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Tyrelld8
Member Since 14 Sep 2011Offline Last Active Apr 29 2013 02:34 AM
Community Stats
- Group GMC Member
- Active Posts 24
- Profile Views 1506
- Member Title GMC Member
- Age 16 years old
- Birthday November 20, 1996
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Gender
Male
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Location
Oxnard, CA
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Interests
I'm a gaming kind of person. I'm also into computers, animation (anime for short), mathematics, physics, and art.
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Version
GM8
Topics I've Started
Activating a Limited Number of Instances (Solved)
17 January 2013 - 12:57 AM
Hello, everyone. I have only a problem with a coding issue regarding the activate/deactivate functions. The issue is that I want to activate a certain number of instances, but don't quite know how. I have - for example - 6 of the same instance in one room, and would like to only activate two of them based on their distance to the player. I was thinking maybe doing something like instance_nearest to grab its ID, but I was only able to activate the instance - the platform - that the player is already on. I've also run dry on trying to come up with ways to activate an instance based on the direction the player is facing - image_xscale - using instance_nearest and distance_to_object, but I don't get the results I'm looking for. Any help? I'd appreciate it.
Homing Engine
13 February 2012 - 01:09 AM
Hello all! Here is the engine for those who want to know how you can home in on a target. The engine I posted is used in my Sonic Engine(btw, be sure to visit my other forum). The controls are as follows
LINK
- Arrow Keys - Move Around
- A/S - Move the radar counter-clockwise and clockwise, respectively
- Space - Home in on a target when you see a blue target.
An Excellent Sonic Engine
18 November 2011 - 05:03 AM
Hey guys! As you may already know, this is a game in progress. It contains both of the generations of Sonic, as well as their Super forms. Enjoy, as I will probably continue posting updates.
- Title: Sonic Engine Plus
- Description: This is a very handy Sonic Engine.
- GM Version: GM8 Pro
- Registered: Yes
- File Type: .gm8, .zip
- File Size: 28 MB
- File Link: MediaFire
- Required Extensions: SuperSound Extension
Here are the basic controls:
- Walk / Run - Left and Right Keys
- Jump - Space Bar
- Look Up / Crouch Down - Up and Down, respectively
- Brake / Decelerate - Button opposite in direction (if left, then right, and vice versa)
Here are the character-specific controls:
- Homing Attack - Space Bar (when near an enemy) (Modern Sonic only)
- Spin Dash - Z button (hold longer for faster takeoff) (Classic Era only)
- Super Peel Out - X Button (wait for the figure-8 feet) (Classic Normal Sonic only)
- Light Dash - C button (when near rings) (Modern Sonic only)
- Boost Attack - Z button (Modern Sonic only)
- Fly (Sonic) - Hold Z button and use Arrow Keys to move (if none are pressed, he floats mid-air)(press Up or W when on the ground)(Modern Super Sonic only)
- Fly (Tails) - Press the Space Bar once to start; press repeatedly to keep flying.
- Charge Attack - X button (Classic Super Sonic only)
- W Kaiten Attack - Space Bar (in air) (Classic Normal Sonic only)
- Roll - Down (when moving) (for all)
- Air Dash - Space Bar (in air) (Modern Sonic only)
- Wall Jump - Approach a Yellow wall while jumping; keep jumping to reach higher ground (Modern Sonic only)
- Stomp - Press the X button while in the air (Modern Sonic only)
- Slide - Press the X button while on the ground (Modern Sonic only)
- Transform - C button with 50 Rings or more (Normal Sonic only)
Here are the codes:
- maxinv - Gives you permanent invincibility. It works better if you work with the normal forms.
- hispeed - Gives you permanent speed shoes only if you're the Classic generation.
- infboost - Gives you infinite boost power only if you are Modern Normal Sonic.
- 999rings - Self-explanatory; it's always 999 rings in your ring count.
- zerogravity - If you hold the jump button, gravity won't affect you.
- freezetime - Self-explanatory; the time will remain at zero.
- instashield - Press: 1 - normal, 2 - flame, 3 - magnet, 4 - bubble
The updates to the game will be listed here, so keep an eye out. Any questions? Feel free to ask!
Version 0.1 - This is what I've started off with.
Version 0.2 - I've made an upgrade to the "Transition" by adding a title caption, and Aquarium Park has been changed to Sky Babylon for the time being.
Version 0.3A - Upgraded Modern Sonic's (norm and super) moves
Version 0.3B - Thanks to Chaoscontroldx, a new boost gauge was added, and a title screen as well.
Version 0.4A:
- Modern and Classic Super Sonic have sparkles flowing from them.
- Modern and Classic Super Sonic now start with fifty (50) rings and decrease one every second. (This is how it should be!)
- Classic Super Sonic learned the Super Charge! (Press the X button to use)
- Level has been changed to Chaos Angel.
- Game now uses SuperSound DLL! (Keep the files with the .exe)
- When you destroy enemies, seeds come from them, and grow into flowers. (Sonic CD reference)
- A title menu has been added.
- Checkpoints now differ from Classic to Modern.
- Modern Super Sonic has acquired a glow. (tacky actually... )
- Some bugs were fixed.
- Just a side note, does anybody know someone who's a good level maker, because it feels like this level is just getting old...
- Classic Sonic remembered the Super Peel Out! (X Button to execute)
- I perfected the Chaos Angel background change. It appears at around half the level through.
- An options menu has been added. It includes a Keyboard Configuration for people who like ASDW; a Difficulty setting, and a Hyperlink to this web page.
- The difficulty setting varies the amount of rings both Supers lose every second. (Easy = 0, Normal = 1, Hard = 2)
- Press Backspace to return to the previous menu when on the Main Menu.
- Some more bugs were fixed.
- Classic Super Sonic and Modern Super Sonic have their REAL glows back! They change brightness in their hair.
- Modern Super Sonic learned how to fly! Take to the skies and experience the true speed of the Super Form!
- Monitors have been added into the game with: Ring, Shield, Invincibility, Speed Shoes, Boost Up, and 1-Up.
- All the elemental shields have been put in (water, fire, electric, and normal) and invincibility, as well as modern's GBA shields.
- An invincibility theme has been added as well as their old Super Sonic themes.
- The goals now vary between Classic (signpost) and Modern (goal ring).
- Speed has increased a bit more, and rings become magnetized with the magnet shields.
- Modern Super Sonic's boost animation has changed to fit the flight.
- Rings now vary between Classic (4 frames) and Modern (8 frames).
- The majority of the monitor screens vary between Classic (normal, ring, magnet, speed-up, invincible) and Modern (green, blue, ring, boost-up, unrivaled).
- When you fall into a pit as Modern Sonic (either or), he yells instead of his fallen animation.
- Many bugs were fixed.
- You've gained my trust, therefore you all have access to my engine. I made sure I gave you all the rest I could.
- Classic Super Sonic has gained a new look.
- The invincibility sprites have changed to match Sonic 2's version.
- Some problems were fixed regarding the Sound system.
- The options menu has been updated, and there are now more options to choose from.
- Classic Sonic can now switch from 360-degree motion to his Genesis-style 8-direction motion. (found in the Options menu)
- You can now switch the Super Sonic modes. (a Sonic Colors option)
- Big Rings were added. They increase your Ring count by 50 when collected -- a shortcut to obtaining Super Sonic. (originally from the Genesis series)
- Time is easier to control with the Time Limit setting.
- The shield sounds now vary between each shield -- when you get them and when you attack with them.
- The speed of both hedgehogs have increased slightly.
- The background for the Options Menu has changed, along with a nice fade effect.
- The checkpoint system has improved so you don't have to restart the room again.
- Both Sonics turn into Super Sonic when you collect 50 rings or more. Hold the Space Bar when you're in the air.
- I've added a debug system to make things more fun; hold Up+Space+D at the title screen to activate the debug, then enter the codes you see above.
- Most of the bugs were fixed.
- This engine is, you can say, comprised of many other engines. (e.g. textbox, special effects, and many others!)
- Some sprite-work has been done to both Classic and Modern Sonic.
- Modern Sonic has learned the following moves: Wall Jump, Stomp, and Slide.
- Both Classic and Modern have a new and improved way of transforming. Press the C button in air or on ground to transform.
- The level has been changed back to Test Zone for the lack of level-making skills I own.
- A Speed Limiter has been made in the Options Menu. (1 = slowest, 5 = highest)
- You can now play as Classic Tails!
- Using the Options Menu, select the character and the generation for that character; if you select Tails, the only mode will be Classic.
- A Help Guide has been added to ease up the experience. Text boxes are its main function.(It's not the PERFECT text box, though... )
- You can now switch between Normal Screen and Full Screen. (Normally you'd press F4.)
- To ease up the stress of which character you're playing as, in the introduction, I tell you who you're playing as and how you can switch it. The main menu wallpaper should help, too.
- A nice Blur Effect has been added to emphasize the speed of the Modern era.
- A nice Ripple Effect has been added to emphasize the Sonic Boom when Boosting.
- You may recognize the theme, Kirby fans. I thought it would suit the area well.
- Dashers have been added to speed up the game. They vary between Classic (Chem. Plant style) and Modern (Sonic Advance style).
- The ending captions have been changed (not that it's important; I just needed something to blab about...)
- A trail has been added to Modern's Air Dash effect. Speaking of which, now he curls into a ball when dashing. (The effect is NOT PERFECT either... )
- The Homing Attack has been upgraded, and I've fixed the multiple targets error. Sorry on my part.
- The HUD has been rearranged and the Boost Gauge has been redone (some of you Pokemon fans may recognize it right away).
- There are now breakable walls only Classic Sonic can break. The color is slight, but you'll recognize it.
- The Light Speed Dash has been upgraded. Instead of going in one direction, the player moves in the direction of the Rings.
- Much cleaning up has been done to try to reduce Memory Usage. I've decided to put tiles where the player won't collide with normal blocks.
- The only time you use the mouse is when navigating the Options Menus. Other than that, the game mostly uses the Keyboard.
- The Transition screen returned. I'm on the drawing board figuring out how I can improve it.
- Many bugs have been fixed.
Note: By the way, the music files will play as long as the name stays the same. So if you don't like the songs already on there, programs like Audacity or Youtube converters will help you convert your favorite Sonic soundtracks into the OGG Vorbis files. Just keep one thing in mind: be sure not to change the file name; the song won't play unless the file name is the same.
Sonic the Hedgehog Tips
14 September 2011 - 12:16 AM
Hey guys! Tyrelld8 here with some questions. See, I'm currently making a Sonic game (it's called Sonic Reborn), and I just want to know how I can use the following functions:
So far, I've put in basic movements such as moving right and left, jumping, gravity, and background parallax. Any suggestions would help very nicely! Thanks!
- Acceleration and Deceleration
- Moving Up and Down Slopes
- Loop the Loop
- HUDs (the little score thing on the side that follows you)
- AutoText Typing and TextBoxes
So far, I've put in basic movements such as moving right and left, jumping, gravity, and background parallax. Any suggestions would help very nicely! Thanks!
Sonic the Hedgehog Tips
14 September 2011 - 12:15 AM
This post has been changed to post some ideas of how to create a good quality Sonic game. Sorry about that; the first time this post was up, it created two instead of one. Anyways, this post will contain some tips on how to make some of the functions I used to make Sonic Adventure 3 as of now. Any questions can lead to more development. If you have any recommendations, send feedback. I'll be grateful to help! Here is the link to the game (Note: It's a WIP.)
http://gmc.yoyogames...1
http://gmc.yoyogames...1
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