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Sonic Worlds Delta 1.4.3 APS Release Thread

Discussion in 'Fangaming Discussion' started by Techokami, Jan 13, 2014.

  1. Caverns 4

    Caverns 4

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    Sonic: Retold
    Really? I had it working in an earlier build without fault. I'll give it a try again next time I get the chance.
     
  2. Azu

    Azu

    I must be stupid. Member
    Question about Camera limits. There are points in the stage where I would want to disable the X or Y scrolling, disable both X/Y scrolling and enable camera follow for other objects, like an even off screen or something.
     
  3. Techokami

    Techokami

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    Set up custom camera modes. There are currently 4 defined: Player Follow (0), Boss Mode (1), Return from Boss (2), and Death (3). So if you want to lock an axis from scrolling, define a new mode and copy/modify events from other modes.
     
  4. Techokami

    Techokami

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    Should have posted this earlier, but I was doing things. 1.4.3 is out! You can grab it from SAGE or at the start of the thread.
     
  5. Azu

    Azu

    I must be stupid. Member
    [​IMG]
    Someone had to do something with that unused water gush sprite that's been sitting there for like 30 revisions. [​IMG]
     
  6. Techokami

    Techokami

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    hnnnnnnng, want
     
  7. Azu

    Azu

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  8. Elektro-Omega

    Elektro-Omega

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    Just a quick question as I'm considering working with this engine.

    Have all of the kind of bug-fixes or issues / solutions that have been posted in this thread so far been applied to the version that is in the download link on the first page?

    Just curious. Also, I want to say that I love this engine and what it provides for the fan gaming community, so major props to everyone involved :)

    Edit: Also another quick question. I've noticed that in the Art Kit folder you have a Template Tileset of the playable level. I was curious as to how this is loaded, do you manually import each chunk you want or is it all based on sections of the tileset (like in the actual Sonic games), and similarly, does the engine support using a single palette file for level art etc. I think I'm just a little confused within the folder layout as there is a tileset, then some additional test tiles, then some 8x8s, just a bit confused.
     
  9. Azu

    Azu

    I must be stupid. Member
    I'm probably gonna do pipes if no one else will.
     
  10. Techokami

    Techokami

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    Yes, I replace the download every time there is an update. In fact, the current version is 1.4.3 After Party Special, which I forgot to mention in the OP, contains Azu's water geyser along with some more fixes, more path swapper options (thanks flamewing for the art!), and configurable Sonic CD-style collapsing platforms.
    Thanks! :D
    Ah, those are my work files for making the tileset. I provided them because they can be used as templates for drawing a new tileset; different curves and shapes broken into 16x16 tiles, just like the Genesis games. You can then assemble your own chunks to insert into the level, which can be p.much any size, but 128x128 is the best bet. As for paletted art... I've not done much in this regard with MMF2. So I really don't know. The palette system for Super Sonic/Tails/Knuckles was devised by someone else.
    I have a pipes implementation on hand, however I can't publically release it, so please do!
     
  11. Azu

    Azu

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    Hey, I have somethings I wanna ask you a few things and wonder if you have like MSN or AIM, or something. Well basically, I want to delete some things and make this a basic engine of sorts. Like, I want to be able to delete the goal/cage events without it messing up the stage by haveing the player constantly dying.
     
  12. Techokami

    Techokami

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    My AIM and MSN have always been in my user profile.
    Mainly, that's camera-related stuff, since camera limits are based on the positions of the goal spawner/goal objects UNLESS you set the GoalType to 2. So for what you want to do, remove the GoalType conditions from line 4118, then delete lines 4116 and 4117.
     
  13. Felik

    Felik

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    Please don't. Just don't. If you want something basic just make it. Don't strip down something as complicated as Sonic Worlds because this way you'll get an abomination that'd struggle to even function instead of a clean and functional basic engine.
     
  14. Techokami

    Techokami

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    Yeah I do have to agree with Felik. If you want a basic engine, start from scratch. It's not that hard to create a from-scratch movement engine.
     
  15. Azu

    Azu

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    It is for me kinda. Most I have issues with ground sink and collisions.
     
  16. winterhell

    winterhell

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    Afaik many members in the community would die for a good engine that is not Game Maker / MMF 2 based
     
  17. Techokami

    Techokami

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    E02 is thataway :v:
     
  18. StreakThunderstorm

    StreakThunderstorm

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    Wow, this is still going? Cool.
     
  19. BlazeHedgehog

    BlazeHedgehog

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    Forgive the months old bump, but in preparation to release a thing later today I just realized that the version of Sonic Worlds on the wiki is actually SUPER SUPER old. Is there a reason for that? It should probably be updated to 1.4.3 by whoever has thinks they have the authority to do that (a project manager or whatever).
     
  20. Techokami

    Techokami

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    It's something I should do, but I have no idea how to properly word it. If anyone wants to take a stab at writing it up properly, please do!