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Techokami

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Everything posted by Techokami

  1. Update MMF2 to the latest version? Install the free bonus packs?
  2. A new update has appeared in their unstable channel. No idea what changed (HOPEFULLY an updated ComputerCraft) Also: did the power outage cause your IP to change? That happens with me a lot.
  3. You may need to relaunch once again, DW. Just as I'm about to begin work on the next floor of the tower... By the way, where has everyone else been on the server?
  4. Bumping thread because the download link died. Here is a new one.
  5. Hmmm, kind of is a bug. It's to do with not letting the player drown while entering a special stage... I've come up with a better solution if you want to change it in your own copy. Line 2179, remove the action "Deactivate the group "Water (Post)", and add in the action "(Player_Others) Set Air to 0". Doesn't replace the drowning music with the regular music, but at least bubbles won't freeze up. This fix will be part of the next release.
  6. Yep. Lark tried to refine it, but gave up on it. Removing it sped the engine up.
  7. 1) We're using a 4:3 resolution by default since that's what the Genesis games used. You're free to make tweaks to things like aspect ratio for your games. 2) The objective of Worlds Delta is to create a general purpose Sonic game engine with gameplay physics similar to the Genesis games (like Sonic 3), that also provides several useful frameworks and examples for developers to use and study. If you want to add more gimmicks, actions, objects, playable characters... that's for the developer using the engine to do for his or her own project. The Special Stage is intentionally left a placeholder because it is up to the developer to decide and design his or her own unique Special Stage. So, you want to help? Here's the best things you can do: Report bugs! If you spot something that doesn't behave properly, tell us in this thread! We make maintenance releases with bugfixes. Contribute additional gimmicks or objects! We might not incorporate them into the actual engine release itself, but even as a standalone release to the general public, these will help developers build better games. However, we could use a Prison Egg object that works with the existing end of level code... Create useful frameworks that other developers would be able to utilize! You mentioned making an achievement system... we had one at one point but ripped it out due to being bloated and slow. If you can make one that's lean, fast, and doesn't require any extra extensions, I'll definitely look at it and consider it for inclusion.
  8. Nobody uses Sonic Worlds anymore; we've all moved on to Sonic Worlds Delta, which is a much more robust and cleaner engine Before or after the community split?
  9. Seems like it's the fault of the built-in button object. I removed them and put in a "Press Z to win, press X to lose" system, and the bug vanished. Going to upload a fixed build ASAP. EDIT: Both files are updated! If you downloaded 1.3.2 before this, please redownload.
  10. Lark has been afflicted with a bad case of academia, so looks like I'll be the one presenting Sonic Worlds Delta V1.3.2. DOWNLOADS! Please be gentle. If you downloaded before 11:33AM EST, please redownload. It fixes a bug with special stages. Primary download [14.9MB][7z] Alternate package [16.6MB][ZIP] <- Only if, for some bizzare reason, you cannot download and install 7-Zip. CHANGELOG! 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? Bugfixes! Lots and lots of fixes. Lark is a coding god. Enjoy this matinence release of Sonic Worlds Delta!
  11. Basically, there's a structure in the events list, where code pertaining to the player goes in the Player group, common objects like checkpoints and breakable walls goes in the Common Objects group, etc. A consistent structure to easily locate things in the code, to add or modify. In Worlds 0.5 it seems you lumped everything you added into a group called "Azu's Editions" and completely ignored this structure :/ Safety Shield Monitor and Safety Monitor Icon should have gone in Common Objects -> Monitors, Protection Shield (wait why does this shield have two names?) should have gone in Player -> Shields, "Crapthing" should have been called "Cutscene" and put in the Level-specific group (because it is a level-specific thing), Water Run should have gone in the Player group, Save Crystal should have gone in Common Objects, and Warp Engine should have gone in Gimmicks and Special Objects. And those last two remaining events should be merged into the proper events in the Monitors group. (from a stock 0.5 file, line 2336 should be merged into 1164, and 2337 should be merged into 1278. No need for redundant events!) See? That'd make things far more neater and organized. Or I could be completely wrong about your stuff, and it was probably just how you submitted your contributions to the engine at the time, and the maintainer didn't bother properly putting things in their place.
  12. It's out! In case you don't know where to look, here's their GitHub repo.
  13. Latin Spanish? Alright. ¿Puedes por favor dejar de hacer varios temas para cada problema tiene? Por favor, mantenga todo en un solo hilo, hace que las cosas no tan complicado. También, tómese el tiempo para experimentar y probar cosas por su cuenta en primer lugar.
  14. Since you're here: did I spook you off the server with my power plant? Haven't seen you around in a while
  15. I'm curious as to what caused it, too, because this may break my plans to build The Factory.
  16. Well A) I can link people to the free, open source program 7-Zip which allows for extracting RAR and 7z archives, or just provide the same package as a ZIP. ZIP version of 1.3.1 [16.4MB] Should be as easy as copying and pasting the files? I'll add that to the readme file in Dependencies. I'd rather see people studying good, working code and experimenting with that, rather than fixing something that's broken. But that's just me; some people learn differently! \:D/ A lot of the core movement code itself wasn't modified, nor was the frameworks initially laid down by Damizean. But, some changes include a different way of handling active object collisions and interactions using fixed values, a way to link objects together to make them move as a group, platform sinking, a very different and more authentic Mecha Sonic boss, subsystems for handling audio better... all on top of fixing glitches present in 0.5 that your guide fixes (or doesn't in some cases! Did you know Sonic bounces the wrong way sometimes when taking damage? Or that he doesn't change direction after hitting a horizontal spring while the player is holding forward?)
  17. A barebones Worlds engine would actually be more useful to experts, don't you think? Also, Lake's guide encourages people to use the ancient and glitchy Community Build 0.5, which completely trashed a lot of the good programming practices Damizean tried to encourage. It's actually more confusing and complex because it uses thirty* different programming styles at once! </rant> *exaggeration, but seriously Azu just did what he felt like and it made the engine a mess.
  18. Hmmm, not a bad idea. We shall see what lies in the future.
  19. You got gifted, son Meanwhile, what the fuck happened to my nuclear reactor overnight?! I had to make one due to Instru's power plant being too far away from my base, took me a shitload of resources and time (and one near-fatal screwup that ended up being just a major setback than nuclear devastation) and I come on today after work to find the reactor chamber that connected to the HV Transformer and the thermal monitor that was on it GONE, along with 6 uranium cells. Anyone care to explain?
  20. Don't delete the stuff out of the frame. The code is designed to handle cleaning that all up on its own. If you delete those things yourself, you WILL break the game code. Camera limits are defined in the frame's properties. There's the size field, and the virtual height/width fields, so you can limit the camera boundaries while in the regular mode. You shouldn't make the virtual width/height larger than the actual size of the playfield. For boss fights, there are two horizontal red bars and two vertical blue bars, with a yellow line on one side. If you line them up so that the sides with the yellow lines face each other to form a box while NOT having the red/blue parts inside the box, that is your boss camera boundary. Bosses are triggered with the big yellow vertical bar. For the goal, that is wherever you place the goal sign. You should only have ONE goal sign object in existence. Once the player passes to the right of the sign, the end-of-level sequence begins and the camera locks onto the sign.
  21. It shouldn't be unflexible. You may need to change some code for compatability with the floating point timer and object collision memory, but other than that you can use existing Worlds code in Delta 1.3.x just fine. I'm going to be working on refining and improving a contribution by Azu that didn't make it into 1.3 due to reasons of time and requiring MORE extensions, it will be one of the bigger aspects of 1.3.2. I won't say what it is (and I hope Lark doesn't spoil the surprise) but I will say that it is something many will find useful...
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