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Sonic Worlds Delta 1.5.2

Discussion in 'Fangaming Discussion' started by Techokami, Dec 25, 2015.

  1. Techokami

    Techokami

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    Sonic Worlds Next
    Hello, and welcome to the release of 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, archived below.

    Enjoy, and Merry SAGEmas!

    Original OP:
    Hello, and welcome to the release of Sonic Worlds Delta 1.5, the Sonic game development kit for Multimedia Fusion 2 and Clickteam Fusion 2.5! This version has been in development for over a year, and is... actually not entirely finished. But it has been long enough, so we are shipping it now!

    Download it now! [27.9MB][7z]

    What's new?
    The title of this update is "The Accuracy Update". This is because the kit has been deeply retooled to address one major, common complaint: lack of accuracy with the original Genesis/Mega Drive games. And given the limitations of the technology used, I'd say we did a phenominal job at fixing that as much as we possibly could. Gameplay now feels much more authentic!
    Along with general gameplay fixes, we addressed one major complaint from one user: Tails' flying. With Ice God 64's help, and the Sonic 3 & Knuckles disassembly from Sonic Retro's GitHub, we removed all the old flying code and reimplemented it using the original game code as a reference. The end result: it's now pretty much identical to Sonic 3 & Knuckles!
    We also removed the spin tunnel gimmick, and replaced it with a more accurate implementation based on the actual games. Rather than have one giant object, you have a left and right marker object that controls the forced spin mode. This is how the pinball areas of Casino Night Zone in Sonic 2 implemented auto-rolling, so now you can do that in Worlds Delta!
    Enemy code has also been fixed and optimized. You can properly bounce off badniks, and setting up new badniks has been greatly simplified.
    An improved Debug Mode has been added! It even has free movement and object placement, like in the Genesis/Mega Drive games!
    And... one last thing.

    Challenger Approaching!
    There have been many requests to add certain features to Worlds Delta. Features that... did not fit with the scope of the kit. Things like homing attack, and boosting. How could these features be added without messing up Sonic's current implementation?
    Then someone joked about adding Shadow the Hedgehog.

    I took the joke seriously and used it as the solution.

    Shadow the Hedgehog is the 5th and final character added to Worlds Delta!
    Shadow, whose sprites were created by Gardow and LiBi, plays like Modern Sonic. You can use a Boost with the second action button, as well as perform a homing attack for a double jump action, and Wall Jump, and stomp the ground for instant drop and damage! If you want to have Modern Sonic in your fangame, just reskin Shadow into Sonic! Or leave him as-is to provide a different take on gameplay!

    Known Issues
    This version has been in development for over a year, and it still isn't actually finished. Shadow has some issues, like missing his Super Form sprites and some actions being incomplete. The character select was not updated to feature Shadow, so you'll need MMF2/CF2.5 to open the source .MFA play as Shadow. Debug Mode is also somewhat incomplete and not completely documented, so expect bugs and glitches. Also, the long-standing bug of being unable to unpause with a gamepad is still present, due to needing to rework the entire pause functionality. Also, we never got around to cleaning things up internally, so pardon the mess. But those should be it...

    Massive Thanks
    This release was made possible by the heroic efforts and hard work from:
    • Mr. Potatobadger: Did so much coding, including the new player and Debug Mode. If I die, he takes over.
    • Ice God 64: His assembly skills helped immensely with figuring out all the nuances with improving gameplay. He converted the assembly code for Tails' flight and the spin tunnel into something implementable in MMF2 events!
    • Mr Lange: Audiophile quality sound effects, reworked input handling to properly support 3 action buttons (instead of being a duplicate of the second), and improved the badnik code OH SO MUCH.
    From the bottom of my heart guys, thank you. This release is yours.

    The Future of Worlds Delta
    Aside from bug fixes... this is it. This is the last major release of Worlds Delta.
    Now, before you get your torches and pitchforks, let me explain. Worlds Delta was made for Multimedia Fusion 2. The current successor for this tool, Clickteam Fusion 2.5, is backwards compatible with MMF2. The true successor, Clickteam Fusion 3, is going to be a clean break from the old codebase. The developers have stated that there will be an importer to pull assets from a .MFA into CF3, but code will NOT be compatible. So combine that with limitations in the 360 degree engine implementation in Worlds Delta, and you have a very valid reason to start over with a clean slate. That's what we will be doing, with an all new engine called Sonic Worlds Fusion.
    But don't wait for Sonic Worlds Fusion. Clickteam Fusion 3 isn't even out yet, and it will take a long time to make a new engine with as much feature parity as Worlds Delta 1.5. You are better off starting now with this release, and make your fangames.

    Words From Mr. Potatobadger
    Enjoy, and Merry Christmas!

    -------------------------------------------------------------------
    CHANGES AND FIXES

    -Animation and Alignment Fixes

    -Characters no longer sink 1 pixel into the ground (as well as ghosts)
    -Sonic's walking animation has been fixed
    -Knuckles' walking animation has been fixed
    -Moved Goalpost to the back
    -Fixed the Hanging animation on the moving gimmick, and the bar at the beginning.
    -Sheilds have been re-aligned
    -Organized the Player Objects in the MMF2 Frame Editor
    -Fixed a glitch where the act number changes to 3 before leaving the screen. Confilicted with outdated code.
    -Fixed fault where super sonic's skidding animation was the same for both directions
    -Fixed flickies, who wouldn't loop animation.
    -Knuckles pull-up animation has been corrected.
    -Added teirs of speed, which changes the speed of animation when XSpeed is greater than TopXSpeed
    -Jumping Multiplyer corrected
    -Due to the way this engine was initially structured, there's issues with the sprite moving places where they shouldn't when on walls and ceiling. Long story short, when sonic is on a wall, the game moves the sprite in the appropriate position, so sonic isn't one pixel into whatever surface he is on.

    -Graphics Changed to be more consistent with the Genesis Titles

    -Shields
    -Explosions
    -Spindash Dust
    -Skidding Dust
    -Stars, and the way they move around your body. Made to look more like sonic 2, but also original to the genesis titles.

    -Sound Effects Changes

    -Corrected the collapsing sound
    -Corrected the wall-break sound
    -Corrected the boss-hit sound
    -Added the sounds for when Knuckles slides on the ground

    -Level Changes

    -Changed the big ring's position in the last secret room (before the geyser) so you don't bounce on the spring when you respawn.
    -Changed a few yellow springs into corkscrew springs
    -Added a red corkscrew spring to the first purple platform, so you can more easily get to the part with the mushroom spring and the slides. (and just because of the level's absence of a normal red spring at all)

    -Menu Fixes

    -Changes were made to accomodate improper coding in the character wheel, that made characters in the back of the wheel move to the front.

    -New Sensors!

    -2 new super simple sensors for edge animations in the manner the genesis did. Yay.

    PHYSICS

    -Physics Changes

    -BRAND NEW PHYSICS! Sonic, Tails, and Knuckles physics have been redone! Because of different programming methods, technological advancements, and different hardware, the Sonic Physics Guide on Sonic Retro is innacurate in certain ways in Worlds, so values have been changed to accomodate. Sonic now feels 3000% more Sonicy! You can really feel the difference.

    -Core Engine Changes

    -Added a deacceleration value.
    -Changed the slope deceleration value, and added a slope acceleration value to compensate.
    -Skidding has been fixed, sonic skids a bit longer, and you no longer turn around immediately
    -When the Skid Minimum amount has NOT been met, and sonic tried to move in the other direction, the deceleration value doubles, like in the Genesis games.


    -Misc Fixes

    -Fixed the "bug" that allowed super sonic/forms and other characters to use elemental shields.
    -Not physics, but whatever: Mecha Sonic takes 8 hits instead of 6.
    -Badnik destroy behavior rewritten, solving ancient bug that would often cause the player to fall through improperly when striking from above along with improving the code structure.

    DEBUG MODE

    -GUI Additions: Added debug counters for:

    -X Position
    -Y Position
    -Ground
    -Direction
    -Angle
    -Music 1 & 2
    -Invincibility
    -Speed (shoes)
    -Action
    -Attacking
    -X Speed
    -Y Speed
    -Frames-Per-Second
    -Water
    -Level End Type
    -Item
    -Character
    -Super Form
    -Animation
    -Air
    -Inputs


    EVERYTHING WRONG WITH TAILS

    -Everything that was wrong with tails

    -Tails spins at a constant speed when jumping
    -Tails' tails spin at the right speed when Flying and Jumping
    -Tails Flying Tired has been fixed
    -Tails Swimming Underwater Tired will be fixed
    -Fixed a simple issue where Tails' super flickies would not layer correctly. Flickies in the back appeared to be in the front.
    -The rate of the Tails' Tails sound effect has been corrected
    -Tails Flight has been totally redone, and is very accurate. (FINALLY!!)

    SHADOW THE HEDGEHOG

    -Shadow the Hedgehog has been added to the game, along with a modern moveset.

    -Boost
    -Walljump
    -Stomp
    -Homing Attack (Using DW's code.)
     
  2. Sparks

    Sparks

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    I just went around and played through, and I have to say, all of the changes make miles of a difference. Hopefully future fan games move to this version of Worlds, because the improvement is really there.

    Kind of funny to play the old layout I designed for displaying all the gimmicks too and some of the weird layout choices I made. :v:

    Merry Christmas to the Worlds Delta team. You guys did a great job. :)
     
  3. BlazeHedgehog

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    Odd, I'm getting a "Server not found" on that download link. Any mirrors?
     
  4. Techokami

    Techokami

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    Sonic Worlds Next
    Sorry about that. My personal VPS has been acting up lately, and I wasn't able to reboot it until now because I have a shitty retail job keeping me from using the internet. It's back up now.
    If I can successfully log into the Retro Wiki, I'll mirror it there.
     
  5. Aerosol

    Aerosol

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    Congratulations on the new release guys. Couple bugs. My rings disappeared when I left a special stage, and the bubble shield's jump action doesn't seem to want to activate half the time.
     
  6. BlazeHedgehog

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    Pfft, you should have called me in to work on how Modern Sonic stuff works. Your homing attack probably has the benefit of not bugging out and sending you in the opposite direction but there's a lot about Shadow's "feel" that I don't like. I really agonized over how Modern Sonic feels in my game, because I went back and forth for like three months trying to decide whether I wanted Modern Sonic to be significantly more powerful than Classic Sonic or whether to handicap him significantly. In the end I came to what I feel like is a very nice feeling balance.

    Boosting is not a state that effects acceleration. When you boost, there needs to be a "jolt" of speed that can be visibly observed otherwise it feels mushy. I think in my old hacked to pieces version of Sonic Worlds, it means setting Sonic's speed to its absolute max (13?), plus a little bit of camera shake to really sell the jolt of the boost. Even in Sonic Rush, it is an explosion of speed, not a gradual ramp up.

    Also, no homing crosshair? You don't get boost energy from breaking ring monitors? Barbaric!

    (I suppose the response to all this will be "Well then you fix it." Fair enough, but I tend to do hacky, shitty things that would mess up this lovely engine and Sonic Worlds has changed so much since I smashed my version up with a sledgehammer that this new version would take a lot of re-familiarizing.)
     
  7. Techokami

    Techokami

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    Well, I did say that Shadow was unfinished! :V
    There is a homing crosshair object, but it wasn't fully implemented. We also didn't explicitly implement a means of recharging the boost gauge, instead opting users to implement it themselves to suit their design. This is because SEGA kept changing it in all the games!
    -Rush games, from tricks and defeating badniks.
    -Unleashed, from collecting rings.
    -Colors, from White Wisps.
    -Generations, from collecting rings and defeating badniks.

    Blaze, you're perfectly welcome to contrubite improved Modern Sonic gameplay as a patch, and I'll gladly implement it. We're working on a 1.5.1 release right now, with some awesome new content from Felik.
     
  8. BlazeHedgehog

    BlazeHedgehog

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    Even though I implied I wasn't going to do it, I am currently in the process of doing it. There's a complex story here involving leaky pipes and new computer hardware, but needless to say I have some time to kill and a small sub-project like this will fill in the blanks nicely.

    What version of MMF/CTF do I use here? I've been editing it with 2.5, but that's not backwards compatible with 2.0, is it? I have both installed, but I'd have to update all my extensions for 2.0.

    Edit: Oh, duh, everything's included. I'm just a huge bonehead.
     
  9. Techokami

    Techokami

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    We did work in MMF2 for maximum compatability.
     
  10. Techokami

    Techokami

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    Sonic Worlds Next
    It's Sonic's 25th anniversary, so I think I should do something for the occasion...
    Oh right, I've been meaning to put this out for a while!
    Sonic Worlds Delta 1.5.1 [27.9MB][7z]
    Now with added Orbinauts (THANK YOU FELIK!) and an extremely improved Shadow the Hedgehog (THANK YOU BLAZE HEDGEHOG!)

    Enjoy~!

    EDIT: TPOT gave me a quick fix with regards to deceleration handling. THANK U (redownload for fix)

    EDIT 2: Blaze Hedgehog fixed a bunch of bugs that he missed. He also added Shadow to the player select screen, so you don't need MMF2 to try out Shadow anymore! 1.5.1b is available at the exact same link for 1.5.1, so just redownload to get up to date.
     
  11. Caverns 4

    Caverns 4

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    Sonic: Retold
    I just downloaded it, great stuff, love the new additions!
    One little bug though; If you take the underwater shortcut at the end of the level as Shadow, then when the stream of water is supposed to send you up, Shadow will start clinging to walls and can't con out at the top unless the player starts manually walljumping and homing attacking into a wall repeatedly. This could be fixed by requiring the Player to hold the direction into a wall to cling, or by just adding a couple more exception actions to the wall clinging checks.
     
  12. Techokami

    Techokami

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    Ah, I see what's going on. It's another case of "using an undocumented player action value that got overwritten". In this case, the action ID for going up the geyser became the one used for boosting! As such, things got mucked up. I'll upload a fix shortly... going to see if I can quickly incorporate one other small improvement...

    EDIT: And done. Uploaded to the same URL. Sure there's a graphical oddity of Shadow sliding up the wall if you boost into that area, but I find it hilarious enough to preserve. Also, I tweaked the score tally system a bit; now it works more like the Genesis games! But you can still skip it by pressing the A button.
     
  13. Azu

    Azu

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    I should really get in the habit of documenting my things.
     
  14. Techokami

    Techokami

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    I just pushed out 1.5.1c, which fixes a few more minor things with the geyser gimmick, as well as remove an errant line of code that forced the GoalType to always be 1, and fix an oversight with Buzz Bomber. Same URL as before!
     
  15. Glaber

    Glaber

    Has Beaten Sonic Genesis for GBA Oldbie
    anyone know how I get valueadd.mfx and fcButton.mfx into click team fusion 2.5 so I can use this engine?
     
  16. BlazeHedgehog

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    https://sites.google.com/site/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
     
  17. Glaber

    Glaber

    Has Beaten Sonic Genesis for GBA Oldbie
    thank you
     
  18. Techokami

    Techokami

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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. Glaber

    Glaber

    Has Beaten Sonic Genesis for GBA Oldbie
    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. Techokami

    Techokami

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    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)