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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($p)) * player_direction()"
change_state "stand by"
}
}
in this case use the animation of Pinkie Pie, combining animation "walk" animation and "run" to a 40 FPS is achieved the perfect Super Pell Out, trust me, they are going to serve much
Last edited by CarlosTheHedgehog (2016-03-05 03:28:20)
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Oh wow, i developed the same thing, only a bit different. (The sonic peel out though.)
object ".sonic_complicated_controller"
{
requires 0.2.0
always_active
state "main"
{
hide
observe_player "Sonic"
change_state "stand by"
}
state "stand by"
{
on_player_lookup "ready"
}
state "ready"
{
let "$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($p)) * player_direction()"
change_state "stand by"
}
}
I had this for a while now, although i never used it much, except for testing purposes.
Although i never though about using the sprites to change how it works though.
Last edited by aronthehedgehog (2015-11-04 14:52:01)
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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Oh wow, i developed the same thing, only a bit different. (The sonic peel out though.)
object ".sonic_complicated_controller" { requires 0.2.0 always_active state "main" { hide observe_player "Sonic" change_state "stand by" } state "stand by" { on_player_lookup "ready" } state "ready" { let "$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
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Cool, i know i might not use it, but i'll try and make one.
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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