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#1 Re: Assets » silver in open surge0.5.2.1 » 2023-09-24 22:20:12

hey sorry guys i forgot
to put the spr file sorry
sprite "neo"
{
    source_file     "images/neo.png"
    source_rect      0 0 44 44
    frame_size      44 44
    hot_spot        8 8

    // all
    animation 0
    {
        repeat      TRUEa
        fps         6
        data        0
    }
}

#2 Assets » silver in open surge0.5.2.1 » 2023-08-31 23:37:42

driesplay
Replies: 1

he make you fly












btw thanks to to Spectrus for helping me code + btw happy bday  Spectrus





spr code sprite "neo"
{
    source_file     "images/neo.png"
    source_rect      0 0 44 44
    frame_size      44 44
    hot_spot        8 8

    // all
    animation 0
    {
        repeat      TRUE
        fps         6
        data        0
    }
}





ss code  // Script created by Spectrus //

using SurgeEngine.Transform;
using SurgeEngine.Actor;
using SurgeEngine.Player;
using SurgeEngine.Behaviors.Platformer;

object "neo" is "entity", "awake"                                    // The awake component allows scripts to run even if the entity is offscreen. //
{

    transform = Transform();
    actor = Actor("neo");
    Direction = 1;                                                    // This will be the default direction. //
    PlayerPos = Player.active.transform.position;                    // This is the variable that defines the player position. //
    PlayerThrown = 0;                                                // If the player has been thrown, this variable will be set to 1. //
    platformer = Platformer();                                        // This will give the entity gravity. //
   
    state "main"                                                    // EVERY object in Open Surge MUST have a main state. It is the state that the entity will spawn with. //
    {
   
        Distance = transform.position.distanceTo(PlayerPos);        // This variable defines the distance between the player and the entity. //
       
        if(Direction == 1)                                            // If the direction variable is 0, disable hflip. //
        {
            actor.hflip = false;
        }
       
        if(Direction == -1)                                            // If the direction variable is 1, enable hflip. //
        {
            actor.hflip = true;
        }
       
        if(Distance < 100)                                            // If the distance variable is under 100, it will throw the player. [You may feel free to change the number to your liking.] //
        {
            state = "throwplayer";
        }
       
    }
   
   
    state "throwplayer"
    {
        if(PlayerThrown == 0)                                        // If the player hasn't been thrown yet, throw them and set the PlayerThrown variable to 1. //
        {
            Player.active.xsp = 500 * Direction;                    // This is how far horizontally the player will be thrown. The number is multiplied by the direction of the entity to define which way the player will be thrown, based on the direction of the entity. [Feel free to change the number.] //
            Player.active.ysp = -500;                                // This is how high vertically the player will be thrown. [Feel free to change the number.] //
            PlayerThrown = 1;
        }
       
        if(PlayerThrown == 1)                                        // If the player has been thrown, play their hurt animation. [The hurt animation can vary. 11 is the hurt animation for Sonic in Sonic Surge. It may be different for your game, so check your character's .spr file to see what number is their hurt animation.] //
        {
            Player.active.anim = 11;
            Player.active.springify();                                // This will make the player unroll from a spin or jump state, making them vulnerable to enemies. //
            Player.active.hlock(0.1);                                // This will make the player unable to move until they land on the ground. //
        }
       
        if(!Player.active.midair && PlayerThrown == 1)                // If the player is on the ground, and if PlayerThrown is still set as 1, reset the variable back to 0 and go back to the main state. //
        {
            PlayerThrown = 0;
            state = "main";
        }
    }
   
}




ps just make the neo.png sprite anything you wan't smile

#3 Re: Games » SONIC RISE OF EGGMAN » 2023-08-17 18:46:17

yes this is what just john said when i asked him

          hi
can i ask you something
Just John 43 — 06/07/2023 1:27 PM
Hello, how can I help?
sonic fan 189 — 06/07/2023 1:32 PM
can i use the green hill zone level from another Sonic 2 remake
Just John 43 — 06/07/2023 1:34 PM
What would you like to use it for? Are we talking about art, music, the whole thing? I am curious
sonic fan 189 — 06/07/2023 1:35 PM
the whole thing
Just John 43 — 06/07/2023 1:36 PM
What would you like to use the level for? Is this for a project?

The music doesn't belong to me, so you would have to ask Sound of a Shadow on that.
sonic fan 189 — 06/07/2023 1:38 PM
yes it is for a project
Just John 43 — 06/07/2023 1:41 PM
Could you provide more details? Are you looking to make a mod? Or you very own Sonic fan game?

The whole point of the opensurge engine is that it is open source, meaning anybody can use and edit the games files as they see fit. You don't necessarily need my permission, though I appreciate you reaching out to me
sonic fan 189 — 06/07/2023 1:42 PM
im working on my very own Sonic fan game in open surge
Just John 43 — 06/07/2023 1:49 PM
Then of course you can use my green hill, if it helps you get started. Did you know that there is a tileset for the actual 16 bit version of green hill in one of my earlier demos?
sonic fan 189 — 06/07/2023 1:49 PM
oh ok thanks
Just John 43 — 06/07/2023 1:49 PM
What is your fan game going to be like?
This green hill tileset and background can be found in the 2021 Demo
Image
sonic fan 189 — 06/07/2023 1:52 PM
a sonic action-adventure game. i don't have the story done yet
sonic fan 189 — 06/07/2023 1:52 PM
oh thanks

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