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  1. NOTICE: 1.4.3 After Party Special was released on 3/3/2014! Happy Barrel Day SAGE 2014 Act 1 after party! Over a year ago, I became the head maintainer of Sonic Worlds Delta, when Lark migrated away from MMF2 torwards Unity. One month ago, Clickteam released Fusion 2.5 and had a fire sale on MMF2. Now with more people able to utilize Worlds Delta, and with new technologies now available, it's time to create a new version of Sonic Worlds Delta. I present to you Sonic Worlds Delta 1.4.3: After Party Special! Primary download [15.1MB - 7z] Alternate download [18.2MB - zip] (Only download this if, for some strange reason, you cannot download and install 7-Zip) WHAT'S NEW IN THE AFTER PARTY SPECIAL Yet more bugfixes! I tried my damndest. This fixes a problem with level results when using sign goals, and a memory leak with Motobugs. A new gimmick from Azu! It's a geyser. That active object is finally being used! New collapsing platforms! These are modeled after the ones in Sonic CD, can be scaled to any length, and can collapse in either direction. Easy to skin! Layer change object redesign! New options and orientations make it easier to create your layer change shenanigans. WHAT'S NEW IN 1.4.3 Even more bugfixes! Including some older bugs I had missed like the badnik score race condition and rolling on springs. This is by far the most bug-free version of Delta. Refinements! Thanks to Mega Ice God64 from Sonic Retro, monitors have been redone to be more accurate to how they functioned in Sonic 1/2/3K. Several other values have also been tweaked, making Delta that much more accurate than before. New gimmicks! Quite a few new gimmicks. Here's the breakdown: Water slides! Objects with the qualifier group.31 are water slides. The first alterable value should be the direction it flows in (-1 for left, 1 for right). Sample objects are provided, but they are invisible... just pretend it's the ice slides from Ice Cap Zone Underwater current tunnels! Complete with poles to hang from. However, I do not reccomend using curves in the tunnels... the code was based on Sonic Zero's tunnels which didn't support curves either. Fans! Thank you LakeFeperd for donating the basis for this, though I did rewrite a lot of it to be more flexible. When overlapping a fan sensor (group.32) you will be accelerated upwards at a speed defined by the object until you reach a limit defined by the object. Also, your animation is different when above or under water! Swinging spikeballs! It is a subobject of the swinging platforms. Change the spawner's PlatformType alterable value from 0 (platform) to 1 (spikeball). An extra spawner showing this has been added, and it also demonstrates that you can change the chain length of the swing! BONUS: Qualifier group.33 is a generic harmful object, which causes pain if the player is not invulnerable. Now it's even easier to create new hazards! Fire Orbs and Thunder Balloons! These gimmicks are from Sonic Chrono Adventure, donated by LakeFeperd. They aren't in the test level, however. Fire Orbs let you perform a powerful aerial dash, and Thunder Balloons let you destroy nearby badniks with a surge of electricity! Speed Boosters! Yeah. They actually happened. These are modeled after the ones in Sonic 2's Chemical Plant. New badniks! Motobug and Spike from Sonic 1 have been added, showing how to make an enemy follow the ground and be harmful if jumped on. New main menu example! Many thanks to Thekessler12 and DimensionWarped for this. New player selector, and a level/file selector! Updated audio! Thanks to audiophile MrLange for providing improved audio. Camera shake methods! There are two ways to manipulate the camera: the simple way, which creates a Sonic 2-style quake effect for a defined amount of frames, and the hard way, which involves using an API to control camera offsets with sine waves. Organization! I organized everything. No longer is the event editor and object list a massive mess! Art kit! I created a new font for the title cards (since the Sonic CD font is actually rather limited in available characters in the correct sizes) and included all the work files in the archive, so you can make your own edits to it. I also provided all my old work files on the test level tileset, which makes for a great template for creating your own tilesets! WHAT'S NEW IN 1.4.1 AND 1.4.2 More bugfixes! Seriously, that's what the updates are. One new gimmick! It's a chain lift gimmick, like from Wing Fortress and Launch Base. Thanks, Dimension Warped! WHAT'S NEW IN 1.4.0 Bugfixes! Thankfully there weren't many bugs that needed fixing, but they got fixed anyway. Things like some tile collisions being wrong, underwater big ring stuff, and jumping inside spin tunnels. There is also a Fusion 2.5-specific bugfix related to ringloss, so if you wish to make a project with Worlds Delta in Fusion 2.5, you need this! New goal object! A proper Goal Capsule has been added, with a nicer effect than what Sonic Worlds Level Collab provides. New goal object setup! There is now a spawner object that you place down for the goal object. Edit the GoalType alterable value of Master_Level to change to different goal types. 0 uses a sign, 1 uses a capsule, and 2 uses nothing (which is ideal for setting up hub worlds!) Falling platforms! You step on it, and after a few moments it falls. You can configure how long until the platform falls, or make things more akin to Sonic Generations with animation and sound effects! Breakable blocks! I have no idea why it took this long for it to be added. More flexible spawning of small animals! You can now spawn animals without adding points, or add points without spawning animals. Check the code for more details. FlagNoClip! A flag that disables basic solid backdrop collisions. Great for various shenanigans like Genesis-styled debug modes. Postmortem content from Lark! He may be dead from MMF2-releated development, but that won't stop me from adding some of his older public content into the engine! Includes the Mushroom Hill balance lever gimmick and the Chopper badnik (in two flavors: Generations-styled from the water, and traditional Genesis style!) Barrels! Yes, the Carnival Night Zone barrel is now included as part of the engine, as a gimmick. Make it bounce up and down with the directional buttons, get crazy air at its peak, and set up moving versions with the moving platform code. It's also flexible enough that you can recreate other gimmicks from Sonic 3 & Knuckles that make the player spin atop, like the moving pillars in Hydrocity Zone Act 2, or the large spinning disks from Sky Sanctuary Zone! The Big Surprise! Oh goody goody, I get to finally reveal the big surprise addition to Sonic Worlds Delta! See, originally this update wasn't named "The Barrel Update," that was due to the SFGHQ Skype chat egging me on to add barrels. The real name of this update is... Sonic Worlds & Amy Rose That's right! Amy Rose has been added as a fourth playable character in Delta 1.4.0! Kindly donated by MCKaosu with sprites by E-122-Psi, Amy appears as she did from Sonic Zero, utilizing the OTHER action button to perform hammer attacks to defeat enemies. The second action button (ActionB) is mapped to the third button on the control mapping screen (that would be button C on a Genesis/Mega Drive control pad) and is used for the following special actions: -Hammer Attack: Press ActionB on the ground. -Aerial Hammer: Press ActionB in the air. -Hammer Jump: Press Down plus ActionB on the ground; your jump will be much higher at the expense of being able to control your jump. -Hammer Spin: Press Down plus ActionB while in the air; this devastating downward attack smashes up everything below and allow for crazy bouncing! -Hammer Spring: Use a Hammer Attack on a spring to bounce up higher! Only works on vertical and diagonal springs. Amy's special moveset allows for a more unique and interesting experience in your game. Just don't forget to give E-122-Psi credit for the Amy sprites if you decide to use them! EXPECTED QUESTIONS AND ANSWERS Q: Where's the booster objects? A: That is a very simple object to make, so simple I won't be including it. Consider it n exercise in learning how to work with the engine! (Hint: look at the code for horizontal springs.) These were added in 1.4.3 so uhm... the objects are in the "Gimmick_CPZ_Speed_Pad" folder. Remember to place the "Decor" object first, followed by overlaying the actual booster on top of it. This is how it's set up in Sonic 2! Q: Where grinding? And homing attack?? And the boost??? A: Those are beyond the scope of Worlds Delta, which is to provide a basis for creating Genesis/Mega Drive-styled Sonic fangames. Someone else can create an implementation of them, but they will not be included in official releases. Q: I found a bug, what should I do? A: First, recreate the bug using an unmodified copy of the engine. If you can reproduce it, please post about the bug in detail in the thread (such as how to reproduce it). I will then look at it and see about fixing it. Q: The controller mappings frame crashes in Fusion 2.5, what should I do? A: Please read the document Readme_CF25.txt in the Dependancies folder, it provides instructions on updating the File & Folder Object to a newer version that is compatible with Fusion 2.5. Q: I got something I would like to contribute to Delta. Who should I contact? A: You should contact me via a Private Message on the Sonic United or Sonic Retro forums. We can then discuss incorporating your work into an updated version of Delta. Q: How do I add Player 2 Tails to my game? A: Politely ask Hez or Blaze Hedgehog to contribute their implementations to Delta. When they do, it'll appear in a future update. This feature is not yet present in Delta, and will be comming in a future update. (Thanks Hez!) Q: What things will be added to Delta in the future? A: Player 2 Tails. Otherwise, not much else needs to be added that you, the developer, can't do on your own! Q: Didn't Lark say that 1.4 was going to have an external level format? A: Indeed he did. But then he stopped using MMF2. However, I am working on an external level format for Sonic Edge, which has become the testbed for Delta. When I finish Sonic Edge, I'll release the level format as part of a new major revision of Delta. However, using it is far more rigid and restrictive than building levels right now with the frame editor in Fusion. There is also the fact that Sonic Edge's development is being put on hold while I work on an original game for the Wii U, which I want to get done by the end of the year. So do NOT wait for the external level format update. Q: Do I need to include the splash screen? A: It would be nice if you did, but it's not mandatory; it IS mandatory to include credit for using the engine. Either crediting all the different people for doing all the different tasks, or simply putting "Powered By Sonic Worlds Delta 1.4.3" in the end credits, will suffice. Q: BOX2D PHYSICS. A: You are free to utilize the new physics engine in Fusion 2.5 for creating new gimmicks. However, as this is Fusion 2.5-only, it will not be part of the default release of Worlds Delta. Q: I want to wipe the level layout clear and start from scratch, how do I do that? A: It's highly reccomended that you work with 1.4.2 or later for doing something like this. Older versions required doing a lot of manual cleanup first; 1.4.2 changes it so that you only need to move the unique objects "Player_StartingPoint" and "Boss_PlayerStopper" out of the playfield. Once you do that, you can click and drag to select the entire playfield area, then press the Delete key on your keyboard. You can also then edit the existing active object ground solids (for jump-through platforms and layered collisions) into desired tiles and chunks, to recycle the garbage collection code that already exists. ERRATA In 1.4.0, there is a severe glitch involving the swing pole gimmick. This is due to swing poles using an undefined action ID that is now being used by barrels. A quick fix for this is to go into the event editor and go to Objects management -> Gimmicks and Special Objects -> Gimmicks (Step) -> [LarkSS] SwingPole (S&K, Mushroom Hill Zone), then change all actions that set the alterable value "Action" of Player_MovementValues to 46, to change it to 45. A proper fix for this was released in 1.4.1. In 1.4.0, I forgot to properly set up Amy's animation within the Pole Pod gimmick. This will be fixed in a future release, but for now here's how to fix it on your end (it will only take a minute of your time): 1) In the event editor, go into Objects management -> Gimmicks and Special Objects -> Gimmicks (Step) -> [LarkSS] Pole Pod (Original) 2) In lines 3024, 3026, 3058, and 3060, drag and drop actions from one of the other player mask objects into Amy's collumn. This has been fixed in 1.4.1. In 1.4.0 and 1.4.1, Amy has not been correctly set up for the corkscrew gimmick. This will take a little work to fix: 1) In the event editor, go into Objects management -> Gimmicks and Special Objects -> Gimmicks (Step) -> [LarkSS] Corkscrew (S2, Emerald Hill Zone) 2) Drag and drop all actions from events that affect the other player mask objects into Amy's collumn. There are 8 events. 3) Edit the animations for Amy's player mask, and go to the CorkscrewRunning animation. 4) In the animation sequence for going left, in each frame select the entire image (Ctrl + A) and click the "Flip Vertically" button (Ctrl + J), so that you flip the image but preserve the hotspot and action point. 5) Drag the first 6 frames to the end of the animation, so that the animation sequence starts in the middle of what it originally was. 6) Right-click the CorkscrewRunning animation and select Copy. 7) In the animation editor for GhostSkin_Amy, paste the copied animation into CorkscrewRunning here. This has been fixed in 1.4.2. In 1.4.0 and 1.4.1, the 1UP monitor does not properly display the character. This is due to the fact that the animation sequence that would contain Amy's icon is the Appearing animation, which causes general havoc when used improperly. To fix this: 1) Change the Stopped animation to have 32 directions (drag the slider underneath the direction selector) and copy the other animations to the animations immediately proceeding it, going counterclockwise (anticlockwise). 2) Do the same with the monitor icon object. 3) In the event editor, line 1771, change the action to "Set direction to GameCharacter". 4) In the event editor, line 1937, add the action "Set direction to GameCharacter" to the icon object. This has been fixed in 1.4.2. In 1.4.0 and 1.4.1, there is a minor bug where the player can hit the capsule from the opposite direction and get stuck instead of walking offscreen. To fix this, in the first event of group Objects management -> Common Objects -> Stage Clear -> Capsule, add an action to Player_MovementValues to set alterable value XSpeed to 0. This has been fixed in 1.4.2. In 1.4.0 and 1.4.1, it is possible to move horizontally while charging up a spindash with Amy. In the event editor, go to Objects management -> Player -> Player Control -> Actions -> Manage Actions. Go to the event for Amy's Spindash (should be on or around like 797, checks for Action of Player_MovementValues = 30) and add the action "Set FlagAllowCommonInput to 0" to Player_MovementValues. This has been fixed in 1.4.2. In 1.4.0 and 1.4.1, Super Sonic uses improper animations when interacting with the swing pole gimmick. To fix this, go into the event group Objects management -> Player -> Player Animation -> Change Animation, and at the bottom of the group, edit the action for PlayerSkin_SuperSonic to change animation to Poll_SwingingB for Swinging Horizontally, and Poll_SwingingA for Swinging Vertically. This has been fixed in 1.4.2, along with new sprites for this animation as Super Sonic. CHANGELOG [X]New, skinnable, scalable collapsing platforms [X]Fix an object memory leak [X]Replace and refine layer switcher objects [X]Geyser gimmick from Azu ---1.4.3AfterParty [X]New ambience sounds from Lange [X]Fix a bug where you can roll on springs [X]Finish new section of level (THANKS NAOSHI!!) [X]Modify the new thing Naoshi added to be more like what it is supposed to be [X]Don't forget to add "HIM"! [X]Redo monitor icon timings to be more accurate [X]Allow players to break monitors from the sides [X]Adjust Invincibility/Speed Sneakers time [X]Let score combos properly go up to 10,000 points, like in the Genesis games [X]Fix a race condition where you get no points from defeating an enemy if you destroy it and land on the ground in the same frame. [X]Add a simple way to shake the camera for cheap quake effects [X]Add a more advanced way to shake the camera, controlled by user-made events. I'M NOT ADDING ANYTHING ELSE TO THIS FUNCTION, DEAL WITH IT [X]Add an option to generate a spikeball instead of a platform on swings [X]Import fan gimmick from LakeFeperd [X]Improve fan gimmick [X]Add new player action for interacting with fans [X]Import Fire Orb gimmick from LakeFeperd [X]Import Thunder Balloon gimmick from LakeFeperd [X]Make Thunder Balloon discharge destroy onscreen enemies [X]Add Lark's Motobug badnik, with improvements from Naoshi [X]Add Naoshi's Spike badnik [X]Implement new main menu from Thekessler12! [X]Underwater currents, import and modify from Zero [X]Dehardcode current strength [X]Update player animations to be Sonic 3K instead of Sonic 2 when in currents [X]Make player properly take damage while in a current [X]Large fan to go with underwater currents [X]Slides. Action to make player slide while on the ground when overlapping activator objects. [X]Cleanup! Better organize objects in the frame editor. [X]Cleanup! Better organize objects in the event editor. [X]Fix bug where super transformation doesn't work in levels that don't use the Sign goal. [X]Fix bug where Super Sonic's life icon is Amy's. ---1.4.3 [X]Make it easier to clear the level layout, to start fresh from scratch [X]It's spelled POLE! [X]Replace Super Sonic's pole swing animations [X]Fix Super Sonic using the wrong animation on swing poles [X]Amy being able to move while charging a spindash [X]Amy jumping off hanging bars [X]Chain Lift gimmick from DimensionWarped [X]When you hit the capsule, don't let the player go running off to the left... [X]Fix stupid tile collision property making loops look broken [X]Fix Amy's animation in corkscrews [X]Fix 1UP monitors displaying proper character ---1.4.2 [X]Fix a CRITICAL bug with SwingPoles using the Barrel action ID instead of a properly defined action ID like everything else [X]Rename sounds for consistency and identification, AGAIN [X]Amy properly spinning in the Pole Pod ---1.4.1 [X]Hammering springs! [X]Fix ringloss in CF2.5 [X]Make a version of the Chomper badnik that can be placed anywhere, just like in the Genesis games [X]Import Lark's old Chomper badnik. [X]Import Lark's old Mushroom Hill lever gimmick. [X]Fix the animation bug with certain frames freezing player animation. [X]Fix getting hurt and dying when on barrel. [X]Fix walking very slowly onto the barrel. [X]Fix barrels moving when they shouldn't. [X]Fix getting crushed by barrel you are riding. [X]The Barrel. IF I CAN MAKE IT WORK. [X]Add Amy to player select screen [X]Falling platforms system [X]Fix a glitch where the player can jump around in auto-spin tunnels. [X]Tweaks to handling small animals to allow for getting points without animals spawning, and spawning animals without getting points [X]Breakable blocks [X]Import Kaosu's implementation of Amy from Zero [X]Insert missing sprites for Amy [X]Redo the 1UP icons for Tails and Knuckles to match the rest of them [X]Put together Egg Prison graphics [X]Add an Egg Prison goal object [X]New system for handling placement of goal object that uses values from Master_Level to determine goal object type [X]Fix a thing with entering a Big Ring while underwater ---1.4.0
  2. So, Overbound basically asked me to make this thread, and I decided, eh, sure, why not. I suppose a comparison thread between 2D game maker programs would be good. I haven't used Game Maker or MMF2 in ages, so I think this'll first post will mostly be me talking about how awesome Construct 2 is (it does need the attention, since it's somewhat more obscure than the other two due to not being around nearly as long), but I'll try and give my thoughts on GM and MMF2 from what I remember. Construct 2 The original Construct was created by a very small team of people (under the name 'Scirra') who used to work on MMF2 addons, who became dissatisfied with MMF2's limitations and decided to make their own program. Incidentally, I hear this was more or less treated as a 'betrayal' by Clickteam, who apparently still hate Scirra's guts. Anyhow, the original Construct was an awesome and promising program, but its foundations were rather unstable. So, Scirra started over with a much more solid foundation, and took something of a gamble - the original Construct used DirectX, but Construct 2's initial export option was HTML5. Yeah, that got a lot of WTF reactions back then. But Construct 2 has greatly matured as a program, much like HTML5 itself (especially with the adoption of WebGL), which is rapidly catching up to Flash (and Javascript interpreters today are much, much faster than Actionscript), and C2 is capable of exporting to a whole bunch of platforms with no additional cost. And C2 is rapidly updating, usually at on a weekly schedule. Let's get this out of the way, first - there is a desktop executable export option. It's multiplatform, in fact, using Node-Webkit, and it supports all the latest features of Google Chrome (in other words, usually pretty much ahead of everything else or equal with Firefox), and usually faster than a browser. The layout editor is very much MMF2 in style, but easier to understand and more flexible, with an in-built parallax system. And it has long aped GM's sole advantage over other game makers by implementing a tilemap feature that's compatible with Tiled. Oh, and C2 can import layouts from GM, too. You can zoom in and out, show parallax settings in the editor, use a custom-sized grid (which can snap objects to it), change the Z-order of various objects, and so on. You can basically have any number of layers, each with their own settings, including parallax, opacity, effects, scale, background colour, and so on. C2 has dozens of 'objects', from regular sprites, to tiled backgrounds (an extremely efficiently-rendered object that tiles a single texture along its size), tilemaps (they act like any other object), particles, 9-patch, sprite-font, etc. There's also more global objects, such as input objects (mouse, keyboard, touch, gamepad, etc), AJAX, audio, arrays, XML, and so on. Like MMF2, C2 has in-built behaviors, ranging from movement types (platform, 8-direction, car, custom movement, rotate, sine, etc), physics, turret behavior, pathfinding, line-of-sight, wrap, fade, flashing, solids, jump-thru, and other cool stuff. With WebGL, you can apply any number of different types of effects to an object, and there's a lot of built-in effects. And, in javascript, people can make their own plugins - objects, behaviors and effects, such as the Spriter and Magicam plugins. The event-based system is inspired by MMF2, but it's built more like the logic of actual code. C2's event system has sub-events, loops, FOR loops, ELSE, OR, functions, object picking, groups and comments, among other things, while staying fairly readable, and individual events, conditions, actions and groups can be disabled. Construct 2 uses event sheets independent of layouts - layouts can have their own event sheets, but any event sheet can be used with any number of layouts, using an 'include' system, like actual coding. Basically, with your core gameplay events, for example, you can modify some events, and the changes will affect all the layouts that the event sheet is included in. Objects can have any number of variables. Seriously, no variable limits. They can be numbers, text, or boolean. Construct 2 uses 'families', which are basically the equivalent of object-oriented programming. Families share stuff like variables, behaviors and effects, and families can be referenced as a whole in events (for example, shooting an object in the 'enemy' family merely requires an event for just enemies, not individual events for every enemy). Objects can also have 'containers', which can be used to spawn multiple objects simultaneously - when an object with a container is spawned, everything in that container is spawned along with it, and the same goes for when that object is destroyed. Containers also can enable picking instances in an instance of a container group. Performance-wise, javascript does have its limits, but it's a rather optimized engine. I've heard GM and MMF2 aren't terribly optimized either, so, yeah. Not everyone will get great performance due to certain GPU drivers being a bitch, but as long as you have the latest graphics card drivers, it's fine, more often than not. Positional audio is supported. Yeah, that's a thing, not all browsers support it, but it's there. Unfortunately, as for audio formats, if you want to support Internet Explorer and Safari, you'll need to also have sound files in AAC format as well as OGG, which is rather dumb. Collisions are polygon-based, which is something of a necessary limit, but per-pixel collisions aren't exactly that much better anyway. On the bright side, you can display collision polygons in the layout editor, which is cool. There are also 'collision cells', which massively optimize collision checks (so only objects within an object's collision cell are checked), though you have to have collision events as top-level events in order to use collision cells. There is a full set of debugging features, including a debugger, break-points, and so on. The price for the standard edition is about the same as MMF2. But unlike GM or MMF2, you don't need to pay anything for additional export options - you can export everywhere right out of the box. Did I mention online multiplayer is going to be implemented over the next set of updates? Yeah. that's gonna be a thing. Construct 2 isn't perfect, but aside from some minor plugins and maybe performance, it's pretty much better than its predecessor in every way, and much, much more stable. I loved Construct Classic, but holy shit it could be a buggy piece of shit. Construct 2 is well worth the asking price, not bad for a program whose development team basically consists of one dude and his brother from Britain. Construct 2 doesn't have a Sonic engine yet, though (not for a lack of trying, it's just that the main attempt at doing so turned out to be incredibly inefficient, event-wise, and the way it's built makes it unable to take advantage of features such as collision cells), but hopefully that will change in the future, I've pretty much given up on trying, hence why I'm focusing on non-Sonic stuff for now, myself. Game Maker Okay, my thoughts on game maker (don't really need to elaborate on features, since it and MMF2 have been around for ages and widely-used) - it's not very good. The various design decisions are frankly, incredibly strange, the level editor is rather limited in what it can do last I checked, the built-in event system is garbage, and you need scripting to get anything done, which is not necessarily a bad thing for people who actually want to learn to code, but for people who don't want to deal with programming, that's kinda bullshit. Multimedia Fusion 2 I consider MMF2 to be Construct 2's older cousin for multiple reasons, but what turned me off from MMF2 was its event system. Holy shit, compared to Construct's, it's almost incomprehensible for anyone who hasn't looked at it before. Granted, that might be slight hyperbole, but trying to study Sonic Worlds' events and figure out what exactly everything did and how the logic worked was just painful. Oh, and there's no 'include' feature for large groups of events, as far as I know, which a huge deal. I imagine other people will have different tastes, however, so, yeah. What do you guys think?
  3. Ok before I get into What exactly I have to say, I'd like to take a minute to say I'm loving the resources on this site. It's been real helpful somewhat.I am new to this forum so if I sound a bit unproffesional, my apologies. I have many ideas to create my own Sonic fangame. I've planned out many stories and level lists and finally decided to take action. The problem is, I don't know anything when it comes to scripting, or even sprite make. Awhile back in my middle school days I thought of a fangame idea called 'Sonic Origins'. It was a sort of omage to Sonic 2 and 3 in terms of story, and was planned to have Sonic 3 like gameplay (plus homing attack.) I attempted creating this on a game called LittleBigPlanet 2, as a way to atleast get an idea of how I wanted it to be on a real engine. So far I have everything down but when it comes to actually making the real thing. I need major help. For starters I wanted to make custom sprites for Sonic since he has a modified design. (This was the only good colored picture I had of Sonic's design ) ---> He is wearing more of metalic- like gloves and shoes. Along with a red scouter. This does not mean much in the long run for it is only a cosmetic thing. I was attempting to perhaps add a red patch over Sonic 2 sprites, but I wanted to be authentic and have custom sprites for this project. Tails was also planned to be playable in this project as well. i didn't change anything to his design. But given that Sonic would have new sprites I'd figured he should get some love as well. Other Characters I feel is unnessesary to mention at the moment, but will update if anyone is interested Another thing is a proper engine to work off of. I have a build of Sonic Worlds but not the plugins for the latest version of the engine. I was thinking of resorting back to Game Maker, Anyways a bit more info on my Fangame's story: Dr.Eggman is planning something big. A Mega Death-Egg which instead of using only the master emerald, he will construct it around all of Sky Sanctuary. In order to set his plan into motion. He must find a way to distract Sonic and Tails. He sends out his badniks to cause havok, and also makes a fake Eggman to lead Sonic, Tails and Knuckles on a wild goose chase. This plan backfires immidiatly, for the fake Eggman is destroyed within the 1st Zone of the game. Zone List: Strato Fortress Zone Emerald Isle Zone Cosmic Castle Zone Sand Battery Zone Frost Lake Zone Mega Egg Zone There is also a bonus Special Stage Zone after the main story is complete. So you can play 7 new levels to obtain Chaos Emeralds and Super Sonic. Once all emeralds are collected, Time Attack is opened up, Beating Time Attack missions unlock Super Emeralds. Which give you Super Tails and Hyper Sonic. If you would like more information about the Zones, I'd be glad to respond back when I am able to. Finally as I end this off. I'd like to hear some opinions of what you guys think of my idea. I like to take critisism and use i as a way to better my stories and plans. Thank you very much if you actually decided to read this.
  4. Hello, first of all, I seem to have an Problem nobody seemed to have before me. I was making my first Sonic fan game level and while testing it there were 3 problems. 1. The water level was to high and the water was invisible. I could lower the water level but the water still is invisible. 2. The Tiles I used as platforms aren't massive at all (instead of massive at the top). 3. Sonic and Tails can jump extremely high, make a Bumper sound while jumping and are in a permanent rolling mode, I'm not being able to control them, they move right at a set speed. Maybe someone, who is knowing Sonic Worlds a lot could help me. The .mfa and the .001 files can be downloaded here: http://www.file-upload.net/download-8786834/soniclev.zip.html I hope anybody could help, any help is apreciated (is it spelt that way?). Thanks.
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