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Sonic Construct Worlds Proper port by me.

#16 User is offline Mr Lange 

Posted 09 January 2012 - 08:08 PM

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View PostStreakThunderstorm, on 09 January 2012 - 04:39 PM, said:

View PostMr Lange, on 09 January 2012 - 09:58 AM, said:

WORDS


I have since fixed the short hop, the skid bug, the falling animation and a few other tweaks. If you're interested in porting what changes you made to it[I love 'em] I'll upload the cap. As far as delta time, I wouldn't know how to implement it because the engine works on substepping. No matter how fast Sonic goes, his collisions will never be incorrect. Dami's work was pretty impressive in that regard. I wouldn't know how to implement time delta into that because it may in fact destroy the movement engine itself.

Here it is. Version 0.2
http://dl.dropbox.co...icConstruct.rar


You are the best person ever. I can now begin a fangame project. Thank you, I will give huge credit.
Well lack of deltatime sucks, but I may be able to live without it. I really wanted to do some slowmo this and thats for certain effects.
This post has been edited by Mr Lange: 09 January 2012 - 08:11 PM

#17 User is offline StreakThunderstorm 

Posted 09 January 2012 - 09:12 PM

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It would be pretty cool if we somehow got slowmo stuff working. I kinda wanted that to be in the engine as well.

#18 User is offline Mr Lange 

Posted 09 January 2012 - 10:08 PM

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Well you know, when I write X = X + 5 in an Always event, the object will move at such a rate. Yet I can write X = X + (timedelta*3000/3)*5, and get the same rate, yet it now reacts to timeScale. I don't know what you are doing different, but I guess it is to be considered.

#19 User is offline StreakThunderstorm 

Posted 09 January 2012 - 11:59 PM

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See if you can take a look in the movement events. Maybe you can get delta time to work.

nevermind. I implemented Time Delta completely. Every action you create having to do with X or Y speeds or variables must be multiplied by timedelta now.

Sonic Construct Worlds with Time Delta
This post has been edited by StreakThunderstorm: 10 January 2012 - 02:15 AM

#20 User is online Candescence 

Posted 10 January 2012 - 03:26 AM

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My friends, what you guys are doing is fucking boss. :thumbsup: Integrating the engine with timedelta can certainly allow for some awesome stuff. And when I'm able to port things over to C2, that program can set time scale for individual objects, meaning Chaos Control/ZA WARUDO-style time stopping is very much possible.
This post has been edited by Candescence: 10 January 2012 - 04:17 AM

#21 User is offline Mr Lange 

Posted 10 January 2012 - 04:06 PM

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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.
This post has been edited by Mr Lange: 10 January 2012 - 04:10 PM

#22 User is offline StreakThunderstorm 

Posted 10 January 2012 - 05:56 PM

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View PostMr Lange, on 10 January 2012 - 04:06 PM, said:

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.

#23 User is offline Azu 

Posted 11 January 2012 - 11:46 AM

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Added LayerSwap or rather, "collision swap".

http://dl.dropbox.co...icConstruct.zip

There's appears to be a bug with rolling.
When I roll on the loop, Sonic gets detached from the sensor mask.
This post has been edited by Azu: 11 January 2012 - 12:27 PM

#24 User is offline Mr Lange 

Posted 11 January 2012 - 04:28 PM

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View PostAzu, on 11 January 2012 - 11:46 AM, said:

Added LayerSwap or rather, "collision swap".

http://dl.dropbox.co...icConstruct.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.

#25 User is offline StreakThunderstorm 

Posted 11 January 2012 - 09:19 PM

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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.co...icConstruct.rar
This post has been edited by StreakThunderstorm: 11 January 2012 - 10:24 PM

#26 User is offline Mr Lange 

Posted 12 January 2012 - 03:23 PM

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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.

#27 User is offline StreakThunderstorm 

Posted 12 January 2012 - 04:29 PM

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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.

#28 User is offline Mr Lange 

Posted 12 January 2012 - 05:53 PM

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That makes sense. What about monitors/badniks, springs, bumpers? Easy to make I know, but those are part of the basics.

#29 User is offline StreakThunderstorm 

Posted 12 January 2012 - 07:23 PM

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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.
This post has been edited by StreakThunderstorm: 12 January 2012 - 07:25 PM

#30 User is offline Mr Lange 

Posted 13 January 2012 - 04:47 PM

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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.
This post has been edited by Mr Lange: 13 January 2012 - 07:29 PM

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