Title screen demos #225
Replies: 3 comments 4 replies
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Here's this Global.music.stream = music or you could take the approach that sonic 2 retold does if $TitleBanner.global_position.x >= 4600 and !titleEnd: |
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I would not recommend doing a title Screen Transition the way I did in Sonic 2: Retold. |
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A very tricky problem, especially when you consider that there are frequently ways that the demo actually fails within similar attract reels. I'd suggest you don't worry too much about properly timing it, focus instead on making it just work well enough. Attract modes don't need to be perfect. Besides, it's almost impossible to make this work in games that have elements of framerate independence. Best trick you can use here would be to look at how Tails' botted controls work. Turn off player input, instead have a series of timed events inject input for the player. Try to find stretches where you can make the player just hold right most of the time. Used a stepped function of time to do something like...
and you just check your relative time against your step function here to decide what the input should be going into any frame. If you want to get really clever about it, you can make a method of recording these sequences by having something monitor the player's inputs and create a new element in an array with a time stamp and a set of inputs every time the player's input changes between frames. To cap it all off, you can add initialization data and a stop time to the specific attract real so that you make them start in a place that you want and end when you want them to as well. I hope that's enough to get you started with... attract reels are conceptually simple, but you can implement them in many ways. |
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I'm currently working on a fan game using this engine, and I would like to know how to set up the demos/attract mode found in the official Genesis Sonic games where if you wait too long on the title screen, it shows a self-playing gameplay demo of a level within the game. I know how to disable player control and programmatically set the player inputs, but I don't know how to properly time it or only have that code affect the level during the demos and not during regular gameplay. Thanks in advance!
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