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Techokami

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Everything posted by Techokami

  1. Yes, I've had many people asking me for 2P Tails. A contribution would be extremely appreciated, and I'd even compensate you for the time.* I'll also see about giving you access to the Dropbox folder in which Delta development resides in, for speedier integration. *In the form of a game on Steam
  2. Yeah, use 1.4.2 to play with and experiment, and start building with 1.4.3 which will be released at SAGE later this month. (It's mostly done! Just some organizational things and building a new section of level remains, plus something from Kessler12 which I should hopefully be getting this week)
  3. Worlds 0.5 is highly outdated and rather glitchy in spots; it's not recommended for use.
  4. Edit the specified line to look like this, and you will fix a bug where you can't turn super if you use a GoalType that isn't 0. This will be fixed in 1.4.3, which currently does not have any release timeframe.
  5. Worlds 0.5 is incredibly out of date. Worlds Delta 1.4.2 is the current version (and a lot less buggy). Also, MMF2 V2 doesn't say much (what build number? It tells you when you start it up)... and it doesn't really matter what version of Windows you're using. If you have no idea how to program, you're going to need to learn how to program before you can use Worlds in any sort of manner. MMF2 is very very easy to learn with its event-based programming system... but you still need to learn how it works. I suggest you read the help file, check out the examples that came with your copy of MMF2, and try making some smaller, simpler games first. That way, you get an idea as to how MMF2 works, and how you can use it to make a game, so you won't be hitting walls trying to use something more advanced like Worlds.
  6. Has anyone found the undocumented bonus in 1.4.2? :o

  7. Just a reminder: Sonic Worlds Delta 1.4.2 was just released. See the start of the thread for download links and information.
  8. So, if you want to start with a clean sheet of level, there's a few things you need to do: -You need to move Player_StartingPoint and Boss_PlayerStopper out of the frame. -You need to move the four different sound emitter objects outside of the frame. -You need to move the old active object ground tiles below the player start area outside of the frame. -You need to move the jump-through platforms at the start of the test level outside of the frame. Now you can select the contents of the playfield and press delete to start fresh. Don't forget to place a GoalMaker, or set GoalType in Master_Level to 2 (No Goal Mode), to make sure everything works correctly! In 1.4.2, this will be simplified; you will only need to do the first thing in the above list.
  9. Oh sorry. I'm talking about old qualifier mode. I use the numerical names in comments, so new qualifiers will become hella confusing.
  10. I was staff and I had no idea what the hell was going on. Claimed it was beta testing, though the forums were working fine. Though the decision to allow for integration with Facebook was met with anger and hatred from the webmaster (not Kajin) and kept trying to actively rip the forumware apart because that feature even existed. Then Kajin got married and fell off the internet, and all the staff just seemed to disappear from my IM contact lists. I don't know what else to say about the death of the forums, other than that I'm sorry it even happened
  11. You do know there is an option to switch back to the older generic qualifier names and icons? :V Tools -> Preferences, select the Event Editor tab and check the box for "Use old qualifiers". You might have to reload MMF2/CF2.5 afterwards. Delta was designed to be used in old qualifier mode. You've been warned!
  12. Don't you mean CF3 wishlist? Since CF 2.5 is out and does not have this.
  13. Whoops, this is another oversight that's easily fixed. 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 fix will be present in 1.4.2. It's supposed to be more of a move that exchanges horizontal speed for extra height. Otherwise you could fly through the levels with Amy and that would be nuts.
  14. This is probably because you can't give Alterable Values nice names when they are from a qualifier object :/ You'll have to compare one of the sample objects of that group with the events.
  15. Man this feels rather... embarassing, but there are still bugs in 1.4.1. Though at least it isn't as bad as, say, Sonic 3 & Knuckles is. I am working on a 1.4.2 release, which will also have some extras to make up for the rapid fire releases. In the meantime, I shall provide details about bugs and what you can do on your end to fix them, if you decide to not wait for 1.4.2. These will all be added to the "Errata" section of the first post. 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 will be 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 will be 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 will be fixed in 1.4.2.
  16. Happy Barrel Day, hope you all are enjoying the new release of Sonic Worlds Delta!

  17. Barrel Day has been officially recognised by TSSZ. It's a Barrel Day miracle, everyone!
  18. Sonic Worlds Delta 1.4.1 has been released! It fixes the bugs mentioned in this thread. See the first post for the download links. Thank you for using Sonic Worlds Delta, and I hope you enjoy this matinence release! EDIT: 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 fix will be present in the next release of Delta.
  19. I think I said it before in the chat, but I'll say it again: you are free to incorporate gimmicks and objects using the new Box2D physics system in Fusion 2.5, but I won't be doing it officially. Please stand by for Sonic Worlds Delta 1.4.1
  20. Making a game that's as complex as Sonic the Hedgehog is never going to be easy. The purpose of Worlds Delta is to ease the pain by doing the really hard stuff for you, so you can just focus on creating enemies, bosses, level layouts, and interesting gameplay gimmicks It would probably be best to start with making smaller, simpler games first, so you can learn how the tools work. Once you get more confidence, you can use Worlds Delta to create that Sonic fangame you always wanted.
  21. ERRATA Seems 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. That's it.
  22. You need to update the File & Folder Object extension, Mr. Lange. There's a new version that works in Fusion 2.5. To get it, follow the instructions in Readme_CF25.txt located within the Dependancies folder. It's crashing because the "First-Time Check" frame is taking you to the "Mappings" frame, which has this object present for parsing your list of controller profiles, but was only recently updated to work in MMF2 Unicode/Fusion 2.5.
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