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Sonic loops are possible?
What if instead of a made loop. You made a SPRITE of the loop, and SPRITES of sonic on certain parts of the loop.
Sonic loops are possible?
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?
Great Purge II
I heard windows 7 can't use it in anyway shape or form, so you're probably right about the computer thing.
Great Purge II
2010 gaming choice
Great Purge II
author=VideoWizard
RPG Maker Downloads and, later, The NeXus. That was when RPG Maker 95 was just being translated, and before the first version of this site existed. RPG Maker 2 Super Dante was still the most popular RPG Maker at that time, so my first two games were made with it.
Shame you can't post them here. No 95 section. Yet, the pirated 2003 is.
Great Purge II
author=VideoWizard
Please don't erase my games from the archive, because:
- It may not seem like it, but at least I try when making these games, especially the latest two.
- I take any and all feedback to improve projects. I'd hate to be shut down just as things improve. My latest completed game was almost good/average, lagging in a few areas as Silviera posted in his review.
- I get busy sometimes, but I am making progress "behind the scenes". Right now, the graphics I'm using are temporary (read: RTP/modified RTP) so posting screens wouldn't give an accurate picture of them.
- I know my mapping and graphics, well, suck. Maybe some pointers instead would be better?
I've made six complete games and two are in progress. My main series is among the longest running in the community (running since 1998), if not the longest. I guess that counts for something, right?
1998? What community was this?
Great Purge II
Great Purge II
author=jakandsig
So to purge games, staff must do the opposite of what they do when they are accepting them?
author=Link_2112author=ChaosProductions
That is... exactly what we do. We change the game's status to "Denied" instead of "Accepted".Pay attention.
and please try and contribute something useful
You have no idea what "Has already been explained" Means do you? Or is it that you aren't paying attention to the point I was making? I was saying that when Staff accept and deny game, some deny for stupid reasons (OMG one block in RTP) and it's not "Let's give it a chance" Most of the time. Nominating would be the exact opposite.
Yeah, not smart are you?













