetime" "0.0" "1.0" "$looptime"
        change_state "fly"
    }    

    state "fly"
    {
        set_player_yspeed -150
        set_player_animation "SD_TAILS" 19
        on_player_stop "main"
        on_player_walk "main"
        on_player_run "main"
        on_player_spring "main"
        on_player_gethit "main"
        on_player_brake "main"
        on_player_ledge "main"
        on_player_drown "main"
        on_player_win "main"
        on_player_breathe "main"
        on_player_death "main"
        on_timeout 10.0 "tired (sound)"
        on_button_down "fire1" "fly"
        change_state "fly (descend)"
    }    

    state "fly (descend)"
    {
        set_player_yspeed 150
        set_player_animation "SD_TAILS" 19
        on_button_pressed "fire1" "fly"

        on_player_stop "main"
        on_player_walk "main"
        on_player_run "main"
        on_player_spring "main"
        on_player_gethit "main"
        on_player_brake "main"
        on_player_ledge "main"
        on_player_drown "main"
        on_player_win "main"
        on_player_breathe "main"
        on_player_death "main"

        on_timeout 10.0 "tired (sound)"
    }    

    state "tired (sound)"
    {
        let "$looptime = -0"
        let "$volumetime = 0.0"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 1.ogg"

        // Create the "Tired of Fly" sound
        let "$looptime = -1"
        let "$volumetime = 1.0"
        play_sample "samples/Tails Fly 2.ogg" "$volumetime" "0.0" "1.0" "$looptime"
        change_state "tired"
    }

    state "tired"
    {
        set_player_yspeed 150
        set_player_animation "SD_TAILS" 20
        on_player_stop "main"
        on_player_walk "main"
        on_player_run "main"
        on_player_spring "main"
        on_player_gethit "main"
        on_player_brake "main"
        on_player_ledge "main"
        on_player_drown "main"
        on_player_win "main"
        on_player_breathe "main"
        on_player_death "main"
    }    
}

// Sonic 3 & Kncukles and Sonic CD 2011 Skills
object ".Tails Swim" 
{
    requires 0.2.0
    always_active

    state "main"
    {
        hide
        observe_player "Tails"
        on_player_underwater "stand by"
    }

    state "stand by"
    {
        // STOP ALL SOUNDS!
        let "$looptime = 0"
        let "$volumetime = 0.0"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 1.ogg"
        stop_sample "samples/Tails Fly 2.ogg"
        stop_sample "samples/Tails Fly 2.ogg"
        stop_sample "samples/Tails Fly 2.ogg"
        stop_sample "samples/Tails Fly 2.ogg"

        on_player_jump "jump"
        change_state "main"
    }

    state "jump"
    {
        on_button_pressed "fire1" "swim"
        on_player_jump "jump"
        change_state "main"
    }

    state "swim"
    {
        set_player_yspeed -150
        set_player_animation "SD_TAILS" 21
        on_player_stop "main"
        on_player_walk "main"
        on_player_run "main"
        on_player_spring "main"
        on_player_gethit "main"
        on_player_brake "main"
        on_player_ledge "main"
        on_player_drown "main"
        on_player_win "main"
        on_player_breathe "main"
        on_player_death "main"
        on_button_down "fire1" "swim"
        change_state "tired"
    }    

    state "tired"
    {
        set_player_yspeed 150
        set_player_animation "SD_TAILS" 22
        on_player_stop "main"
        on_player_walk "main"
        on_player_run "main"
        on_player_spring "main"
        on_player_gethit "main"
        on_player_brake "main"
        on_player_ledge "main"
        on_player_drown "main"
        on_player_win "main"
        on_player_breathe "main"
        on_player_death "main"
    }    
}
object ".Knuckles Companion"
{
    requires 0.2.0
    always_active
    state "main"
    {
       create_child ".Knuckles: Attack"
       create_child ".Knuckles: Planning"
       create_child ".Knuckles: Spin Dash"
       destroy
    }
}

// My Skill
object ".Knuckles: Attack"
{
    requires 0.2.0
    always_active
    state "main"
    {
        hide
        weak_player
        enable_player_movement
        observe_player "Knuckles"
        change_state "Stand By"
    }

    state "Stand By"
    {
        on_player_stop "press ctrl button"
    }

    state "press ctrl button"
    {
        on_button_pressed "fire2" "attack"
        on_player_stop "press ctrl button"
        change_state "main"
    }

    state "attack"
    {
        strong_player
        disable_player_movement
        set_player_animation "SD_KNUCKLES" 31
        on_player_walk "main"
        on_player_run "main"
        on_player_spring "main"
        on_player_push "main"
        on_player_gethit "main"
        on_player_brake "main"
        on_player_ledge "main"
        on_player_drown "main"
        on_player_duck "main"
        on_player_lookup "main"
        on_player_win "main"
        on_player_breathe "main"
        on_timeout 0.5 "main"
    }
}

// Sonic 3 & Knuckles Skills
object ".Knuckles: Planning"
{
    requires 0.2.0
    always_active
    state "main"
    {
        hide
        observe_player "Knuckles"
        on_player_jump "press spacebar button"
    }
    state "press spacebar button"
    {
        on_button_pressed "fire1" "planning"
        on_player_jump "press spacebar button"
        change_state "main"
    }
    state "planning"
    {
        strong_player
        set_player_yspeed 50
        set_player_animation "SD_KNUCKLES" 7
        on_player_stop "main"
        on_player_walk "main"
        on_player_run "main"
        on_player_spring "main"
        on_player_push "main"
        on_player_gethit "main"
        on_player_brake "main"
        on_player_ledge "main"
        on_player_drown "main"
        on_player_duck "main"
        on_player_lookup "main"
        on_player_wait "main"
        on_player_win "main"
        on_player_breathe "main"
        on_player_death "main"
        on_button_down "fire1" "planning"
        change_state "falling"
    }
    state "falling"
    {
        gravity
        weak_player
        set_player_animation "SD_KNUCKLES" 13
        on_player_stop "main"
        on_player_walk "main"
        on_player_run "main"
        on_player_spring "main"
        on_player_push "main"
        on_player_gethit "main"
        on_player_brake "main"
        on_player_ledge "main"
        on_player_drown "main"
        on_player_duck "main"
        on_player_lookup "main"
        on_player_wait "main"
        on_player_win "main"
        on_player_breathe "main"
        on_player_death "main"
    }
}

// Sonic 3 & Knuckles Skills
object ".Knuckles: Spin Dash"
{
    requires 0.2.0
    always_active

    state "main"
    {
        hide
        observe_player "Knuckles"
        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"
    {
        set_player_animation "SD_KNUCKLES" "16"
        strong_player
        springfy_player
        disable_player_movement
        play_sample "charge"
        let "$p = min($p+2, 8)"
        change_state "hold"
    }

    state "hold"
    {
        set_player_animation "SD_KNUCKLES" "16"
        attach_to_player 0 20
        on_player_gethit "cancel"

        let "$p -= 0.234 * floor(8*$p) * dt()"
        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
        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"
    }
}

Hope this can help you big_smile

3

(2 replies, posted in General)

a question, when the character uses the "Glasses" blue rings appear, right?

well, as there are commands

on_player_speedshoes
on_player_invincible
on_no_shield
on_shield
on_fire_shield
on_thunder_shield
on_water_shield
on_acid_shield
on_wind_shield

I wanted to ask if there may be a command that is activated only just have the magic glasses

4

(4 replies, posted in Off-topic)

MatheusRRR wrote:

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?

I think so

5

(4 replies, posted in Off-topic)

MatheusRRR wrote:

save_level command.
create an object that creates a global variable (.levelid example) with the value of 1.
suppose you reached stage 4. If the level is equal to 4, create object ".levelid" 4 times.
after that, save the level.

understood?

more or less... But when you leave the game, your achievements, emblems or emeralds, will remain on your counter? suppose I have 7 emeralds and saved me progress at the end of the zone, then I close the game and I open emeralds are my earned will still be there?

6

(4 replies, posted in Off-topic)

as most have probably played my game, I decided to put a couple of more difficult areas, and also wanted to ask this

in the game there will also be hidden easter eggs and accomplishments, the question is how you can save all files achievements and acutual game, but when you exit the game and re-open your accomplishments still be there? the game will be quite long, so ask about that, aver if there is a type of saving, in Sonic 3 to close the game and re-open, your zone, emeralds, lives and continues, still be there

my biggest greetings to all big_smile

So-Nick wrote:
CarlosTheHedgehog wrote:
So-Nick wrote:

If you send in png format and with neutral background I try to incorporate into the game

http://dc618.4shared.com/img/iE3MKUwoba/s7/153053162e0/neutrosWORK?async&rand=0.7719490302260965

Or use white
(one neutral color that leaves overlap the image that appears to be white) Example here: http://dc543.4shared.com/download/10IJp … ;lgfp=2000

here is the link to download the image

https://mega.nz/#!uow2zK7Q!ruwsPm_5jBqs … kleFakx0zs

very good big_smile

I hope you will do much this sprite, here is the .spr file

// Stella: Carlos and Friends Adventures 1 and 2
sprite SD_STELLA
{
    source_file     images/Stella_The_Cat.png
    source_rect     0 0 300 700
    frame_size      50 50
    hot_spot        25 50

    // stopped
    animation 0
    {
        repeat      TRUE
        fps         8
        data        0
    }

    // waiting
    animation 1
    {
        repeat      TRUE
        fps         8
        data        1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 3
        repeat_from 23
    }

    // air attack
    animation 2
    {
        repeat      FALSE
        fps         10
        data        4 5 6 7 8 9 10 11
    }

    // grabing
    animation 3
    {
        repeat      TRUE
        fps         16
        data        12 13
    }

    // walking
    animation 4
    {
        repeat      TRUE
        fps         10
        data        14 15 16 17 18 19
    }

    // ground attack
    animation 5
    {
        repeat      FALSE
        fps         10
        data        20 21 22 23 24 25 26 0
    }

    // air spin
    animation 6
    {
        repeat      TRUE
        fps         16
        data        27 28 29 30 31
    }

    // running
    animation 7
    {
        repeat      TRUE
        fps         20
        data        32 33 34 35
    }

    // look up
    animation 8
    {
        repeat      FALSE
        fps         8
        data        36
    }

    // ducking
    animation 9
    {
        repeat      FALSE
        fps         8
        data        37
    }

    // hugs
    animation 10
    {
        repeat      TRUE
        fps         8
        data        38
    }

    // jumping
    animation 11
    {
        repeat      FALSE
        fps         16
        data        39 39 39 39 39 39 39 40 41 42 43
    }

    // death
    animation 12
    {
        repeat      TRUE
        fps         8
        data        44
    }

    // drown
    animation 13
    {
        repeat      TRUE
        fps         8
        data        45
    }

    // breathing
    animation 14
    {
        repeat      TRUE
        fps         8
        data        46
    }

    // spin dash
    animation 15
    {
        repeat      TRUE
        fps         30
        data        47 48 47 49 47 50 47 51 47 52
    }

    // roll
    animation 16
    {
        repeat      TRUE
        fps         40
        data        53 54 53 55 54 56 55 57
    }

    // ledge
    animation 17
    {
        repeat      TRUE
        fps         2
        data        58 59
    }

    // braking
    animation 18
    {
        repeat      FALSE
        fps         8
        data        60 61 62
    }

    // boored...
    animation 19
    {
        repeat      TRUE
        fps         6
        data        63 64 65 64
    }

    // pushing
    animation 20
    {
        repeat      TRUE
        fps         2
        data        66 67 68 69
    }

    // help me!
    animation 21
    {
        repeat      TRUE
        fps         8
        data        70 71
    }

    // ringless
    animation 22
    {
        repeat      TRUE
        fps         8
        data        72 73
    }

    // got all emeralds
    animation 23
    {
        repeat      TRUE
        fps         8
        data        74 75
    }

    // look up surpriced
    animation 24
    {
        repeat      FALSE
        fps         8
        data        76
    }

    // what?
    animation 25
    {
        repeat      TRUE
        fps         10
        data        77 78
    }

    // Stella doll
    animation 26
    {
        repeat      TRUE
        fps         4
        data        80 81
    }

    // and my surprice?
    animation 27
    {
        repeat      TRUE
        fps         8
        data        82 83
    }

    // jumping
    animation 28
    {
        repeat      FALSE
        fps         8
        data        39
    }
}

8

(6 replies, posted in MODs)

yeeeey a brickset and music that appeared in my game featured in this game big_smile big_smile big_smile big_smile big_smile

So-Nick wrote:
CarlosTheHedgehog wrote:

hmmm, I have the sprites of Stella the Car, if you want it can happen

If you send in png format and with neutral background I try to incorporate into the game

http://dc618.4shared.com/img/iE3MKUwoba/s7/153053162e0/neutrosWORK?async&rand=0.7719490302260965

Or use white
(one neutral color that leaves overlap the image that appears to be white) Example here: http://dc543.4shared.com/download/10IJp … ;lgfp=2000

here is the link to download the image

https://mega.nz/#!uow2zK7Q!ruwsPm_5jBqs … kleFakx0zs

10

(38 replies, posted in MODs)

So-Nick wrote:

In the future will be posting a valid link with the two versions of the User put this game, I have both versions here on my computer intact. big_smile

PS: and the episode of Stella never left ? sad

hmmm, I have the sprites of Stella the Car, if you want it can happen

11

(2 replies, posted in Game assets)

aronthehedgehog wrote:

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

 on_right_wall_collision

Would that be possible?

Clearly it could be possible or stopped calling Carlos the Hedgehog, hehe smile

12

(2 replies, posted in Game assets)

here I bring the Knuckles Planning Script

object ".knuckles_planning"
{
    requires 0.2.0
    always_active
    hide_unless_in_editor_mode
    state "main"
    {
        observe_player "Knuckles"
        on_player_jump "press spacebar button"
    }
    state "press spacebar button"
    {
        on_button_pressed "fire1" "planning"
        on_player_jump "press spacebar button"
        change_state "main"
    }
    state "planning"
    {
        set_player_yspeed 50
        set_player_animation "SD_KNUCKLES" 7
        on_player_stop "main"
        on_player_walk "main"
        on_player_run "main"
        on_player_spring "main"
        on_player_push "main"
        on_player_gethit "main"
        on_player_brake "main"
        on_player_ledge "main"
        on_player_drown "main"
        on_player_duck "main"
        on_player_lookup "main"
        on_player_wait "main"
        on_player_win "main"
        on_player_breathe "main"
        on_player_death "main"
        on_button_down "fire1" "planning"
        change_state "falling"
    }

    state "falling"
    {
        gravity
        set_player_animation "SD_KNUCKLES" 13
        on_player_stop "main"
        on_player_walk "main"
        on_player_run "main"
        on_player_spring "main"
        on_player_push "main"
        on_player_gethit "main"
        on_player_brake "main"
        on_player_ledge "main"
        on_player_drown "main"
        on_player_duck "main"
        on_player_lookup "main"
        on_player_wait "main"
        on_player_win "main"
        on_player_breathe "main"
        on_player_death "main"
    }
}

You can use it to your liking, soon led them Knuckles Climb Script

aronthehedgehog wrote:

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.

I know, but I recommend something, if you use the ability "Super Pell Out" I recommend creating a new character animation

Example:

// Pinkie Pie: Carlos And Friends Adventures
sprite SD_PINKIE_PIE
{
    source_file     images/Characters/Pinkie_Pie.png
    source_rect     0 0 1190 252
    frame_size      70 63
    hot_spot        35 31,5

    // stopped
    animation 0
    {
        repeat      TRUE
        fps         8
        data        0 0 0 0 0 0 0 0 0 0 1 2 1 0 0 0 0 0 0 0 0 0 0 3 4 0 3 4 0 3 4 0 3 4 0 3 4 0 0 0 0 0 0 0 0 0 0 1 2 5 6 7 5 6 7 5 6 7 5 6 7 5 6 7 5 6 7 5 6 7 5 6 7 8
    }

    // walking
    animation 1
    {
        repeat      TRUE
        fps         15
        data        9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
    }

    // running
    animation 2
    {
        repeat      TRUE
        fps         20
        data        25 26 27 28 29 30 31
    }

    // jump
    animation 3
    {
        repeat      FALSE
        fps         16
        data        32 33 33 33 33 33 33 34 35 36 37 38
    }

    // fly
    animation 4
    {
        repeat      TRUE
        fps         8
        data        39 40 41 42 43 39 40 41 42 43 39 40 41 42 43 44 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 44
    }

    // hi?
    animation 5
    {
        repeat      FALSE
        fps         0
        data        46
    }

    // roll
    animation 6
    {
        repeat      TRUE
        fps         40
        data        47 48 49 50
    }

    // spin dash
    animation 7
    {
        repeat      TRUE
        fps         30
        data        51 52 53 54
    }

    // super peel out
    animation 8
    {
        repeat      TRUE
        fps         40
        data        9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 25 26 27 28 29 30 31 25 26 27 28 29 30 31 55 56 57 58 59 60 61 62 63 64 65 66
        repeat_from 71
    }

    // super speed
    animation 9
    {
        repeat      TRUE
        fps         40
        data        67 68 69 70
    }

    // victory
    animation 10
    {
        repeat      TRUE
        fps         8
        data        0 71 72 73 74 75 76 77 78
        repeat_from 7
    }
}

In the animation 8, i combined the animation of walking and running for 3 to 40 FPS or more, there have the "Super Peel Out" identical to Sonic CD

this time I have updated the "Flying Tails Script" date and the "Pinkie Pie Super Pell Out" to like some of you call "Sonic Super Pell Out" by  Sonic CD

Tails New Flying Controller:

object ".tails_new_flight_controller" 
{
    requires 0.2.0
    always_active

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

    state "stand by"
    {
        on_player_jump "jump"
    }

    state "jump"
    {
        on_button_pressed "fire1" "fly"
        on_player_jump "jump"
        change_state "stand by"
    }

    state "fly"
    {
        gravity
        on_player_run "main"
        on_player_walk "main"
        set_player_yspeed -150
        play_sample "samples/Tails_Fly_1.wav"
        on_button_pressed "fire2" "tired"
        set_player_animation "SD_TAILS" 17
        change_state "wait"
    }    

    state "wait"
    {
        gravity
        on_player_run "main"
        on_player_walk "main"
        set_player_yspeed -150
        on_button_pressed "fire2" "tired"
        set_player_animation "SD_TAILS" 17
        on_timeout 0.32073 "fly"
    }    

    state "tired"
    {
        gravity
        on_player_run "main"
        on_player_walk "main"
        set_player_yspeed 150
        play_sample "samples/Tails_Fly_2.wav"
        set_player_animation "SD_TAILS" 16
        change_state "wait_2"
    }

    state "wait_2"
    {
        gravity
        on_player_run "main"
        on_player_walk "main"
        set_player_yspeed 150
        set_player_animation "SD_TAILS" 16
        on_timeout 0.28880 "tired"
    }    
}

Pinkie Pie Super Pell Out (Sonic Super Pell Out):

object ".Pinkie Super Pell Out"
{
    requires 0.2.0
    always_active

    state "main"
    {
        hide
        observe_player "Pinkie Pie"
        change_state "stand by"
    }

    state "stand by"
    {
        on_player_lookup "ready"
    }

    state "ready"
    {
        let "$p = 0"
        on_button_pressed "fire2" "charge"
        on_player_lookup "ready"
        change_state "stand by"
    }

    state "charge"
    {
        set_player_animation "SD_PINKIE_PIE" 8
        play_sample "charge"
        let "$p = min($p+2, 8)"
        disable_player_movement
        change_state "hold"
    }

    state "hold"
    {
        set_player_animation "SD_PINKIE_PIE" 8
        attach_to_player 0 20
        on_button_down "up" "hold"
        on_button_pressed "fire2" "charge2"
        let "$p -= 0.234 * floor(8*$p) * dt()"
        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
        change_state "release"
    }

    state "charge2"
    {
        set_player_animation "SD_PINKIE_PIE" 8
        disable_player_movement
        let "$p = min($p+2, 8)"
        change_state "hold"
    }

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

    state "release"
    {
        weak_player
        stop_sample "charge"
        play_sample "relase"
        enable_player_movement
        set_player_xspeed "(600 + 100 * floor($p)) * player_direction()"
        change_state "stand by"
    }
}

in this case use the animation of Pinkie Pie, combining animation "walk" animation and "run" to a 40 FPS is achieved the perfect Super Pell Out, trust me, they are going to serve much

15

(4 replies, posted in Game assets)

jobromedia wrote:

OMFG that's brilliant!

hehe thanks

a small question... will you can climb another download link for the game? please

17

(1 replies, posted in Game assets)

they saw in Sonic 3 & Knuckles Lava Reef level where is the battle with eggman and the camera moves to the target? Well, I could create the same, but is a prototype, here the script fails them

object "Move Camera Prototipe"
{
    requires 0.2.0
    hide_unless_in_editor_mode
    always_active
    state "main"
    {
        on_player_collision "part 2"
    }

    state "part 2"
    {
        request_camera_focus
        observe_active_player
        move 150 0
    }

    state "part 3"
    {
        drop_camera_focus
        destroy
    }
}

18

(7 replies, posted in General)

neglected, here's the script


object ".carlos_ai"
{
always_active
state "main"
{
hide
create_child ".carlos_ai_controller"
change_state "track"
}
state "track"
{
observe_player "Carlos"
let "$ _PLYPOS_carlosx = player_xpos ()"
let "$ _PLYPOS_carlosy = player_ypos ()"
}
}

object ".carlos_ai_controller"
{
always_active
state "main"
{
hide
set_absolute_position $ _PLYPOS_carlosx $ _PLYPOS_carlosy
on_timeout 0.1 "follow"
}
state "wait"
{
set_absolute_position $ _PLYPOS_carlosx $ _PLYPOS_carlosy
}
state "follow"
{
observe_active_player
set_absolute_position $ _PLYPOS_carlosx $ _PLYPOS_carlosy
on_timeout 0.1 "follow"
on_observed_player "Carlos" "main"
let "$ distance_x = player_xpos () - xpos ()"
let "$ distance_y = player_ypos () - ypos ()"
if "($ distance_x> 80) and ($ distance_y <-48)" "jump_right"
if "($ distance_x <-80) and ($ distance_y <-48)" "jump_left"
if "$ distance_x <-64" "follow_left"
if "$ distance_x> 64" "follow_right"
}
state "follow_left"
{
observe_player "Carlos"
simulate_button_down "left"
set_absolute_position $ _PLYPOS_carlosx $ _PLYPOS_carlosy
on_timeout .25 "follow"
}
state "follow_right"
{
observe_player "Carlos"
simulate_button_down "right"
set_absolute_position $ _PLYPOS_carlosx $ _PLYPOS_carlosy
on_timeout .25 "follow"
}
state "jump_left"
{
observe_player "Carlos"
simulate_button_down "left"
simulate_button_down "fire1"
set_absolute_position $ _PLYPOS_carlosx $ _PLYPOS_carlosy
on_timeout .5 "follow"
}
state "jump_right"
{
observe_player "Carlos"
simulate_button_down "right"
simulate_button_down "fire1"
set_absolute_position $ _PLYPOS_carlosx $ _PLYPOS_carlosy
on_timeout .5 "follow"
}
}

saw where it says the names "Carlos" in the script? Well, there you can change the character you want

example:

object ".sonic_ai"
{
always_active
state "main"
{
hide
create_child ".sonic_ai_controller"
change_state "track"
}
state "track"
{
observe_player "Sonic"
let "$ _PLYPOS_sonicx = player_xpos ()"
let "$ _PLYPOS_sonicy = player_ypos ()"
}
}

but if you use or have also command you, if you only use the ".sonic_ai_controller" will cause the character go right only

19

(4 replies, posted in Game assets)

MatheusRRR wrote:

good job!

thakns MatheusRRR

20

(7 replies, posted in General)

I have what you're looking for MirceaKitsune, if you want to pass an entire file, I did that served me well for my game