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Sonic Worlds Delta V1.3 Release crosspost from SFGHQ

#1 User is offline Techokami 

Posted 02 September 2012 - 09:14 AM

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SFGHQ thread

So, here it is! The newest version of the best Sonic engine for MMF2. Countless hours of work and testing went into this to make this better than before. Here's a quick rundown of some of the changes made:
  • The first major change is the release of Lark's input system! As seen previously in Sonic Zero: Remastered, it allows for true gamepad support, analogue stick support, and rumble support, among other features.
  • Next are the addition of two more utility systems, the Positional Sound System (PSS) and the Family System (FS). PSS allows for ambient sounds with stereo panning. FS allows for easily creating and managing chains of linked objects. Examples of these systems have been provided for you to examine and learn from.
  • There is also a Ghost system! It records player input to have ghosts run through the level. The fastest ghost is saved. If you die, respawn at a checkpoint, then clear the level, your gameplay will be stitched together to create a single input sequence. However, if you get a Time Over, ghost recording is disabled for the remainder of the level.
  • You will have also noticed that the test level was completely redone! I made a new tileset that featured more curves and loops, and Sparks crafted together a big open level that showcases all the different gimmicks. Along with this, MCKaosu redid the sample music with awesome new VOPM remixes.
  • We also have a few new gimmicks! Button switches that control doors, automatic shutters, corkscrews, swing poles, and breakable walls are provided, in addition to some things added in 1.2C (pinball bumpers, lava).
  • Sonic also has the ability to run on water at high speeds! It is modeled after the effect in Sonic 3.
  • Quite a few tweaks and adjustments to the physics to make things a bit more accurate to the original Genesis games. There is also an object to facilitate in creating ramps that you can be launched off of!
  • And all of this is on top of a metric ton of bugfixes and optimizations!

It's quite a big release, and all of us at Delta Team hope you enjoy it and use it to make fun games :D

Download here!

If you have any questions, feel free to ask. But please try to keep any MMF2 hate out of the thread. :)

#2 User is offline Hez 

Posted 02 September 2012 - 10:07 AM

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Well this will be worth taking a peak at. Hope someone came up with a better camera system.

#3 User is offline Techokami 

Posted 02 September 2012 - 11:03 AM

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View PostHez, on 02 September 2012 - 10:07 AM, said:

Well this will be worth taking a peak at. Hope someone came up with a better camera system.

Better camera was added in 1.2, dude. :)
The Classic Camera System (CCS) is far superior to the old, crappy camera system that was in Worlds previously. In 1.2C it had shifting like in Sonic CD when running at high speeds, but it seems that was removed. It does shift ahead when spindashing or charging up a peel-out.
If you want to add the shift when running back in, add this before the comment "Shift ahead while spindashing" in the camera group:
Posted Image
Just be warned that it doesn't always play nicely.

#4 User is offline Hez 

Posted 03 September 2012 - 02:56 PM

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View PostTechokami, on 02 September 2012 - 11:03 AM, said:

View PostHez, on 02 September 2012 - 10:07 AM, said:

Well this will be worth taking a peak at. Hope someone came up with a better camera system.

Better camera was added in 1.2, dude. :)
The Classic Camera System (CCS) is far superior to the old, crappy camera system that was in Worlds previously. In 1.2C it had shifting like in Sonic CD when running at high speeds, but it seems that was removed. It does shift ahead when spindashing or charging up a peel-out.
If you want to add the shift when running back in, add this before the comment "Shift ahead while spindashing" in the camera group:
Posted Image
Just be warned that it doesn't always play nicely.

I'll probably include Sonic Classic 1, Classic 2, and this form of camera options in Classic 2. Just to please everyone.

Also, I was so close to mimicking the controller options until this was released! Just brilliant. Ghosting method was also completely different from how I did it, but effective none the less. If you guys ever need any help with anything let me know, as I feel like I don't contribute enough.

#5 User is offline Mr Lange 

Posted 03 September 2012 - 03:53 PM

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I was going to make some changes and release a sub-version, but if you already fixed them I won't bother.
So I'm wondering if:
Sound effects were replaced with proper, high quality ones, so they're no longer a hodgepodge of low sample rate garbage and shit rips by random people.
Spindash sound now interrupts itself with every rev and upon release, and increases in pitch as it is charged.

#6 User is offline Techokami 

Posted 03 September 2012 - 05:09 PM

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View PostMr Lange, on 03 September 2012 - 03:53 PM, said:

I was going to make some changes and release a sub-version, but if you already fixed them I won't bother.
So I'm wondering if:
Sound effects were replaced with proper, high quality ones, so they're no longer a hodgepodge of low sample rate garbage and shit rips by random people.
Spindash sound now interrupts itself with every rev and upon release, and increases in pitch as it is charged.

1) Everything sounds like it's high quality, but I'm not an audiophile so I can't tell these things very well. I do know for a fact that any sound from a Sonic game that was newly added (for gimmicks and features new to this build) were taken from your rips. If you want to go through the MFA and replace samples with better versions from your rips, go right ahead; but do inform me of what samples are replaced and which samples from your rips you used to replace them with, so I can replicate the changes over here. That way, come next matinence release, high quality sounds will be the norm.
2) Yep, that's one of the changes made in 1.3. Didn't seem like too major of a change to feature, but it's there.
This post has been edited by Techokami: 03 September 2012 - 05:18 PM

#7 User is offline Mr Lange 

Posted 09 September 2012 - 04:19 AM

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I would have waited and tested it first before posting if I wasn't going to be online so scarcely after that. Anyway I did test it somewhat so far and I'm really liking it, and its great to see the changes made. I want to study it and test it further and see if there are any things I can contribute to it.

#8 User is offline Techokami 

Posted 10 September 2012 - 07:49 AM

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View PostMr Lange, on 09 September 2012 - 04:19 AM, said:

I would have waited and tested it first before posting if I wasn't going to be online so scarcely after that. Anyway I did test it somewhat so far and I'm really liking it, and its great to see the changes made. I want to study it and test it further and see if there are any things I can contribute to it.

Glad to hear you're enjoying it :)

#9 User is offline Techokami 

Posted 11 October 2012 - 04:13 PM

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Sonic Worlds Delta V1.3.2

DOWNLOADS! Please be gentle.
Primary download [14.9MB][7z]
Alternate package [16.6MB][ZIP] <- Only if, for some bizzare reason, you cannot download and install 7-Zip.

CHANGELOG!

Quote

  • Rename sounds for consistency and identification
  • Make Teleporting use an Action of 45 instead of -1
  • Add and apply FlagAllowDirection
  • Make player shields invisible when entering a big ring
  • Disable ghosts if player went into a special stage
  • Hide some Big Rings in the level
  • Replace fades to allow speed/color selection (e.g. special stage goes white)
  • Create a debug-menu placeholder for special stages
  • Create Special Stage handling framework
  • Make all new Big Rings code from scratch
  • Don't allow corkscrew mounting unless the player is on the ground
  • Rotate Tails' tails with the corkscrew path angle
  • Transfer corkscrew motion on incomplete dismount
  • Optimize corkscrew using GimmickActions
  • Apply angle logic to the corkscrew path
  • Reduce stutter when entering a corkscrew (can't easily eliminate due to engine design)
  • Clean up (optimize) corkscrew code
  • Add FlagAllowFalling for optimized fall prevention (used with corkscrew)
  • Add a death action to the camera that kills any active shifts
  • Don't scroll the camera back to the player after boss defeat if the player is dead
  • Detransform when dying or drowning
  • Prevent the player from locking up against a wall while on a conveyor belt
  • Fix speed transfer bugs with multiple conveyor belts
  • Reuse stored conveyor belt data for performance
  • Reduce conveyor belt Xspeed transfer when landing (simulates friction)


EXPLANATION OF NEW FEATURES!
FlagAllowDirection is in Player_MovementValues2 and it is set inside the group Object management -> Player -> Player Control -> Actions -> Manage Actions. This makes the actual code for changing direction go from being a massive blacklist of actions to a simple Alterable Value check. Keep this in mind if you are adding new actions. (Relatedly, Teleporting now has its own Action ID instead of using -1. Please don't use -1.)

Big Rings! I teased this earlier, and now you has it! Rings get an ID spread so that the rings get an increasing ID number based on the order in which you add the rings to the frame. Which rings are collected is stored in an Array object. This way, you can have as many of these things in a single level AND be able to save and load which ones have been obtained.

Custom fade colors! Yes you can now fade to another color in the main level frame. This replaces the built-in MMF2 fades. (Which is probably a good idea since some extensions don't play nice with them!) You can see the fade go to white from the example provided in the Big Rings code.

Special Stage Framework! It is a framework for handling which special stage to go to, and return from a special stage. You can get the emeralds in any order with this system, or with a simple tweak switch to requiring an emerald to try and get the next. However there is only a simplistic debugging "special stage" provided. What, you thought I was going to make you a special stage? Posted Image

Bugfixes! Lots and lots of fixes. Lark is a coding god.

Enjoy this matinence release of Sonic Worlds Delta!
This post has been edited by Techokami: 11 October 2012 - 04:14 PM

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