Good god man you are great. I could not get deltatime to work. You bring up a good point Candescence. While Construct Classic can't single out things to be immune to timescale, it would be worth it for Sonic's movements to use deltatime optionally, so a Chaos Control move would work. I'm sure it'll be easy enough to modify the engine now to do that, given that both versions exist. By the way Streak, I played your Mecha Madness demo and I love it a lot. The whole forms thing you have going on is beyond awesome. I never thought I would enjoy a Sonic game with RPG elements like stats and leveling. I guess because its combined with a Smash Bros fight system its all perfect to me lol.
Yes it can. Just program a global timescale. If an individual object's timescale is different than the global, change it.
Added LayerSwap or rather, "collision swap". http://dl.dropbox.com/u/32409323/SonicConstruct.zip There's appears to be a bug with rolling. When I roll on the loop, Sonic gets detached from the sensor mask.
I have the same problem. In the version using deltatime, Sonic's sprite gets fixed in place if he goes into a roll along a slope. Then you control an invisible Sonic. Also isn't layer swapping already in it? I checked it out and it works, however the collision layers are all families tied to a box object, which was a mistake because now sprites can't be used for the terrain. It makes it impossible to build layer based platforms out of anything except box objects, unless I were to manually change all of the associated actions and events to a new set of families. Oh also, there is a similar bug to the old staying in the falling pose when landing, except this time its when rolling. If Sonic hits a very vertical curve when in the rolling animation, he will not change out of it if no keys are pressed.
Many fixes are coming and Multiplayer is being programmed in right now. The best part is, The multiplayer and the player engine use the same engine. No extra code. This means you can have an unlimited amount of players in-game having the same movement. 4 person Multiplayer. All Sonics react to the ground on their own. There are a few bugs with animations though. I can't quite figure them out. Maybe someone can help. http://dl.dropbox.com/u/54897686/SonicConstruct.rar
This sounds really interesting. I'll dissect it and see what I can figure out. I'll wait for those fixes before I get too deep into a project. I already started a little and any further I'll screw myself over when a better working version is out.
I'll stop working on this when Tails and Knuckles are fully implemented, Rings and HUD with time work and basic ringloss works. By stop working on it, I mean publicly.
That makes sense. What about monitors/badniks, springs, bumpers? Easy to make I know, but those are part of the basics.
Yup. Those shouldn't be too hard but they'll be in there. Remember, this is open sourced so anyone can edit and add things. I just want to get the player movement engine down before anything else.
That's good to hear. Whatever you don't add, I'll try to do myself, and make public whatever I can get fully working. I've been examining Sonic Worlds engine and I want to try and port some things, like bridges. Oh I almost forgot. I played the multiplayer test. I didn't examine the scripts yet but I have a hunch its because there is no object picking when Player Code changes Sonic's animations, so it just references every Sonic skin object at once.
It has come to my attention that making local multiplayer just isn't going to work. Since its running the same code to every iteration, its often getting mixed up as to which Player it should set values to so it either crashes or bugs out like setting the wrong animations and whatnot. I'm going to take that out for now and implement Layer changing as well as Knuckles and Tails.
Never thought I'd see you tinkering on the engine side of things this much Streak. It's good to see, especially with Construct, as it bypasses alot of MMF2's shortcomings. I wonder how it works under Wine...
From what I see, you added a better test level (similar to Sonic Worlds), properly implemented collision layers, and it appears the bugs with time scaling have been ironed out. You didn't say anything about this release, so am I missing any other changes?
I've noticed Sonic doesn't automatically move on steep slopes. There doesn't seem to be any force push him on hills.
Sonic doesn't accelerate down slopes; I think is what he's trying to say. He doesn't build up speed at all. The original Worlds Engine had this problem also.
I noticed that too. Holding forward while running down a slope results in little to no acceleration. He just seems to carry his constant running speed the whole time. I also noticed that you can't catch upsidedown slopes, so you can't perform the jump acceration trick inside a loop from floor to ceiling, only from ceiling to floor. However this is something I can live without.
Alright, I'll try to fix the accelerate down slopes problem. Edit: Version 0.8 He speeds up on down slopes. He slows down on up slopes.