Sonic Construct Worlds Proper port by me.
#31
Posted 15 January 2012 - 08:39 AM
It has come to my attention that making local multiplayer just isn't going to work. Since its running the same code to every iteration, its often getting mixed up as to which Player it should set values to so it either crashes or bugs out like setting the wrong animations and whatnot. I'm going to take that out for now and implement Layer changing as well as Knuckles and Tails.
#32
Posted 15 January 2012 - 07:48 PM
Never thought I'd see you tinkering on the engine side of things this much Streak. It's good to see, especially with Construct, as it bypasses alot of MMF2's shortcomings. I wonder how it works under Wine...
#34
Posted 16 January 2012 - 07:34 PM
From what I see, you added a better test level (similar to Sonic Worlds), properly implemented collision layers, and it appears the bugs with time scaling have been ironed out. You didn't say anything about this release, so am I missing any other changes?
#36
Posted 17 January 2012 - 09:47 PM
I've noticed Sonic doesn't automatically move on steep slopes. There doesn't seem to be any force push him on hills.
This post has been edited by Azu: 17 January 2012 - 09:49 PM
#38
Posted 19 January 2012 - 03:26 PM
#39
Posted 19 January 2012 - 04:03 PM
I noticed that too. Holding forward while running down a slope results in little to no acceleration. He just seems to carry his constant running speed the whole time. I also noticed that you can't catch upsidedown slopes, so you can't perform the jump acceration trick inside a loop from floor to ceiling, only from ceiling to floor. However this is something I can live without.
#40
Posted 19 January 2012 - 06:10 PM
Alright, I'll try to fix the accelerate down slopes problem.
Edit:
Version 0.8
He speeds up on down slopes. He slows down on up slopes.
Edit:
Version 0.8
He speeds up on down slopes. He slows down on up slopes.
This post has been edited by StreakThunderstorm: 20 January 2012 - 12:13 PM
#41
Posted 20 January 2012 - 01:12 PM
I'll work on catching upside down slopes soon. Anything else not working or not implemented yet?
#42
Posted 21 January 2012 - 12:42 AM
I was just about to say, some guy's thread I noticed on SFGHQ made me realize how important upside down slope catching is, so I was going to amend my request for that.
Alright if you're open for more requests:
-Taking Damage Behavior
-Super Peelout
-Underwater Physics
-Angle Based Bumpers (Spring Yard Zone, Casino Night Zone, etc)
-Pushing Walls (along with moving objects this way?)
-Moving Platforms (you know I didn't even test that out, do those already work?)
-Corkscrew Loops (Sonic 2, Emerald Hill Zone, you know)
-Springs (not hard to make, just tedious to set up, would be nice for convenience)
-Shields (at least with ring magnetizing, no idea how to make something like that)
-Hydrocity Water/Psuedo 3d Parallax (3d objects are unreliable as they stop drawing when the bounding box leaves the screen, though I have a hunch something could be done using tile image objects)
-Monitors/Badniks (attacking behavior, which I made myself anyway, but getting monitors to be solid on normal contact and destructable on attack contact is really tricky for some reason)
Whatever of those you can or are willing to make, I would greatly appreciate.
Most other things I could do on my own, though it wouldn't be a proper engine without even the simple things there. I'll try to port whatever else I can.
Alright if you're open for more requests:
-Taking Damage Behavior
-Super Peelout
-Underwater Physics
-Angle Based Bumpers (Spring Yard Zone, Casino Night Zone, etc)
-Pushing Walls (along with moving objects this way?)
-Moving Platforms (you know I didn't even test that out, do those already work?)
-Corkscrew Loops (Sonic 2, Emerald Hill Zone, you know)
-Springs (not hard to make, just tedious to set up, would be nice for convenience)
-Shields (at least with ring magnetizing, no idea how to make something like that)
-Hydrocity Water/Psuedo 3d Parallax (3d objects are unreliable as they stop drawing when the bounding box leaves the screen, though I have a hunch something could be done using tile image objects)
-Monitors/Badniks (attacking behavior, which I made myself anyway, but getting monitors to be solid on normal contact and destructable on attack contact is really tricky for some reason)
Whatever of those you can or are willing to make, I would greatly appreciate.
Most other things I could do on my own, though it wouldn't be a proper engine without even the simple things there. I'll try to port whatever else I can.
#43
Posted 21 January 2012 - 03:06 AM
I think the only thing I'm going to finish is adding springs and getting ceiling angles before I start working on my own game. if you feel up to it, I hope you can port all of that stuff to it. When 1.0 is released, I'm going to start porting the stuff I had in Mecha Madness like health and whatnot. It wouldn't go with the regular sonic styled engine release.
#44
Posted 21 January 2012 - 02:25 PM
Sonic Construct Worlds Version 0.9
Added in up, down, left and right springs. Both red and yellow. Added in ceiling slope collision so Sonic grabs the ceiling and runs on it when the angles are right. Before I finish, I'll add in working platform objects [not the moving ones. The ones you can jump on from below.] and the diagonal springs.
Added in up, down, left and right springs. Both red and yellow. Added in ceiling slope collision so Sonic grabs the ceiling and runs on it when the angles are right. Before I finish, I'll add in working platform objects [not the moving ones. The ones you can jump on from below.] and the diagonal springs.
#45
Posted 12 March 2012 - 08:11 AM
Alright, I've been working on a Construct 2 version of this engine, though I have run into a few hurdles.
What works:
- Angles
- Movement (limited)
- Actions (also to a limited degree)
- Animations
What doesn't work right now:
- I honestly can't tell if the input system is working right or something is just plain off. When trying to get jumping to work, "Key_A" works with only a short hop, but "Key_A_Pressed" doesn't seem to make it work. Bizzare.
- Sonic barely moves when moving left and right, and the Action variable seems to be constantly set on 0. Sonic also not doing his walking/running animations also has some worrying implications.
Hopefully, fixing these problems will hopefully make it work right... Hopefully.
Construct 2 .capx, release 81, requires Standard license (also requires the Function Plugin)
What works:
- Angles
- Movement (limited)
- Actions (also to a limited degree)
- Animations
What doesn't work right now:
- I honestly can't tell if the input system is working right or something is just plain off. When trying to get jumping to work, "Key_A" works with only a short hop, but "Key_A_Pressed" doesn't seem to make it work. Bizzare.
- Sonic barely moves when moving left and right, and the Action variable seems to be constantly set on 0. Sonic also not doing his walking/running animations also has some worrying implications.
Hopefully, fixing these problems will hopefully make it work right... Hopefully.
Construct 2 .capx, release 81, requires Standard license (also requires the Function Plugin)


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