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16
Developing ENIGMA / Re: LateralGM 1.8.6.724
« on: October 27, 2014, 10:15:41 am »most programs have a search filter bar like that including Unity and Windows ExplorerThey do? Screenshot please.
17
Developing ENIGMA / Re: LateralGM 1.8.6.724
« on: October 27, 2014, 08:48:54 am »
An issue: you can create a code piece (by double clicking in the event pane) even when there is no event. I was experience a problem yesterday that I had to keep clicking the modify button twice in order to open the event pane but I can't reproduce that now.
In my opinion the find resource bar looks ugly at the top of the resource pane like that, also the configurations drop-down box looks ugly.
In my opinion the find resource bar looks ugly at the top of the resource pane like that, also the configurations drop-down box looks ugly.
18
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 27, 2014, 03:25:00 am »19
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 26, 2014, 04:39:10 pm »
Well I've done some debugging on the issue with the local variables being called in scripts, the problem is actually the with statement scoping being messed up inside if statements.
My test, in obj_1:
Example file: https://app.box.com/s/n0p8ccr75hticpcs545r
My test, in obj_1:
Code: [Select]
with (obj_0)
{
scr_0();
}
In this case local variables in scr_0 are used from obj_0 as they should be.Code: [Select]
with (obj_0)
{
if (scr_0()) {}
}
In this case local variables in scr_0 are used from obj_1 incorrectly.Example file: https://app.box.com/s/n0p8ccr75hticpcs545r
20
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 26, 2014, 06:26:14 am »
You can do whatever you like with it, I developed the engine from another engine myself.
It's optional, but if you wish to then you can give credit to:
- Damizean & McdIzzY (for the original slope engine)
- Kain (for the boxes in his Sonic 3 engine)
- Flexaplex (for this engine).
It's optional, but if you wish to then you can give credit to:
- Damizean & McdIzzY (for the original slope engine)
- Kain (for the boxes in his Sonic 3 engine)
- Flexaplex (for this engine).
21
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 25, 2014, 10:12:44 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.It does in my engine?
Code: [Select]
Also, Polygone, is there a way to fix the 90-degree rotation snapping bug? It seems quite common in your engine...
Well it's technically a bug which of course could be fixed somehow but I'm not going to make any attempt to do so lol.
22
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 25, 2014, 08:58:18 am »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?This also happens in classic Sonic games, perhaps not to the same degree though.
The code for the springs is in SpringParent begin step event:
Code: [Select]
// Get the hspeed and vspeed which the player will be set to (note this is dependent on the original player's speed)
hspd_set = (abs(full_hspeed*other.bounce_factor) + other.strength)*other.dcos + (abs(full_vspeed)*other.dcos + full_hspeed*abs(other.dsin))*abs(other.dsin);
vspd_set = (abs(full_vspeed*other.bounce_factor) + other.strength)*other.dsin + (abs(full_hspeed)*other.dsin - full_vspeed*abs(other.dcos))*abs(other.dsin);
23
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 24, 2014, 07:22:37 am »Looks like the issue is with the with() construct. Polygone, can you explain exactly why we don't have working locals in scripts? I am not too informed on the matter, but I've been aware of its existence.Cause Josh do wrong? <_<
24
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 23, 2014, 11:16:22 am »
Ohh I presume it's because of a parser change then.
It's called like this:
The parser is notorious for breaking with things like this.
It's called like this:
Code: [Select]
with (Player)
{
collision_onset(other.id); //other.id being the id of the collectable like a ring or box or whatever
}
Code: [Select]
// collision_onset
// 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 the script is using local variables for Player; ie full_direction, full_hspeed, full_vspeedThe parser is notorious for breaking with things like this.
25
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 22, 2014, 11:05:44 am »
I haven't really got time to be programming any more :/ so unfortunately...
26
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 22, 2014, 09:37:21 am »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.Well I did the opposite thing and helped develop ENIGMA to make sure everything in ENIGMA was compatible with my Sonic engine As I said it was working perfectly before.
What was wrong with just using place_meeting, mind you?collision_line is more accurate as sonic is not just a single point.
how can I fix collisions with springs? They seem to activate at a way to far away distance.Again as I said in my post that is a bug that has been introduced into enigma (it never happened before) so one of the ENIGMA devs (who isn't me) needs to look at it and fix the problem.
Also, why does sonic go into a roll if you don't make it up a slope?That was a choice that I made to do it like that. In the Sega games when Sonic doesn't make it up a slope he is rotated until in a vertical position then falls, my engine did original do this to mimic that behaviour but then I decided to change it so Sonic goes into a ball because in my opinion (which was heavily influenced by Josh lol) it looks better and is a more realistic way of handling the situation. However yes this behaviour is different to how it was classically done.
If you look in Sonic's step event 'Game Motion' code you will see this:
Code: [Select]
// Or if the player is too slow and we're on the roof or on a wall, fall
if (angle>70 && angle<290 && abs(hsp)<5.5)
{
vsp = -dsin*hsp;
hsp = dcos*hsp;
ground = 0;
angle = 0;
dcos = 1;
dsin = 0;
if (action != act_roll) // go into roll when falling off a wall
{
action = act_roll;
sound_play(SndSpin);
}
}
That is the code piece for the falling, you can see there where the action is set to rolling. If you comment out (or just delete) the part where it makes Sonic roll, ie:Code: [Select]
/* if (action != act_roll) // go into roll when falling off a wall
{
action = act_roll;
sound_play(SndSpin);
} */
Sonic will then rotate when falling instead of rolling.
27
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 21, 2014, 08:23:18 am »
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:
So my guess is that collision_line has become bugged.
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.
28
Announcements / Re: ENIGMA forums are dead again
« on: March 20, 2014, 04:48:52 am »
I am Lord of the Underworld.
29
Off-Topic / Re: I'm out
« on: December 18, 2013, 02:08:07 pm »
lol Josh why do you care so much what cheeseboy thinks and says? ENIGMA has come all this way and then you give up at the final hurdle or have you just lost hope in it altogether?
30
General ENIGMA / Re: The ENIGMA Showcase Project
« on: December 15, 2013, 08:37:30 am »
You could always PM him on the gmc?