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Sonic Construct Worlds Proper port by me.

#61 User is offline Candescence 

Posted 14 May 2012 - 05:25 AM

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Well, obviously, yes, but that's only if you actually want to look at the source file (and there's a couple of other reasons why free users wouldn't be able to modify it, such as families), but once you've actually exported the game into a playable format, anyone can play it.

Quote

I tried it a little bit ago, and I'm not exactly sure what I think. Things seem a bit off, but I can't quite put my finger on it. I like that it still feels somewhat sonic-y, and it's much better than what I can do, but it's not quite there. Sorry I'm not that helpful in describing it.

There are still obviously issues with the engine, and once I somehow manage to nip them in the bud, it should be much better.


Anyway, I've made another update to the playable demo with some visual stuff to make it look nicer, using open source tilesets I found on opengameart.org, and some basic parallax to go with it.
This post has been edited by Candescence: 14 May 2012 - 05:33 AM

#62 User is offline Crasher 

Posted 01 June 2012 - 08:59 PM

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Well, sorry for the humongous bump, but I've got a problem.

With the normal Construct Classic version, the controls are broken. In other words, I can't do custom controls. The inputs are there (it's in Application Properties in the Properties box) yet they won't be used. It's annoying as the default jump button is the right shift button.

Sorry if it's an incredibly stupid question (which it probably is), but is there a fix?

Thanks

#63 User is offline Jayextee 

Posted 08 June 2012 - 04:37 AM

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Is the Construct Classic version being supported/updated at all?

#64 User is offline Candescence 

Posted 08 June 2012 - 05:06 AM

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Nope. Streak has pretty much given up on 2D game development so far, focusing on 3D - none of the tools out there meet his standards. And the events for the controls don't use the controls in the application properties, you gotta change the controls in the events.

Anyways, with the C2 version, I think I'm gonna have to continue working on additions to the engine (springs, enemies, etc.), since I still can't fix the physics issues yet.

#65 User is offline Mr Lange 

Posted 09 June 2012 - 07:05 PM

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Streak has given up on porting the Worlds engine to Construct. I would work on it, but I'm stuck at moving platforms, one reason being that I can't match all the things Streak ported from the original Worlds engine, and also because there's some wonky MMF2 proprietary math functions that I can't recognize and there's no documentation on.

#66 User is offline Aerosol 

Posted 09 June 2012 - 07:30 PM

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Eh. That's too bad.

#67 User is offline Techokami 

Posted 09 June 2012 - 08:12 PM

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View PostMr Lange, on 09 June 2012 - 07:05 PM, said:

and also because there's some wonky MMF2 proprietary math functions that I can't recognize and there's no documentation on.

Which functions are these?

#68 User is offline Mr Lange 

Posted 11 June 2012 - 06:57 PM

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I can't remember. I'll have to get some pics of it all once I get back home.

#69 User is offline Techokami 

Posted 12 June 2012 - 01:55 PM

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While I wait for you to pot those functions, let me try to answer your question... I did a quick scan of the code in Sonic World Delta and noted these math functions in use:
min(A, B) returns the lowest value of the two inputs.
max(A, B) returns the highest value of the two inputs.
floor(A) returns A rounded down to the nearest whole number. Example: floor(7.65) = 7
(Though not used in Worlds, there is a counterpart to floor, called ceil(A), which returns A rounded up to the nearest whole number. Example: ceil(3.14) = 4)

Why these aren't mentioned at all in the help files, I have no idea.

#70 User is offline Candescence 

Posted 17 June 2012 - 01:20 PM

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Both versions of Construct have those functions.


I should probably make a new topic for this now, because it's becoming its own beast (in a way), but I've decided to leave a few issues behind, such as "snagging" on some curves, the inability to roll after landing on some curves, and stuff.

Playable Thingy! (Controlled with arrow keys and shift. Z+Down allows you to fall through platforms.)

Construct 2 .capx, release 95, requires Standard license (also requires the Function Plugin)

Additions:
- Z+Down allows you to fall through platforms.
- Springs
- Sonic can now be hurt (With S3 animations rather than Advance, yes, I'm a bit lazy with that, but I'd rather be coding than doing animations)
- Spikes
- Rings and ring loss
- A few sound effects
- A "Inner_SubStepLimit" fix where the Player would stop moving at speeds higher than that value (seems to cause a couple of minor issues of its own, though, oddly enough)
- Monitors, some of them working fully (the icon doesn't float up and disappear yet, and monitors aren't solid, see issues list)
- Shields with special abilities (Bubble shield ability doesn't work yet for reasons listed below)
- Bumpers, both from Spring Yard and Carnival Night Zones, working more or less perfectly
- Balloons from Carnival Night Zone
- Shoved all the Sonic-specific stuff into its own event sheet, for the sake of organization

New issues:
- I need to figure out how to make solid monitors and the Bubble Shield bounce work without making Sonic automatically go into 'idle' mode upon landing.
- Sonic's sprite lags behind the player object a tad now in some circumstances, for some reason.
This post has been edited by Candescence: 17 June 2012 - 01:30 PM

#71 User is offline Mr Lange 

Posted 17 June 2012 - 03:32 PM

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View PostTechokami, on 12 June 2012 - 01:55 PM, said:

While I wait for you to pot those functions, let me try to answer your question... I did a quick scan of the code in Sonic World Delta and noted these math functions in use:
min(A, B) returns the lowest value of the two inputs.
max(A, B) returns the highest value of the two inputs.
floor(A) returns A rounded down to the nearest whole number. Example: floor(7.65) = 7
(Though not used in Worlds, there is a counterpart to floor, called ceil(A), which returns A rounded up to the nearest whole number. Example: ceil(3.14) = 4)

Why these aren't mentioned at all in the help files, I have no idea.


No those are standard math functions used everywhere. What I saw was some word that didn't make sense, but somehow worked when used. Its something I've never seen anywhere else.

#72 User is offline Techokami 

Posted 18 June 2012 - 06:00 AM

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You sure it isn't a named alterable value then? Check what object is in the functions' arguments, and then check that objects' Alterable Values.

#73 User is offline Candescence 

Posted 19 July 2012 - 02:20 PM

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Alright, since we're in the run-up to SAGE, I figured I might as well try and continue working on the C2 engine and polish it up as much as I can first. DW said he might help out, who knows, we might be able to nip some of the more annoying problems in the bud. So, yeah, new release. Links are in my last post. Release 99 is required.

Additions:
- All monitors work properly now, work-around made so they can be solid
- Bubble shield works now
- Insta-shield implemented
- Several sound effects added, as well as music
- Water fully implemented (bubbles, drowning, etc.) It's not using the "water level" implementation like in Worlds, but it's a bit more flexible in some ways, as you're not limited to a body of water for your level design. I'll probably include the original water level implementation at a later date, though it's hardly necessary right now.
- Speed shoes implemented
- Invincibility implemented
- Super Form implemented

To-Do List:
- Moving platforms
- Enemies
- Tails
- Knuckles
- Other gimmicks
- Probably changing Sonic's sprites to Sonic 3 sprites rather than Advance sprites, for consistency


And in other Construct 2 news, Release 100 is coming in August, which will feature:

- Full native iOS and Android export options (probably)
- WebGL shaders and CSS filter effects
- Windows destop export (using Awesomium, even faster than running games in Chrome), and possibly Mac and Lunix desktop application export as well.

Which will come with an increase in the license prices, mainly due to C2's increasing capabilities and, as of R100, release to a rather diverse range of platforms. All things considered, I think it's rather reasonable.

Oh, and the most recent releases now have actual image editor features. Sweet.

#74 User is offline Azu 

Posted 19 July 2012 - 04:49 PM

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So it's going to more than MMF2 standard.

#75 User is offline Candescence 

Posted 19 July 2012 - 09:25 PM

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Slightly less, actually. Though you're getting way more bang for your buck, considering to export MMF2 projects to anything other than a windows executable you gotta buy expensive add-on modules - Game Maker does the same thing. C2 standard license, as of R100, instead gives you HTML5 + WebGL, iOS, Android, and desktop executable (Windows at the very least, with Mac and Lunix coming at some point if not with r100) export options right off the bat, so you can provide games to a much wider audience for less money, and with more export options on the way, though at this point C2 has basically covered pretty much any base that isn't a console.

I think Scirra need the money, anyway - it's a two man team with only one doing the programming on C2 itself, and he's releasing updates on a mostly weekly basis, with each release having new feature(s) alongside a list of bug fixes (except for the occasional release devoted to fixing bugs), and the program is rapidly catching up to its predecessor and the competition in terms of feature lists, and you get a much better deal on export options as well. That's pretty damn commendable.

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