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Sonic Worlds Delta 1.5.2 The Accuracy Update

#16 User is offline BlazeHedgehog 

Posted 09 September 2016 - 12:20 PM

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View PostGlaber, on 09 September 2016 - 12:03 AM, said:

anyone know how I get valueadd.mfx and fcButton.mfx into click team fusion 2.5 so I can use this engine?


https://sites.google.../mmf2stuff/Data

Here's a database of every MMF/CTF extension. Each one should have install instructions, but if they don't, generally speaking, the .mfx files go in two places:

1. The "Extensions" folder inside your Clickteam Fusion install
2. the "Data\Runtime\" folder inside your Clickteam Fusion install
This post has been edited by BlazeHedgehog: 10 September 2016 - 01:32 AM

#17 User is offline Glaber 

Posted 09 September 2016 - 11:33 PM

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thank you

#18 User is offline Techokami 

Posted 27 September 2016 - 01:33 PM

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Hey everyone, two important things.

1) Sonic Worlds Delta 1.5.2 will be releasing at SAGE 2016! Please look forward to it, Ikey Ilex made some awesome contributions, and a nice little improvement from Naoshi as well.

2) Don't have Fusion?
GET IT FOR A DOLLAR!!

#19 User is offline Glaber 

Posted 27 September 2016 - 08:41 PM

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Cool, I just got to ask though, how usable is this for Game Gear style fangames? (haven't started messing around with it yet)
Sprite type: Sonic 1 and 2 8-Bit

#20 User is offline Techokami 

Posted 28 September 2016 - 11:13 AM

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View PostGlaber, on 27 September 2016 - 08:41 PM, said:

Cool, I just got to ask though, how usable is this for Game Gear style fangames? (haven't started messing around with it yet)
Sprite type: Sonic 1 and 2 8-Bit

Eeehhhh... not really? I tried that YEARS ago in Worlds 0.3 with a friend, and the scale issues made things just completely fall apart. It's designed for Genesis-scale assets.

(You could go in a completely different direction and make new sprites in the same style as the old Game Gear games, but in the same scale as the Genesis assets)

#21 User is offline Glaber 

Posted 28 September 2016 - 06:34 PM

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Thing is, what I want to do when I start messing with this is a cross over game with Megaman and I figure the Game Gear Art style would be the best for it. If I can at least get it working at game gear scale I'll post what I have. The resolution however I don't plan on changing.
(A Megaman Engine has been acquired for the project)

I just had a thought, the engine wasn't designed for Game gear scale directly, but what about the scale of Sonic 3 multiplayer or Sonic CD's Mini size?
This post has been edited by Glaber: 28 September 2016 - 06:36 PM

#22 User is offline Techokami 

Posted 30 September 2016 - 02:16 PM

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View PostGlaber, on 28 September 2016 - 06:34 PM, said:

I just had a thought, the engine wasn't designed for Game gear scale directly, but what about the scale of Sonic 3 multiplayer or Sonic CD's Mini size?

Same problem. The sensor positions and calculations relating to them are made with one scale in mind. You'd have to rip the engine apart to change it.

#23 User is offline Techokami 

Posted 15 October 2016 - 07:02 AM

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It's SAGE, so here's Sonic Worlds Delta 1.5.2, the Sonic game development kit for Multimedia Fusion 2 and Clickteam Fusion 2.5! This version has been in development for a few months since BlazeHedgehog revised Shadow in 1.5.1, adding some very nice accuracy improvements and some bonus toys. This one is largely Ikey Ilex, so give 'im a round of applause!

Download it now! [29.9MB][7z]

What's new?
Ikey sat down with the disassemblies on Sonic Retro's GitHub organization and refined the hell out of the engine. He also made things more efficient! The end result is a more accurate engine that uses less CPU.
Also, Ballhog was promoted from sample enemy reference to a fully functional recreation of the Scrap Brain Zone enemy. And those fans from Star Light Zone were added as well!

In case you missed 1.5.1, Shadow was dramatically overhauled by BlazeHedgehog. Give 'im another round of applause!

All other relevant information can be found in the included documentation, and the original OP of this thread.

Enjoy, and Merry SAGEmas!

#24 User is offline Violet 

Posted 15 October 2016 - 07:06 AM

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Some stuff i noticed,
some sounds seem to play randomly.
Like, i did a peelout but no sound, did one again and yet again no sound, on the 3 try, suddenly a sound.

I also get stuck on slopes a lot in this update.
This post has been edited by Violet: 15 October 2016 - 07:14 AM

#25 User is offline Techokami 

Posted 16 October 2016 - 03:02 PM

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View PostViolet, on 15 October 2016 - 07:06 AM, said:

Some stuff i noticed,
some sounds seem to play randomly.
Like, i did a peelout but no sound, did one again and yet again no sound, on the 3 try, suddenly a sound.

I also get stuck on slopes a lot in this update.

Strange. I'm not getting any of that on my end.

#26 User is offline Glaber 

Posted 16 October 2016 - 09:01 PM

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I can confirm that this latest version has the sound glitch at the very least for the super peal out.

#27 User is offline Techokami 

Posted 17 October 2016 - 04:23 PM

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I am unable to replicate this glitch! Very strange.
I have tested the MFA in MMF2 Standard, CF2.5 Standard, and CF2.5 Developer. Can you please share information about your setups? (Fusion versions, OS, video and sound drivers)

#28 User is offline Glaber 

Posted 18 October 2016 - 08:52 AM

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I ran into the bug running the included EXE.
OS is Windows 7 64 bit
Video driver: something with Nvidia
Sound Driver: Either a Nivida or realtek one, no clue witch one is active.

Click team fusion version is 2.5 standard edition through steam.

#29 User is offline Techokami 

Posted 18 October 2016 - 03:26 PM

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The EXE was built with CF 2.5 Developer (so I could set the application description strings), so hmmmm.

#30 User is offline Glaber 

Posted 18 October 2016 - 11:49 PM

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Version 1.5.1's exe does not have the sound bug. I'd suggest maybe double checking the events that are suppose to call the sounds.

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