Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Techokami

Members
  • Posts

    369
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by Techokami

  1. No not really. Just as long as you make it a non-solid object that only gets activated when the boss starts moving, it should appropriately emulate having an infinite autoscroll. Because otherwise, you have to deal with level length and repositioning and a lot of other messy things. Creative solutions are usually the best!
  2. Gonna politely stop you there. Lake's guide is for a very old, very buggy version of Worlds. Music is a bit different in Delta. First, in the Events, go to Interface and post-processing methods -> [ME] Music Engine -> [ME] Cache. This is where we actually add the music to play. You'll notice that there are loops, and the loop name ends with a number. That number is the song ID. To add a new ID, go to the properties of the project itself, to the Values tab (where you can add and edit global values). Scroll all the way down to the bottom, to the Global Strings. Add a new String with the name you want to give your song ID (like Music_GreenHill) and set the string to the next number in the series. Now, in the event editor, duplicate one of the events in the Cache and edit it to have the new song ID in the loop name, and the new music track and its looping information. Finally, to use your song, look at the actions of the events in Level-specific methods -> BGM Triggers to see how to utilize it. (Do note that there is a reason these events are set to only fire once: it's to prevent the song from playing multiple times at once.) Oh by the way, OGGs don't have to be embedded into the .MFA, they can be loaded externally.
  3. To use the Goal Maker object, just place one where you want the signpost/capsule to be. Nothing else special needs to be done, aside from changing the GoalType alterable variable in Master_Level to 0 to make it create a sign instead of a capsule.
  4. First, it's not a game, it's a game development kit... if you're looking for a playable game, I suggest you play one of the many games created with it, like Sonic Overture. Second, the download link is in the first page of the thread, and it's clearly marked. But it doesn't contain a playable binary, you need to purchase and install Clickteam Fusion 2.5 first in order to load the source file to run it. I'm not providing a binary because it's not intended to be played as a standalone game.
  5. To rotate an object in MMF2/Fusion 2.5, in the Event editor, use the action Scale/Angle > Set Angle to change the object's angle to a number between 0 and 359 (360 is equal to 0). Remember that rotation follows the animation direction, with angle 0 being pointed at the right (torwards positive X) and goes counter-clockwise (or anti-clockwise). P.S. Can an administrator or global moderator please relocate this thread to the Fan Game Assistance forum? This is a generic question that does not apply to Worlds.
  6. Do you understand that this is a game development kit for Multimedia Fusion 2/Clickteam Fusion 2.5, and not a standalone playable fangame, right?
  7. But I haven't hit my bandwith limits??? The links in the release thread are still working?????? ???????????????? I hope you do realise that this forum is for the MMF2 game development kit, Sonic Worlds, and not one of the trillions* of fangames that uses the name "Sonic World"? * exaggeration, but it is a common fangame name
  8. The extension installation should be straightforward, just copy the folders in Dependencies\MMF2 to the Multimedia Fusion 2 folder. You need to copy BOTH FOLDERS.
  9. Consider using an Array object to track collected Red Star Rings in a stage. You can then save the array as a file to the disk, and then reload it during another playthrough, destroying the rings you have saved as collected. A sample of this is present in Delta with the Giant Rings code. The only thing it doesn't do is save to/load from disk, but the Ghost system code has examples of that.
  10. One issue: the sped-up track is going to go out of sync with the main track. You'll have to match the proper positions on track transfer. EDIT: Before you guys get any bright ideas, I tried altering playback speed manually with channel positions to simulate the effect. Don't. It sounds like ass.
  11. One, Delta comes with most of the extensions utilized by the engine (that is, the ones that can be redistributed) Two, the bonus packs are all here
  12. We'll have to make a new guide, then. Lake accidentally directed too many people to use an inferior, older version :|
  13. Did you remember to place the goal spawner at the end of the level? Or, if the level doesn't have ANY goal spawner present, did you remember to change the alterable value GoalType of the Master_Level object from 0 (sign) or 1 (capsule) to 2 (no goal)?
  14. Sadly, there's no way to increase the tempo of a channel with the built-in audio playback functions. You will need to look into using an alternative audio playback extension that provides this functionality. OR, do what Dimps did with Sonic 4 and have a sped-up version of the BGM set to play if you get speed sneakers.
  15. Hello new person! First up, it's generally a bad idea to bump an old thread at this forum. The last reply was from 2008, which makes this a nearly 7-year bump. Secondly, the BG System Object is the dynamic background. Using the Layers toolbar (read the included help file if you don't know where it is or how to activate it!) select the layer at the very bottom of the list, and make sure the eye icon isn't crossed out (make it visible) and the lock icon is open and green (layer can be edited). You can toggle those by clicking on the icons. The BG System Object itself is at the top left corner of the play area, and is a vertical strip of red X marks in boxes. Finally, before trying to tackle something as large as a Sonic fangame in TGF2, consider doing something smaller first to learn how the tool works. Read the manual and study the pre-included tutorials. While Sonic Worlds does make things easier, you still need to learn how to properly use the software to get the most out of it.
  16. You might need to rework the sprites by hand to look better. FYI, Master System and Game Gear sprites are generally a bit more "squished" horizontally, because the console will stretch the screen to be wider. So you may need to scale it horizontally a bit more than vertically. No.
  17. Using smaller sprites is going to be very difficult. You'll have to edit the sensor locations in the code, make the player sensors smaller, and possibly even redo some of the rotation math.
  18. Nope. 0.5 was the "Community Build" version, in which people just chucked stuff in without really caring about sticking to the standards that Damizean had originally set down. (Delta returns to those standards, btw) I have a Worlds 0.3 Beta somewhere that has Sonic and Tails, a few gimmicks, shields (but no shield abilities), and Mecha Sonic just standing in one spot looking menacing.
  19. What? Can you please explain? See the file attached to this post, it's the very first released ANYTHING of Sonic Worlds from Damizean, which is just the player movement and some platform/layering stuff. There's a version with some basic Sonic abilities (like rolling and spindash) and a version that just has walking and jumping. You can't get cut down much more than that... but why would you want to start with these?SonicBaseEngine.7z
  20. There is actually a small bug in 1.4.3 APS! It appeared when I replaced the character select with the new one from Kessler. Line 2795, edit the action to jump to your desired frame. A bugfixed download is uploaded.
  21. Can't reproduce this bug on my end. :/ Did you make sure all your extensions are up to date? Close Worlds Delta, open a new file, right click in the frame editor and select Insert Object, click Manager, click Refresh, then select all your outdated extensions and click Install.
×
×
  • Create New...