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Messages - HitCoder

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121
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?

122
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~~

123
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 :/

124
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.

125
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?

126
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.

127
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

128
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?

129
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 19, 2014, 09:41:43 AM »
Ok, thanks Robert, they work, but I'd like an engine that has slopes, and rotates in 360 degree rotations. I'm not bothered whether or not it's legacy rotations, but I can't make what I'm intending to make without it. Sorry for any extra work, I've been trying my best with making my own engine, but they all mess up where I make a single error, leave it until the next day, and forget what I did to cause the error. It's been a long gruelling process with little success.
Thanks for all the help so far.
~~HitCoder~~

EDIT: The following engine works on Enigma if you rename the object "floor" to anything else, due to a conflict to the floor constant. I also had to go through the code of the player.
http://sandbox.yoyogames.com/games/29959-dr-spazzs-movement-engine
Here's my edit:
https://www.dropbox.com/s/p5fk34s3ll0airb/movement_engine.gmk?dl=0

130
General ENIGMA / Re: What happened to "wxEnigma"?
« on: October 19, 2014, 09:07:33 AM »
Can you implement that feature into the next version of Enigma? If it's a lot of work, don't bother, lol.

131
Announcements / Re: Java 8 Stable
« on: October 18, 2014, 07:45:20 PM »
ENIGMA will not run with java 8, please help. Lol.

132
General ENIGMA / Re: What happened to "wxEnigma"?
« on: October 15, 2014, 05:46:42 PM »
Aw, that's a shame. It looks so cool. It's a much cleaner GUI than game maker. Maybe there should be a feature to change the GUI to look like an IDE?

133
General ENIGMA / What happened to "wxEnigma"?
« on: October 15, 2014, 03:47:30 PM »
I'm just a bit curious, after I looked for a way of proving to my friends how Enigma is superior to Game Maker, in every way, I came across this screenshot:

But, I cannot seem to find much information on wxEnigma, I think an IDE is a cool idea, and that screenshot makes me want it more, the default GUI (gamemaker style) looks a mess nowadays. Especially compared to that.
Please don't tell me it was cancelled. Lol.

134
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 13, 2014, 05:16:20 AM »
Just an update HitCoder, I managed to partially get the following example working.
http://sandbox.yoyogames.com/games/163325-sonic-battle-engine-v1gmk-included

Here is my GMK with changes.
I mainly had to set the game info frame to have a border so you could close it because I haven't finished implementing the game info window fully. I also had to fix some parsing errors in the drag and drop by enclosing them with start and end brackets. I also had to replace action_save and action_load_game with a comment in obj_storymode because we haven't implemented saving and loading yet. There were also two objects with the same name which we do not support.
https://www.dropbox.com/s/3bllq4gjkgn2yh2/sbev1.gmk?dl=0


The sonic Red Ring tutorial also works if you change the name of the room and run it.
http://sandbox.yoyogames.com/games/188858-sonic-red-ring-tutorial-transform

This one also works but it appears the developer didn't quite finish it too much. You will have to rename the "double" variable though to get it to build, because double is a C++ type which ENIGMA supports.
http://sandbox.yoyogames.com/games/191988-sonic-engine

Sonic Boost tutorial works by just changing the room name.
http://sandbox.yoyogames.com/games/182835-sonic-boost-tutorial

Thank you, I will check these out as soon as I get home (at school at the moment)

135
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: October 02, 2014, 12:07:48 PM »
just looking for advice, but would using a variable that moves you based on direction be a good idea, for while you're on ground? then when you go up slopes, when you hit a slope, the slope rotates you, and your speed vars don't need to be modified other than making gravity pull you down.

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