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Sonic Worlds with Partner System! A Tails Follow that isn't just Tails! Not So Simple included

#1 User is offline Ice 

Posted 23 June 2018 - 03:17 PM

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HAPPY BIRTHDAY SONIC! And what way to celebrate his birthday by choosing this day to release...

Introducing SONIC WORLDS DELTA 1.5.2 with PARTNER SYSTEM!

This is basically a tails follow like you see in any other classic sonic game but this time isn't just for tails only AND it's available to the public. THERE IS NO SHADOW AS A PARTNER BECAUSE THAT DOES NOT WORK. Feel free to modify or use to your fan games as you wish but please give credit. This partner system was created by Carlos Ushiromiya, me(Ice), and Lighto. I worked really hard on this but without them I couldn't have gotten this done. If it weren't for Rifty who brought the team together this partner system would have never seen the light of day and I'm really happy all of our efforts didn't go to waste. So please make sure to give credit to Rifty, Carlos Ushiromiya, Ice, and Lighto and enjoy! We did our best to make sure this is waaay better than what was seen in Sonic Classic 1 or Sonic Axiom, not saying those where bad games, far bad in fact, don't even think about the word bad, those are some of my favorite sonic fangames and inspired me to work on this, so thank you Hez and Vector.

Making a partner system is arduous but that's exactly why we did it so you wouldn't have too. I'm pretty sure this is something most people wanted for a long time so just imagining the smiles on their faces puts a smile on my face. I made sure this project would be finished for you guys to put in your fan games and this seriously could not have been done without the help of everyone on the team. Please note that this isn't perfect(nothing is) and that this works with most but not all gimmicks since worlds wasn't built with 2player in mind. if they end up making a 2player version that's the one you should be waiting for but for people like me who wanted one now this is the best we could do.


Anyhow, I hope you enjoy Sonic's special today with this!

Update 1: Animations
Update 2: being carried. flying is more smoothly and you can actually hit enemies and boxes after jumping off tails.
Update 3: Added grabbing sfx when player grabs on to tails(dunno how i forgot to add that in the first place). Fixed player not being able to hang onto things and drown when being carried by tails. Also fixed Tails(or any other partner) responding speed. they should fly faster or slower depending on how farther or close they are to the player just like in sonic 3/mania. Shield abilities are now canceled out when player is being carried. Partner doesnt respond next to the player but rather in the same coordinates as the player after responding from checkpoint(thanks for Techokami mentioning that to me i completely forgot silly me).
Update 3: reuploaded files to fix amy's spindash not disappearing.

Download:
DropBox: https://www.dropbox....Partner.7z?dl=0
Mediafire: http://www.mediafire...Partner.7z/file
GoogleDrive: https://drive.google...iew?usp=sharing

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Oh what's that? You're a not so simple user like me? don't worry I gotchu not so simple fans covered.
Download:
Dropbox: https://www.dropbox....Partner.7z?dl=0
Mediafire: http://www.mediafire...Partner.7z/file
GoogleDrive: https://drive.google...iew?usp=sharing

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P.S you can change partners in-game.
For Delta 1.5.2 press "R"
For nss press "E"

Here are videos to showcase each version:
Delta 1.5.2

Not So Simple

This post has been edited by Ice: 07 October 2018 - 03:07 PM

#2 User is offline Hez 

Posted 23 June 2018 - 05:31 PM

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I've always been meaning to port Sonic Classic 1's following system over to worlds. This is cool, Ill give it a download.

#3 User is offline Ice 

Posted 23 June 2018 - 07:50 PM

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View PostHez, on 23 June 2018 - 05:31 PM, said:

I've always been meaning to port Sonic Classic 1's following system over to worlds. This is cool, Ill give it a download.


Aw thanks! that means alot hearing that from you heh heh. I gonna update the not so simple one because i forgot to add animations for when they respond. gonna do that now.
and thanks for being a big part of my childhood. I remember when I first played Sonic Classic and I'm still absolutely excited for Sonic Classic 2!
Edit: Done.
This post has been edited by Ice: 23 June 2018 - 08:11 PM

#4 User is offline Ice 

Posted 17 September 2018 - 04:50 PM

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updates have been made.

#5 User is offline SparkX 

Posted 18 September 2018 - 05:02 PM

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Sonic Worlds finally has surpassed it's Game Maker Counterparts Sonic Max and Sonic Dash, which had AI prior already, but unlike Dash's AI it's accurate, It's great!
This post has been edited by SparkX: 18 September 2018 - 05:11 PM

#6 User is offline Ice 

Posted 18 September 2018 - 05:33 PM

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it is!? wow! I had no idea! couldn't have done it without our team! and thank you for those kind words! hearing people's satisfaction made this all the well more worth it!

#7 User is offline Techokami 

Posted 20 September 2018 - 08:51 AM

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Finally got around to looking at this (my Worlds Delta dev workspace somehow vanished from my Dropbox?! Still have release backups but still) and I noticed a few strange things...
First, why is the 2P start at a different X coordinate than 1P? It's not really what the classic games did, and it seems to prevent 2P AI from correctly reaching a "home" position (that is, the same position as 1P)
Second, why doesn't 2P AI jump after I jump? Or roll after I roll?

I suggest taking the time to read over the Sonic 2 disassembly to see how the 2P AI is implemented, so that you could go back and refine things to be more accurate.

#8 User is offline Ice 

Posted 22 September 2018 - 10:43 AM

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View PostTechokami, on 20 September 2018 - 08:51 AM, said:

Finally got around to looking at this (my Worlds Delta dev workspace somehow vanished from my Dropbox?! Still have release backups but still) and I noticed a few strange things...
First, why is the 2P start at a different X coordinate than 1P? It's not really what the classic games did, and it seems to prevent 2P AI from correctly reaching a "home" position (that is, the same position as 1P)
Second, why doesn't 2P AI jump after I jump? Or roll after I roll?

I suggest taking the time to read over the Sonic 2 disassembly to see how the 2P AI is implemented, so that you could go back and refine things to be more accurate.


I appreciate the feedback!
The first can easily be fixed by moving the helpers starting position to the same as the player. the reason why it has its own starting position is to give the coder more freedom to do with the partner. For example, if you want to make a cutscene, and want the helper's position elsewhere, thankfully with this method you can do that.
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Lastly, the ai was not done by me, and since I did not create the ai I had trouble understanding it and tried to modify it but failed unfortunately. However I DID inform the person who made the ai, as we both know it needs improvement, if possible, completely redone.

Also about the disassembly thing, I have no clue how it works or how to open it. I never done anything like this before and im worried if itll be hard for me to understand his I'm not an expert coder but nevertheless I'll try to figure out a way.
This post has been edited by Ice: 22 September 2018 - 12:59 PM

#9 User is offline Noah Copeland 

Posted 22 September 2018 - 09:20 PM

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This is very cool! Tails' air assist is especially smooth. Nice job

#10 User is offline Ice 

Posted 23 September 2018 - 05:07 PM

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View PostNoah Copeland, on 22 September 2018 - 09:20 PM, said:

This is very cool! Tails' air assist is especially smooth. Nice job

Thank you so much! and good luck with Sonic Triple Trouble 16 bit remake I can't wait to play it!

#11 User is offline Noah Copeland 

Posted 25 September 2018 - 05:30 PM

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View PostIce, on 23 September 2018 - 05:07 PM, said:

View PostNoah Copeland, on 22 September 2018 - 09:20 PM, said:

This is very cool! Tails' air assist is especially smooth. Nice job

Thank you so much! and good luck with Sonic Triple Trouble 16 bit remake I can't wait to play it!



thank you! *high five*

#12 User is offline Ice 

Posted 26 September 2018 - 09:25 PM

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View PostNoah Copeland, on 25 September 2018 - 05:30 PM, said:

View PostIce, on 23 September 2018 - 05:07 PM, said:

View PostNoah Copeland, on 22 September 2018 - 09:20 PM, said:

This is very cool! Tails' air assist is especially smooth. Nice job

Thank you so much! and good luck with Sonic Triple Trouble 16 bit remake I can't wait to play it!



thank you! *high five*


*high fives* :D

#13 User is offline LastingTime 

Posted 02 October 2018 - 02:34 PM

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This looks promising! I'll try it soon.

#14 User is offline Ice 

Posted 02 October 2018 - 09:38 PM

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View PostLastingTime, on 02 October 2018 - 02:34 PM, said:

This looks promising! I'll try it soon.

I'm going to update it soon so I'd recommend waiting. If anyone has been keeping in touch with the updates you can tell how drastically it's changed since the first released version. Seriously every update feels more accurate then ever before. In fact I dare say this IS the most accurate Partner System for Sonic Worlds so far.

Of course ai still needs work...

#15 User is offline Ice 

Posted 05 October 2018 - 09:08 PM

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sorry for the 3-day wait but I came across a few more bugs and wanted to fix some more things. This is the smoothest version of the partner system so far.

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