Alexandre
I have a request to you, can you compile this source code of the project and give me the output .exe file?
https://yadi.sk/d/oihf9QO53aBR8z
Hi G.E.R.,
It is highly suggested to use the newer version of Open Surge
]]>initialphase_x = initialphase_y = 90 * i
For example: for gem 0, set elliptical_trajectory 26 26 0.25 0.25 0 0.
]]>It need to create 4 gems on 4 sides of the red ball and rotate it. How to set the starting position of the gems?
This is really easy to do in SurgeScript.
In the old API, you can use elliptical_trajectory and set the initialphase to 0, 90, 180 and 270.
http://opensnc.sourceforge.net/wiki/ind … trajectory
It's a red ball with a rotated gems:
object "Badnik_TetraGem"
<...>
set_animation SD_TETRA 0
create_child ".tetragem1" 0 0change_state "enemy"
}
state "enemy"<...>
object ".tetragem1"
{
state "main"
{
set_animation SD_TETRA 1
elliptical_trajectory 26 26 0.25 0.25
.......
It need to create 4 gems on 4 sides of the red ball and rotate it. How to set the starting position of the gems?
]]>but actually, he carry a child object with Sonic's animation, but not the character. At the same time, game set new animation for Sonic (the character) as magenta rectange (the empty frame). Sonic position = Tails position, but Sonic is hided. When "fake Sonic" collision with the floor, this children object destroyed and Sonic get normal animation.
I'll post this script with comments after several tests.
]]>How I can to determine which way looks the observed character?
http://opensnc.sourceforge.net/wiki/ind … _functions
http://opensnc.sourceforge.net/wiki/ind … _at_player
A suggestion: place the bonus on the top instead, because then you won't have camera problems when reaching an abyss. Translate your level a few pixels to the bottom if you can (use a text editor)
]]>No, because the scene and its state gets unloaded from the memory.
I found a solution for this situation. Because bonus is a small room, we can place it room on the level somewhere on bottom or on right and create a script with teleportation, changing music ect. In this way, the player moves from the level to the bonus room, playing the bonus and returning on the level without unloade level. One problem - abysses will cease to work and it will need to place a technical object with "kill_player" scenario.
]]>Sometimes I find myself in a situation where I have a certain small doubt, just like G.E.R. had it here, but I don't feel like it's such a big problem as to create a new topic, so having a big one just for that would be great.
]]>And is it possible to specify a command so that the engine does not respond on press button?
]]>I have a question: if I placed "warp object" on level (Big Ring, for example) with "push_quest ....", when player will exit from the bonus level and returned in level from "default quest", this level will loaded with all objects. Can we compel the game don't load destroyed enemies, taken rings ect?
No, because the scene and its state gets unloaded from the memory.
]]>