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121
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 28, 2014, 12:01:04 pm »
Ok. Also, in the new version of Enigma with the new jar files, is the Nimbus theme fixed, or are there any of those new themes you showed screenshots of implemented in those jars?
122
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 28, 2014, 11:38:41 am »
Oh, so it was infact the Nimbus theme?
123
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 28, 2014, 10:52:03 am »
No, I wasn't doing any of that, I was literally just typing code, Enigma froze for a second, and that popped up.
124
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 28, 2014, 10:38:11 am »
I literally just had code open and it just appeared. I think Enigma had been running for a few hours though.
If it helps, my theme is set to Nimbus - not that it'll help anything at all...
==EDIT==
I wasn't very detailed, ok let me see... I had a couple objects open, and one script from each object was open, all I was doing was typing code.
Although, I think it may have been some kind of memory leak from how long it was open, so I'm basically blaming Java. Haha.
If it helps, my theme is set to Nimbus - not that it'll help anything at all...
==EDIT==
I wasn't very detailed, ok let me see... I had a couple objects open, and one script from each object was open, all I was doing was typing code.
Although, I think it may have been some kind of memory leak from how long it was open, so I'm basically blaming Java. Haha.
125
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 28, 2014, 10:12:12 am »
That's excellent. I know loads of people who I happen to be in a skype group with, who use Game Maker. I have tried to convince them to move over to Enigma if their projects work in it correctly, but everyone is complaining about it being unstable, which I have never had a problem with stability (unless I run Enigma for a long period of time. I'm just going to post info on an error I got from running Enigma for a while. Here's a text document.)
If you need any more details, just ask.
EDIT : Ever since I got that error, the game pauses after around 30 second intervals.
If you need any more details, just ask.
EDIT : Ever since I got that error, the game pauses after around 30 second intervals.
126
Developing ENIGMA / Re: LateralGM 1.8.6.724
« on: October 28, 2014, 10:05:52 am »
How long do you think it'll be until you release this version? I honestly can't wait, the screenshots look like a masterpiece!
Keep up the good work.
Keep up the good work.
127
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 27, 2014, 04:44:58 pm »
A little off topic, but here's a quick and undetailed comparison of GM8.1 and Enigma for my Sonic Engine
128
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 26, 2014, 04:31:00 pm »
I just saved a file in Enigma, but when I did, Enigma randomly closed. When I try to open the file, it says it's corrupted, so... fix bug please?
129
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 26, 2014, 09:22:20 am »
Ok, thank you Polygone. I also think this thread can be closed now, but I won't just yet unless someone else has something to say. I think I might close it if it's inactive for around 2 weeks. Thank you all for your help.
~~HitCoder~~
~~HitCoder~~
130
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 25, 2014, 10:34:43 pm »
I accidentally deleted this post, refreshed the page, and thought it had double posted. Whoops.
Anyway, I've got it all fixed, I was just wondering if I could build an engine using your's as a base? I will give credit if you don't mind me making my own based on yours, but if you'd rather I didn't spin-off your engine, then that's fine. I was just wondering.
Also, when I said keep your momentum on the non-modified axis, your engine seems to cap the speed, but I cannot find a way around this :/
Anyway, I've got it all fixed, I was just wondering if I could build an engine using your's as a base? I will give credit if you don't mind me making my own based on yours, but if you'd rather I didn't spin-off your engine, then that's fine. I was just wondering.
Also, when I said keep your momentum on the non-modified axis, your engine seems to cap the speed, but I cannot find a way around this :/
131
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 25, 2014, 09:34:21 am »
Yea, I realise that code was there, but I don't remember it working quite like that on the classic games... I thought you could keep momentum on the axis the spring isn't bouncing you on.
Also, Polygone, is there a way to fix the 90-degree rotation snapping bug? It seems quite common in your engine...
I mean where you go up a slope, expecting to go into the air, but then it rotates you almost a whole 90 degrees and makes you snap to the floor. I know it's normal in some sonic engines, but it's not supposed to be there. Lol.
Also, Polygone, is there a way to fix the 90-degree rotation snapping bug? It seems quite common in your engine...
I mean where you go up a slope, expecting to go into the air, but then it rotates you almost a whole 90 degrees and makes you snap to the floor. I know it's normal in some sonic engines, but it's not supposed to be there. Lol.
132
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 24, 2014, 03:41:22 pm »
I've done a temporary workaround for while a solution is found, or enigma is fixed, but anyway, why does sonic go at a different speed on hitting a spring depending on his current speed - I mean, the harder he hits a spring, the faster he goes or whatever? How can I fix this?
133
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 23, 2014, 07:55:56 am »
Ok, so I have found that it is not anything to do with collision_line
It is to do with the script being executed, for some reason ENIGMA does not like how the script is being executed for a specific object through another object or something.
It is to do with the script being executed, for some reason ENIGMA does not like how the script is being executed for a specific object through another object or something.
134
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 22, 2014, 11:15:50 am »
I tried those, but the collisions are still massively off. It's exactly the same as before. What I am struggling to understand mind you, is how collisions with walls and floors and slopes work perfectly, yet misc items collide with you at odd distances :/
I've still got an older version of Enigma installed on my computer, so I'll try using that.
Edit: Nope, no luck
I've still got an older version of Enigma installed on my computer, so I'll try using that.
Edit: Nope, no luck
135
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 21, 2014, 03:29:52 pm »I have no idea why my sonic engine isn't on the EDC; it was working fine in ENIGMA perhaps an incompatibility was introduced in it so I took it down but I don't remember doing so?
Anyway here is the engine: https://app.box.com/s/nc7smht5lqh90kyi7byv
I do not know if it works properly in ENIGMA or not any more but it shouldn't be hard to make it work if it doesn't.
EDIT: Just tested it and it runs fine; with 2 apparent bugs that have been introduced in ENIGMA.
1) The score text at the top is moving all the time (possibly something to do with rounding)
2) The collision detection for the boxes and rings has been bugged somehow. They all use the script collision_onset:Code: [Select]// Checks if there is going to be a collision with the object giving in argument0 given the Player's current speed
// To be accurate it does this using a place_meeting check at the position the Player will be at given it's hspeed / vspeed
// And also using two collision lines either side of the player mask from the Player's current position to the position it
// will be at given it's hspeed / vspeed
var x1, y1, x2, y2;
x1 = x + cos(full_direction+pi/2)*mask_radius; y1 = y - sin(full_direction+pi/2)*mask_radius;
x2 = x + cos(full_direction-pi/2)*mask_radius; y2 = y - sin(full_direction-pi/2)*mask_radius;
return (place_meeting(x + full_hspeed, y + full_vspeed, other.id)
|| collision_line(x1, y1, x1 + full_hspeed, y1 + full_vspeed, argument0, false, true) != noone
|| collision_line(x2, y2, x2 + full_hspeed, y2 + full_vspeed, argument0, false, true) != noone)
So my guess is that collision_line has become bugged.
Oh, thank you. I think I will give that a try. Although, I was planning on making a sonic engine specifically designed for enigma - not that I had any hope though. I was going to name it "Sonigma" haha.
EDIT: What was wrong with just using place_meeting, mind you?
EDIT2 : how can I fix collisions with springs? They seem to activate at a way to far away distance. Also, why does sonic go into a roll if you don't make it up a slope?