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A fun 2D retro platformer inspired by Sonic games and a game creation system

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#1 2017-12-11 20:15:30

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Make 1up sound not interrupt level music?

Hi,

For the next and final release of VA: TG and future projects, I want to make it so the extra life sound doesn't override the level music. It's annoying to have the best part of the music being interrupted by the 1up jingle, then restarting to the beginning.

I did go into the source and changed the command from "override_level_music" to "sound_play", but it doesn't seem to affect anything. In fact, any changes I make don't seem to affect it. Do I have to recompile the game with these settings or something?

Eh, I'd better stop before sounding even more like an idiot. tongue
As always, any help will be greatly appreciated. Thanks!


-SGWaS

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#2 2017-12-16 01:52:50

Alexandre
Administrator
From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: Make 1up sound not interrupt level music?

Play it as a sample, rather than as a music.

It's simpler if you make your own object.

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#3 2017-12-19 01:27:14

SGWaS
Member
Registered: 2017-08-29
Posts: 95

Re: Make 1up sound not interrupt level music?

Oh, okay.

I also had another question; the Special Stages from Sonic games are going to be in my next project (spoilers), and I'm wondering if there's a way to have an object with a counter that, if the player didn't collect enough rings to proceed, would boot the player out of the stage. Specifically the counter part is what I'm wondering how to do.

Thanks!


-SGWaS

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#4 2017-12-19 12:35:44

Alexandre
Administrator
From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: Make 1up sound not interrupt level music?

There is a way, sure. You already told us what the logic is: if there is not enough rings, get out of the stage (load some level). In other words, if not enough collectibles(), then load_level wink

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