TailsSena Posted June 4, 2012 Report Share Posted June 4, 2012 Found a bug... If I go over the tunnel, by way of a Thunder Shield, Flying, or Climbing, then land on the little structure, I get rocketed in the direction I was facing. EDIT: And looking at it, I know why. The entire structure is made of the stuff that rockets you forward if you're not moving. May want to wrap the outsides with some backdrops and climbable walls. Link to comment Share on other sites More sharing options...
Candescence Posted June 9, 2012 Report Share Posted June 9, 2012 Hey, could someone upload the requisite plugins to get Sonic Worlds to work? I need to get the assets (and look at the events) so I can properly port stuff over to Construct 2, but the plugins aren't included in the new mirrors. Link to comment Share on other sites More sharing options...
Asuma Posted June 9, 2012 Report Share Posted June 9, 2012 http://dark-wire.com/store/extlist.php Most of the plugins ever made are listed here. I'm not sure what plugins are used. I know one is ValueAdd. Link to comment Share on other sites More sharing options...
Candescence Posted June 9, 2012 Report Share Posted June 9, 2012 There's also Text Blitter and String Parser... ... And the extension pack installer won't let me install either. Terrific. Link to comment Share on other sites More sharing options...
LarkSS Posted August 13, 2012 Report Share Posted August 13, 2012 Hey everyone! I just thought it would be best if I clarified this ahead of time. Due to the depth of what's planned for Delta being changed drastically, I'll be releasing a build of Delta soon as 1.3 with all current additions, including the input manager, but NOT the level designer. Now would be a good time to put in a request for a small feature you'd want to see in Delta! For a short period of time I will support this release of 1.3 for bug fix purposes, but afterwards I will solely focus on the major reiteration currently code-named Delta 2.0. D2 will not be available for many months to come, and due to being highly experimental it will be closed-source until it's use with select projects have sufficiently proved to me that it is ready for public release. I do plan however to begin updating this topic with occasional milestone updates during the reiteration phase so you guys can stay updated as well as provide input while development occurs. Without going into detail (as concepts are still under brainstorm), D2's goals will be accuracy, efficiency, stability, flexibility, and collaboration. I wouldn't advise anyone to halt their current projects in anticipation for D2, and no it will not focus on cloning the Genesis Sonic engine; regardless, I hope you guys look forward to it in the future! Link to comment Share on other sites More sharing options...
Cleberson Posted August 15, 2012 Report Share Posted August 15, 2012 Good News Link to comment Share on other sites More sharing options...
ShadowMasterX5 Posted August 16, 2012 Report Share Posted August 16, 2012 One thing I'd like to request is the Tails partner AI like Sonic 2 or 3, including the option to play him as player 2. Other than that, 1.3 sounds awesome Link to comment Share on other sites More sharing options...
LarkSS Posted August 16, 2012 Report Share Posted August 16, 2012 I assumed that even if it's not requested often, that the desire to have a helper with you was common among a lot of fangamers here, heh. Sadly to say though that feature would take too long for me to implement into Delta 1.3, nor would I want to deal with 2 concurrent engines in Delta's current state. D2's reworked engine structure will allow for multiple players to be handled pretty much seamlessly, so I'll be holding off on helpers until D2 reaches completion. Link to comment Share on other sites More sharing options...
Hyper Emerson Posted August 16, 2012 Report Share Posted August 16, 2012 Pre-Made Gimmick Request time, then? Hm... Seesaws from Star Light and Hill Top come to mind first. Link to comment Share on other sites More sharing options...
Shadow_Striker Posted August 16, 2012 Report Share Posted August 16, 2012 Ah, can we ask for gimmicks too? Not sure if it's asking for too much, but... Link to comment Share on other sites More sharing options...
Apricity Posted August 16, 2012 Report Share Posted August 16, 2012 Well if you're offering, could you remake the whole of Sonic 3 & Knuckles with the sol emeralds, shadow and silver and hyper metal sonic please. On a serious note I like the Sky Sanctuary gimmick too, it's pointless but it's pretty. Link to comment Share on other sites More sharing options...
TailsSena Posted August 16, 2012 Report Share Posted August 16, 2012 What about those orange tube things from Carnival Night Zone? The ones you enter from the top, from and wind all the way down to the end... Link to comment Share on other sites More sharing options...
LarkSS Posted August 17, 2012 Report Share Posted August 17, 2012 Eh I was more referring to core engine changes, bugs that you may have wanted fixed, etc. I mean in giving you guys Delta I was hoping you'd see the examples and code gimmicks and things like that yourselves. For example, one thing that was worked into the build is checkpoint time saving so you can't get bonus points by dying near the end of a level. I'll also be adding in a new function that Zero currently uses which reports what was the last action the player was doing upon landing so you can perform landing collision actions without worrying that you might land before your collision event triggers properly. Things of that nature. Link to comment Share on other sites More sharing options...
Hyper Emerson Posted August 17, 2012 Report Share Posted August 17, 2012 AH. Just to confirm, is the Player's air acceleration doubled in comparison to ground acceleration? A bunch of Worlds fangames don't have that. Link to comment Share on other sites More sharing options...
LarkSS Posted August 17, 2012 Report Share Posted August 17, 2012 Yes, Delta 1.2 already has that implemented. It's worth noting that for those who don't know, the air acceleration is doubled to compensate for air drag so you can still move swiftly at lower speeds while jumping. Link to comment Share on other sites More sharing options...
Falk Posted August 18, 2012 Report Share Posted August 18, 2012 Now would be a good time to put in a request for a small feature you'd want to see in Delta! Fmod or Wwise integration. Preferably Wwise because it's far more powerful. Oh my god. YEAH I JUST HAD TO GET THAT OFF MY CHEST, I'LL GO BACK QUIETLY TO MY CORNER NOW. Link to comment Share on other sites More sharing options...
LarkSS Posted August 18, 2012 Report Share Posted August 18, 2012 @Falk: As much as I know that's mostly a joke post, there is an Fmod extension for MMF2 already. I will be porting Zero's positional sound system I wrote into Delta 1.3 due to it being an extensionless technique, but I will leave it up to the developer if they want to use an audio extension instead for advanced features. As far as sound extensions go I'd highly recommend OpenAL. @Topic: A little more info on Delta 1.3: Delta 1.3's main features include an input manager, positional sound system, and a ghost recording/playback technique. Sub-features include examples on multi-object badniks, efficient range-limiting techniques, proper water running, and of course bug fixes. I'll be cleaning up the boss example while I'm at it so those new to programming bosses can get an idea on how to avoid issues that the current one has and effectively use condition-based AI. Another week until release maybe, we'll see... Link to comment Share on other sites More sharing options...
Strife Posted August 20, 2012 Report Share Posted August 20, 2012 One thing I'd like to request is the Tails partner AI like Sonic 2 or 3, including the option to play him as player 2. Other than that, 1.3 sounds awesome This. A million times this. I know that Vexer included a Tails partner system in the latest version of Sonic Axiom, and I'd love to get my hands on that if he'd be willing to share how he did it. I hope there's a way to pull if off without needing to clone all of Player 1's sensors and such. Link to comment Share on other sites More sharing options...
Falk Posted August 24, 2012 Report Share Posted August 24, 2012 @Falk: As much as I know that's mostly a joke post, there is an Fmod extension for MMF2 already. I will be porting Zero's positional sound system I wrote into Delta 1.3 due to it being an extensionless technique, but I will leave it up to the developer if they want to use an audio extension instead for advanced features. As far as sound extensions go I'd highly recommend OpenAL. The FMOD extension isn't anywhere near complete last I looked (granted, years ago) Also . Link to comment Share on other sites More sharing options...
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