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Sonic After the Sequel DX

Discussion in 'Fangaming Discussion' started by LakeFeperd, Aug 26, 2017.

  1. LakeFeperd

    LakeFeperd

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    Spark the electric jester


    [​IMG]

    Game download link, Mirror 1

    Decided to make a new thread since the old one is 4 years old. Anyways, ATS DX is a updated version of ATS to the newest version of Clickteam Fusion 2.5 with several physics tweaks and an added drop dash. By the fact it's ported to the newest fusion 2.5 you should also see some performance improvements, however this may not be true of some computers that seem to have issues running fusion 2.5 games.
    Cutscenes still operate like they did before and are likely not to work on some machines, just disable them.
    This is a windows only game and can only run on other systems via wine.

    The source has also been update and should be more useful and easier to use to those that wanted to use it.

    Source Link

    This is kinda of a rough release and might see some updates and bugfixes in the future.


     
  2. Dark Sonic

    Dark Sonic

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    Oh no shit look at that. I can certainly say I never saw this coming but it is a very pleasant surprise.

    Downloaded. Any plans for a similar upgrade for BTS?
     
  3. Willie

    Willie

    Each day the world turns Laugh 'til it all burns Member
    YES! ATS is one of my favorite fangames, so having its physics improved, adding drop dash, and making it open source is awesome news. Any chance we'll see a widescreen version in the future or will that be left up to the community since it's now open source?

    BTS receiving similar changes would be pretty rad. If both games were made open source, perhaps a Sonic Before & After the Sequel Edition could be made. lol
     
  4. LakeFeperd

    LakeFeperd

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    Won't be doing this to any of my other games for now. It was quite a lot of effort and I did take a break from my next original project to work on this. In fact, I do believe somebody else was going a BTS remake so maybe wait on that, I think it has a demo with a full zone as well.
     
  5. winterhell

    winterhell

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    Woah this does play much better physics wise than the previous version. Thanks.
     
  6. Okamikurainya

    Okamikurainya

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    But is it &Knuckles? :colbert:

    Very cool that you did this! I look forward to giving it a try.
     
  7. Stink Terios

    Stink Terios

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    Oh yeah, the physics were pretty much the worst part of ATS. Haven't tried it out yet, but I think it's gonna be a major improvement.
     
  8. Dark Sonic

    Dark Sonic

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    So, I don't know if you're considering further work on this project, but regardless here's a bug report from my playthrough so far, in case either you or someone else is interested in looking into these things.

    - Dying on certain bosses causes the game to softlock. You'll enter your death animation but you won't go through the floor, so you're just stuck. This happened to me on Moon Mansion and that train boss
    - The end of act tally is still broken and absolutely useless. The score from that tally is arbitrary and doesn't even add to your total score. It's also still messy
    - Special stage rings still show up after getting all 7 emeralds. They don't do anything though
    - Sometimes the screen will continue to scroll up after entering a special stage ring
    - Special Stage 7 was particularly laggy. The other ones seemed ok though.
    - Sometimes when you get hit with a shield you'll lose your rings but keep the shield
    - For some reason when I was playing through Moon Mansion Act 1, the game thought I was underwater. I had the physics of being underwater and I even drowned. This continued until I game overed, but upon reloading the game it was fine. This also happened in Dream Dance Act 1.
    - The drowning counter goes 0-4-3-2-1-0.
    - Trying to turn into Super Sonic on one of those jet boards in the snow level will soft lock the game
    - You can turn into Super Sonic despite having a shield active. Ever consider mapping the Super Sonic feature to 2 jump buttons or perhaps a different button entirely? (X isn't used too often, maybe jump then X?)
    - The drop dash is implemented kinda poorly. Instead of having to press jump twice and hold on the second press, it activates while holding down the button for the first time. It also does this while you have shields and it does it coming off springs, so you hear that spindash charge constantly.
    - There was some invisible ceiling I couldn't jump past in Sugar Splash Act 3, despite there being objects and actual level up there
    - Some strange collision in certain areas of Red Hot Ride (all acts, boss included).
    - Heading to Storm Station Act 1 via the Parhelion Secret results in you being stuck in the clouds and you won't be able to move.
    - Credits Zone is broken :v:

    As far as physics go, I can't tell for sure. I haven't played the original ATS for a while so I can't tell what changed, but sometimes things feel off but I'm not sure if it's because I'm trying to remember what I did originally and it's not happening because things are more accurate now. It feels fine though. But ya a bit rough but still fun. Widescreen support would be a welcome addition though. But still thanks for porting this to a new engine, it runs better now.

    I love that new final boss by the way:
    Ripped Super Robotnik. Fantastic
     
  9. Seiph

    Seiph

    Fatty Lobotnik Member
    Dark Sonic, there are boss changes? I am ripped? :D I also sense sarcasm but I am an idiot to not try through all over again to see if you were lying or not. Also, download link is overloaded so I'm stuck waiting. Might wanna find another spot to upload, Lake.
     
  10. LakeFeperd

    LakeFeperd

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  11. Dark Sonic

    Dark Sonic

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    No I wasn't lying. It's the truth. No sarcasm intended lol.
     
  12. Chris Highwind

    Chris Highwind

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    When I heard Open Source, my first thought was "Homebrew ports for consoles when?" but then I remembered that Clickteam Fusion might not be so easily ported to consoles like the 3DS and Vita :/
     
  13. Techokami

    Techokami

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    3DS: Ahahahahahaha no that thing does not have the oomph needed.
    Vita: There actually was an official Playstation Vita runtime in the works for Fusion! Sadly the project fell through and was silently cancelled.

    However that doesn't mean you can't do Fusion on consoles, ever. Officially, there is a Universal Windows Platform runtime, which will let you use the XBox 1. Unofficially, Chowdren can be leveraged to port to consoles (if you have the money to bankroll the one guy that knows how to do it)
     
  14. Laura

    Laura

    Brightened Eyes Member
    Dude you are so cool for uploading this open source, unbelievably generous.

    I love playing around in Sonic World, so I really appreciate it.
     
  15. LakeFeperd

    LakeFeperd

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    Did that for all my other games as well, don't think a lot of people noticed it: https://forums.sonicretro.org/index.php?showtopic=36084
    Still, porting them over to Fusion 2.5 makes them quite glitchy, so if you have the old Multimedia fusion 2, you shouldn't have many issues.
     
  16. Laura

    Laura

    Brightened Eyes Member
    Dude, that's amazing. I don't think you get enough recognition for that. I like messing around in Sonic Worlds and had no idea you've provided all these free resources out of your hard work.

    Spark doesn't run amazingly well on my computer so I refunded it some time back, but I'm going to get another copy just because you've done this. I'll need to wait until September pay day, money's tight at the moment, but I'll definitely pick up Spark and try to get it running.

    But seriously man, that's so cool.
     
  17. Willie

    Willie

    Each day the world turns Laugh 'til it all burns Member
    Just played through the first few acts. The addition of drop dash and the improved physics have improved this game a lot...oh damn, there's already an improved version of what I just played? lol Thanks a ton for making these changes.
    edit-

    Oh, it's the same version as the one I downloaded earlier. Yay! lol
     
  18. Frostav

    Frostav

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    I hate to be critical, as ATS (and it's prequel for that matter) are some of my favorite fangames, with amazing music and cohesive art-styles that manage to look unique from the classics, but the drop dash's implementation is different from how Mania does it. In this game if you hold the jump and keep the button held down the drop dash starts charging, but in Mania it only charges if you let go and then hold the jump button down. This might be intentional but it really messed me up with my muscle memory from Mania.

    Other than that this is the same old ATS--and that's not a bad thing as ATS is amazing!
     
  19. winterhell

    winterhell

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    Are there really homebrew scenes for development for these 3 systems, where you don't have to buy the actual kit/license from N/S/M, and you can give it to people with a modded console?
    the Playstation Mobile SDK was cool, but I didnt know how to extract the rom and put it in a jailbroken Vita.
     
  20. Willie

    Willie

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    I personally like how drop dash is implemented because I can use elemental shields with drop dash. Being able to use drop dash with the bubble shield is awesome.