SONIC LOOPS ARE POSSIBLE?

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So, I am releasing a demo of my awesome Sonic platforming game (That works BTW) and I was wondering something while I was making it. There IS NO LOOPS. So I was wondering if there was some sort of VX script code that would make loops possible in a grid like system in Rpg maker? Now, I don't think there is, but there might be some sorta script out there.
Why were you making a Sonic game in VX and not something like GameMaker? A friend of mine long ago actually did make a Sonic engine in GameMaker too, however, I think the website for it is now dead.
Because it's easier for the way I'm doing it? Oh and uh, not answering the question.
I agree with WolfCoder, if you're planning to make a platform game, you might as well use GameMaker. It's just too much of a hassle to make on RPG Maker.
Because it's easier for the way I'm doing it?

Actually you're doing it the really really difficult way using an engine meant for RPGs when you could use one that's more geared for platformer games. Especially since you would have to write everything from scratch anyway.

Oh and uh, not answering the question.

Yes I did.

Now, I don't think there is, but there might be some sorta script out there.

A friend of mine long ago actually did make a Sonic engine in GameMaker too, however, I think the website for it is now dead.

Said friend is not on their IMs at the moment otherwise I would ask them.
I was talking script to make loops in Rpg maker VX. Which I don't understand how making it on game maker is easier.
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
If I recall the actual sonic games made loops possible by changing the direction of gravity. But as for how to script that I don't know.
Sorry bro RMVX doesn't support BLAST PROCESSING which is required for Sonic Loops
Hmm, but what if I make a grid looking loop...
start here: http://info.sonicretro.org/SPG:Solid_Tiles

speaking more generally (and as someone who has made a sonic-style prototype, but in GM), the basic concept is that going past a certain set speed will allow the character to hug the walls as long as two sensors (one on either side of the feet) remain in contact with solid ground. if the character jumps or falls below this speed, they're no longer on the ground and their sprite is reoriented. this is for general ground level and slope movement, though.

it's nothing crazy like changing a gravity direction variable - otherwise, anything that relied on this gravity variable would change gravity direction along with the character that needed it.

if you want loops, you're going to have to combine that methodology with a layer-switcher object and a layer variable. switching between layers should allow the engine to ignore the layer you don't want the player to run into. if you're running right, you first want one layer active - in this case, the bottom right corner of the loop.

when you pass the peak of the loop, you want to switch the layer so that the bottom left corner of the loop is active and the bottom right corner is passable. this should allow the character to run past the bottom right corner of the loop and exit.

you're going to want to use an engine that can handle radians, though - i don't know if RMVX can do this. the modern method of this will require a lot of trigonometry in radians in order for the engine to handle the movement accurately. if VX can't do this, you'll need to switch to a game builder that can.
tardis
is it too late for ironhide facepalm
308
sonic: where we're going we don't need momentum ):
author=Pasty
start here: http://info.sonicretro.org/SPG:Solid_Tiles

speaking more generally (and as someone who has made a sonic-style prototype, but in GM), the basic concept is that going past a certain set speed will allow the character to hug the walls as long as two sensors (one on either side of the feet) remain in contact with solid ground. if the character jumps or falls below this speed, they're no longer on the ground and their sprite is reoriented. this is for general ground level and slope movement, though.

if you want loops, you're going to have to combine that methodology with a layer-switcher object and a layer variable. switching between layers should allow the engine to ignore the layer you don't want the player to run into. if you're running right, you first want one layer active - in this case, the bottom right corner of the loop.

when you pass the peak of the loop, you want to switch the layer so that the bottom left corner of the loop is active and the bottom right corner is passable. this should allow the character to run past the bottom right corner of the loop and exit.

you're going to want to use an engine that can handle radians, though - i don't know if RMVX can do this. the modern method of this will require a lot of trigonometry in radians in order for the engine to handle the movement accurately. if VX can't do this, you'll need to switch to a game builder that can.

But what if i make square loops instead of circle loops? Since RPGVX uses grid like tiles, couldn't I just use Upside down/Sideways sprites and have it so if you let go of the movement button before you finsh the loop, a Switch make you fall?
i would think that making perfectly square loops would be counter-intuitive to fun in a sonic-style game.

if you're talking about loops that are more rounded rectangles, you could have sprites that depicted the character upside down or sideways, but take a moment to consider how janky that would look. you'd have four sprites to cover 360 degrees of movement. this means once your sprite passed a 45 degree angle it would be using the sideways orientation, which would be very jarring to someone playing.

and allowing the character to fall if the movement button is released won't help either because there'd be no sense of momentum, which is crucial to a sonic game.
What if instead of a made loop. You made a SPRITE of the loop, and SPRITES of sonic on certain parts of the loop.
shortcuts like that are just inflexible and sweet christ would that be a lot of work.

i'll reiterate: the best way to do this requires at least a passing understanding of trigonometry. define two sensors and use the line you draw between them to calculate the angle you need.

consider looking on the game maker community for an engine that does what you need, because you damn sure aren't going to find one for VX.
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