Rawr Posted March 1, 2010 Report Share Posted March 1, 2010 Sweeeeeeet. You guys do the best stuff ever haha Link to comment Share on other sites More sharing options...
Aikocho Posted March 1, 2010 Author Report Share Posted March 1, 2010 Finally up for DOWNLOAD. Link to comment Share on other sites More sharing options...
Appo Posted March 1, 2010 Report Share Posted March 1, 2010 Awsome job u guys have done, i'll have a proper look tommorrow as it's pretty late here in the uk, but from what i've seen so far it's a big thumbs up Link to comment Share on other sites More sharing options...
TennysonJ Posted March 1, 2010 Report Share Posted March 1, 2010 Downloading now, DAMN SLOW CONNECTION! Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 1, 2010 Report Share Posted March 1, 2010 A small bug to report, the pushable box on top of the first major loop is prone to fits of disappearing and not returning. I haven't identified the cause yet. Regardless, I'd like us to work on hammering out any existing bugs before committing this as a release. But really, great job guys. In fact, I'm more than half-ways inclined to reopen the project entirely. There are a few things I think the engine could still use just for the sake of completeness. EDIT: I'm going to start a list of things that could use a little change, mostly in order to achieve higher accuracy, but also bugs. I'll continue adding to this list as I find things. Some of these problems have been around for a lot longer than this build. Metal Sonic should not be invulnerable after he uncurls from a jump. Box disappearing bug Horizontal springs should activate when player object is a little further out. I'd also like to apply a scalar multiple between 0 and 1 to the velocities inherited from being on a moving platform when jumping. I'm very fond of any attempt to incorporate more momentum (in fact, I added this effect back when I made hanging bars in the first place), but the effect is currently too pronounced I feel. Right now I'm thinking around .7 So, would you all like me to handle these details? Or would you all like to give them a shot? Link to comment Share on other sites More sharing options...
LarkSS Posted March 1, 2010 Report Share Posted March 1, 2010 DW, that bug is occurring because background collisions are disabled when outside of view, which can be remedied by enabling a checkbox in the frame's properties. However, it was left disabled to test activation and deactivation should the bg collisions BE disabled, in order to push out better in-game performances on low-end machines. It does admittedly fall a lot though, and I really should not have placed that one box on top of the loop-de-loop like I did. If it was placed better, then the issue would be practically non-existent. My bad. In any case, a very tiny update has been applied to the build, which the most notable bug fix being that boss triggers now all activate so that the boss cannot be initiated more than once. Sonic Worlds Delta V1.0b There are a few things I think the engine could still use just for the sake of completeness. I'll leave the rest to you guys then, since the build already has everything I cared to see in it. =] 1 Link to comment Share on other sites More sharing options...
Appo Posted March 1, 2010 Report Share Posted March 1, 2010 nice to to see u managed to work through the mess i left it in but like i say 'damn it Jim, i'm an artist not a programmer' anyhow even though the build i worked on had some sloppy code from me i thought i put something in there to do with the pushable blocks so they don't fall if u have background collision turned off? Link to comment Share on other sites More sharing options...
Asuma Posted March 1, 2010 Report Share Posted March 1, 2010 As LarkSS told me, it was kept off for performace. I got some lag that dropped me down to 20 FPS after a while. It might have been something I added. Link to comment Share on other sites More sharing options...
LarkSS Posted March 1, 2010 Report Share Posted March 1, 2010 Actually Appo, Kaosu ended up grabbing the pushable blocks from an old tut I made. I really should take it upon myself to redo them sometime, as they shouldn't need to be dependent on backdrop overlap checks, and could probably be optimized a bit further. @Azu: Always make sure if you're adding something like a special effect, to destroy it when it expires. ;> It runs full framerate on my old laptop and stays nice and steady even after running the application for awhile. Link to comment Share on other sites More sharing options...
Asuma Posted March 1, 2010 Report Share Posted March 1, 2010 It's was a HWA Layer effect using the Layer Object. I just made the Playfield layer glow when the characters transforms. Although it happend when I was playing Super Knuckles. I noticed a lot of stars, more that usual. Link to comment Share on other sites More sharing options...
LarkSS Posted March 1, 2010 Report Share Posted March 1, 2010 Ah yeah, I find layer effects to be rather glitchy and avoid them whenever possible. However, frame effects work rather well; just know that it'll apply an effect on everything. Link to comment Share on other sites More sharing options...
Felik Posted March 1, 2010 Report Share Posted March 1, 2010 Whoa! That's awesome! Be sure if I'll use anything of this excellent stuff I'll give credit to it's creators. Rep points given. P.S. What's song's name? It sounds familiar Edit I can't add to LarkSS' rep because of some reason (I added to MCKaosu's rep) Link to comment Share on other sites More sharing options...
Zenor Posted March 1, 2010 Report Share Posted March 1, 2010 Whoa! That's awesome! Be sure if I'll use anything of this excellent stuff I'll give credit to it's creators.Rep points given. P.S. What's song's name? It sounds familiar Edit I can't add to LarkSS' rep because of some reason (I added to MCKaosu's rep) It wouldn't surprise me if Lark's already at the rep limit, but I can't really check because he was the last person I gave rep points to. Two words: Bad Ass. Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 1, 2010 Report Share Posted March 1, 2010 He's just over 250. I'm not sure if we have higher ranks than that or not, but I'm going to say we probably do. Link to comment Share on other sites More sharing options...
Felik Posted March 1, 2010 Report Share Posted March 1, 2010 I've just remembered where I have heared this song... in previous version of Worlds XD Link to comment Share on other sites More sharing options...
Aikocho Posted March 1, 2010 Author Report Share Posted March 1, 2010 I've just remembered where I have heared this song... in previous version of Worlds XD All of those songs in this current build were composed by me. It suuure wasn't easy, but it's just giving an original touch.XD 1 Link to comment Share on other sites More sharing options...
LarkSS Posted March 2, 2010 Report Share Posted March 2, 2010 Everyone should give Kaosu double the rep just for the soundtrack alone. =] He's just over 250. I'm not sure if we have higher ranks than that or not, but I'm going to say we probably do. Doesn't it go up to like, over 9000? For obvious reasons of course. 1 Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 2, 2010 Report Share Posted March 2, 2010 Numerically yes, you should be able to go over 9000. Good luck reaching that goal though. You'd pretty much have to abuse the system like crazy to even stand a chance. Link to comment Share on other sites More sharing options...
Kessler12 Posted March 2, 2010 Report Share Posted March 2, 2010 aww I cant use it cause my internet is down(again) and im using my phones... ill give rep after i see it. T-T Link to comment Share on other sites More sharing options...
Password Posted March 2, 2010 Report Share Posted March 2, 2010 best build ever. it's worthy of being the final build, maybe more :3 Link to comment Share on other sites More sharing options...
TennysonJ Posted March 2, 2010 Report Share Posted March 2, 2010 They should be two different projects, SonicWorldsBC3 being Sonic1/CD styled and SonicWorldsAlpha being Sonic3/Knuckles styled. Link to comment Share on other sites More sharing options...
Felik Posted March 2, 2010 Report Share Posted March 2, 2010 They should be two different projects, SonicWorldsBC3 being Sonic1/CD styled and SonicWorldsAlpha being Sonic3/Knuckles styled. And the only difference should be Sonic & Tails sprites? Link to comment Share on other sites More sharing options...
TennysonJ Posted March 2, 2010 Report Share Posted March 2, 2010 And the only difference should be Sonic & Tails sprites? Felik, you obviously haven't played it properly. Otherwise you wouldn't saying that. Its different and improved in many ways. On another note.Lark, Why is the camera so complicated? Link to comment Share on other sites More sharing options...
Rael0505 Posted March 2, 2010 Report Share Posted March 2, 2010 They should be two different projects, SonicWorldsBC3 being Sonic1/CD styled and SonicWorldsAlpha being Sonic3/Knuckles styled. I don't think we don't need two Sonic Worlds that are only slightly different. Link to comment Share on other sites More sharing options...
Mobiethian Posted March 2, 2010 Report Share Posted March 2, 2010 I'm still waiting to download because of crappy internet. But I am looking forward to this. Good thing there's dedicated workers on S.W. to make it the best. I hope there's some bugs ironed out for the most part. And perhaps more user friendly. Link to comment Share on other sites More sharing options...
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