flame6753 Posted March 6, 2010 Report Share Posted March 6, 2010 Okay, so the flash build has quite a few problems with Sonic Worlds, but here are the incompatibility logs and the builds for you to see for yourself. http://www.flame-ex.com/games/sonicbaseengine.html (60fps) Damizean Core Base Engine - sonicbaseengine.mfa No error logs. http://www.flame-ex.com/games/SWPolePod.html (20/60fps) Sonic Worlds 0.3RC2 - SWPolePod.mfa Error log *** Error detected in frame events. Frame name : Startup Line #1, action #2 : Stop any music *** Error detected in frame events. Frame name : Test Level Act X Line #1809, action #2 : Set frequency of channel #32 to SampleFreq("Music_TestLevel")*1.0 Line #1809, in action #2, expression : SampleFreq( Line #1810, action #2 : Set frequency of channel #32 to SampleFreq("Music_SuperSonic")*1.0 Line #1810, in action #2, expression : SampleFreq( Line #1811, action #2 : Set frequency of channel #32 to SampleFreq("sk_robotnik1")*1.0 Line #1811, in action #2, expression : SampleFreq( http://www.flame-ex.com/games/sonicworldsbeta01-27-09.html (15/60fps) Sonic Worlds 0.5 Beta 01-27-09 - sonicworldsbeta01-27-09.mfa Error log *** Error detected in frame events. Frame name : Startup Line #1, action #2 : Stop any music *** Error detected in frame events. Frame name : Test Level Act X Line #2633, action #2 : Set frequency of channel #32 to SampleFreq("Stage")*1.0 Line #2633, in action #2, expression : SampleFreq( Line #2635, action #2 : Set frequency of channel #32 to SampleFreq("Special Stage")*1.0 Line #2635, in action #2, expression : SampleFreq( Line #2637, action #2 : Set frequency of channel #32 to SampleFreq("Music_SuperSonic")*1.0 Line #2637, in action #2, expression : SampleFreq( Line #2639, action #2 : Set frequency of channel #32 to SampleFreq("Egguman")*1.0 Line #2639, in action #2, expression : SampleFreq( Line #2647, action #3 : Set frequency of sample Hurry! to 0 Line #2650, action #2 : Set frequency of channel #31 to SampleFreq("Drowning")*1.0 Line #2650, in action #2, expression : SampleFreq( Line #2652, action #2 : Set frequency of channel #32 to SampleFreq("Speed_up")*1.0 Line #2652, in action #2, expression : SampleFreq( Note I had to delete all of these incompatible conditions in order export the application. These are all events that have to do with changing the frequency of the sample when super sonic/invincible/speed boots etc. None of the actual engine events are incompatible with flash so that's good so far Link to comment Share on other sites More sharing options...
Felik Posted March 6, 2010 Report Share Posted March 6, 2010 It runs veeeeeeeeeeeeeeeeeeery slow for me. Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 6, 2010 Report Share Posted March 6, 2010 I get 22 frames per second. 28 when its running smoothly. I'd wager the rest of you have it worse. Link to comment Share on other sites More sharing options...
flame6753 Posted March 6, 2010 Author Report Share Posted March 6, 2010 yeah about 18fps. I think we're seeing the major limitations of the build. I'm glad it's just in its early stages. It just can't handle large amounts of events unless someone optimizes them for flash, and they already are. Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 6, 2010 Report Share Posted March 6, 2010 I'd suggest building one of the more basic versions of Worlds in flash. There are lots of things in that build which were less than beautifully programmed that could have killed the speed. Link to comment Share on other sites More sharing options...
GSF Posted March 6, 2010 Report Share Posted March 6, 2010 How about Dami's "core" engine mfa, and if it works well then step up a bit? *searches* http://www.sonicfangameshq.com/forum/showthread.php?t=3894 Link to comment Share on other sites More sharing options...
flame6753 Posted March 6, 2010 Author Report Share Posted March 6, 2010 Core Engine runs at full speed, its in the main post. Link to comment Share on other sites More sharing options...
GSF Posted March 6, 2010 Report Share Posted March 6, 2010 Worlds ran @ ~15 fps for me. According to the forums, more extensions will be made compatible soon. And build 249 will be finally out of beta as well. Link to comment Share on other sites More sharing options...
LarkSS Posted March 6, 2010 Report Share Posted March 6, 2010 I get the same fps DW is getting. The collisions seem kinda wonky too, and I don't think I have to mention the parallax background problem. Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 6, 2010 Report Share Posted March 6, 2010 The water turned into some kind of brown sludge too. It was pretty sad. Link to comment Share on other sites More sharing options...
Looki Posted March 6, 2010 Report Share Posted March 6, 2010 The basic one runs perfectly. Others at about 30-35 fps. The water turned into some kind of brown sludge too. It was pretty sad. That's just because the subtract effect isn't supported (yet). I'm quite happy with this runtime, it was more or less clear to me that Worlds wouldn't run properly. I think one of the main reason for it being so slow is the fact that it always renders the backgrounds. If you open the swf, ( http://www.flame-ex.com/games/SWPolePod.swf ), the background objects, other than the active objects, are visible on the whole screen, not just within the frame area. Link to comment Share on other sites More sharing options...
ShadowTheDark Posted March 8, 2010 Report Share Posted March 8, 2010 slow, but i don't wanna scream about it. What hurts me the most is that the game is in GENESIS STYLE lots of us prefer advance style (from these I know) Link to comment Share on other sites More sharing options...
Rawr Posted March 8, 2010 Report Share Posted March 8, 2010 Lots of us also vastly prefer the Genesis style (from these I know). edit: anyway, this is kind of neat. It just runs super slow for me, which is too bad =( Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 8, 2010 Report Share Posted March 8, 2010 slow, but i don't wanna scream about it.What hurts me the most is that the game is in GENESIS STYLE lots of us prefer advance style (from these I know) Yeah, thats not what this project was ever about. If that offends you, you are more than welcome to use another engine. Link to comment Share on other sites More sharing options...
Asuma Posted March 8, 2010 Report Share Posted March 8, 2010 Who's "us"? Link to comment Share on other sites More sharing options...
Daniel Posted March 8, 2010 Report Share Posted March 8, 2010 slow, but i don't wanna scream about it.What hurts me the most is that the game is in GENESIS STYLE lots of us prefer advance style (from these I know) Umm...this forum is more oriented towards the Genesis style of games...aka when Sonic had multiple paths and not just holding right to win the stage. Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 8, 2010 Report Share Posted March 8, 2010 Actually this forum is really just oriented to game development at the hobbyist level. We don't discriminate against eras for that purpose. This project however was made for the very specific purpose of making a Genesis style engine that could serve as either a standalone engine or a useful learning tool for making your own. Link to comment Share on other sites More sharing options...
Epon Posted March 23, 2010 Report Share Posted March 23, 2010 Bump, sorry... I've been out of the loop for awhile now. I know MMF was supposed to get Flash support, but I haven't seen any news on it until this. I assume a beta or update was released that finally allows building of SWF? Link to comment Share on other sites More sharing options...
Asuma Posted March 23, 2010 Report Share Posted March 23, 2010 Yes, but a lot of things are pretty much broken. Link to comment Share on other sites More sharing options...
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