Aikocho Posted September 1, 2011 Report Share Posted September 1, 2011 The update for Sonic Worlds Delta 1.3 is drawing closer and closer to completion. A lot has been added and fine tuned, plus some newer features added into the application. For anyone that is still willing or still have any contributions or suggestions for Sonic Worlds Delta, Now would be a good time to do so. Link to comment Share on other sites More sharing options...
luksamuk Posted September 1, 2011 Report Share Posted September 1, 2011 Was going to suggest reversed gravity, but I don't think reversed gravity would apply to that, since I already opened a discussion here and DW and I came to the conclusion that it is nearly impossible without some MASSIVE effort. But what about a definitive Corkscrew/Moebius? Link to comment Share on other sites More sharing options...
LarkSS Posted September 1, 2011 Report Share Posted September 1, 2011 Was going to suggest reversed gravity, but I don't think reversed gravity would apply to that, since I already opened a discussion here and DW and I came to the conclusion that it is nearly impossible without some MASSIVE effort. Which is kind of sad because at one point I had a build with the gravity angle fully functioning (gravity in any direction) that Damizean sent me, but lost it since then. Link to comment Share on other sites More sharing options...
Aikocho Posted September 1, 2011 Author Report Share Posted September 1, 2011 But what about a definitive Corkscrew/Moebius? It has been implemented with a lot of thanks to Lark. Among other things. Link to comment Share on other sites More sharing options...
BlazefireLP Posted September 1, 2011 Report Share Posted September 1, 2011 Okay, Now I'm happy. Maybe I'll contribute something. Want me to just make it in regular delta and put it in here to be added? Link to comment Share on other sites More sharing options...
Aikocho Posted September 1, 2011 Author Report Share Posted September 1, 2011 Okay, Now I'm happy. Maybe I'll contribute something. Want me to just make it in regular delta and put it in here to be added? If it is made in any version of Sonic Worlds, it should be very compatible. I'd appreciate if any contributions be posted here in this thread. Link to comment Share on other sites More sharing options...
luksamuk Posted September 1, 2011 Report Share Posted September 1, 2011 Hmmm, there's something that's always bugged me that maybe you guys could solve. The platforms of the Qualifier 2. You can jump under them and you come over them. But, when you are running on a slope/wall that's under it and try to go up, it just doesn't let you. EDIT: Awesome corkscrew, btw. Looking forward to the engine. :3 Link to comment Share on other sites More sharing options...
Techokami Posted September 1, 2011 Report Share Posted September 1, 2011 Hmmm, there's something that's always bugged me that maybe you guys could solve.The platforms of the Qualifier 2. You can jump under them and you come over them. But, when you are running on a slope/wall that's under it and try to go up, it just doesn't let you. Cripes this post is confusingly written. BUT, I think I figured out your problem, and I know how to fix it. You are going to need to learn to stop worrying and love the path swapper object If the platform is in group.3 (for Layer 0) or group.4 (for Layer 1) you can use the path swapper objects to not make the platform act like a wall to Sonic while running upwards. Then when Sonic is above the platform, another path swapper resolidifies the platform. All while keeping it behaving like a regular platform. Hope this helps Link to comment Share on other sites More sharing options...
luksamuk Posted September 1, 2011 Report Share Posted September 1, 2011 Ah, it does. Sorry for the confusion. Explaining things in English have never been easy for me lol. Link to comment Share on other sites More sharing options...
Cleberson Posted September 1, 2011 Report Share Posted September 1, 2011 How about a screen version of normal (mega drive xD) and a widescreen version? And why not add one pause menu where it shows the options 'Restart, Resume, Exit Stage'? Link to comment Share on other sites More sharing options...
StealthyMC Posted September 2, 2011 Report Share Posted September 2, 2011 EDIT: Sorry posted here by accident. But the Sonic Worlds thing, it looks really great! Link to comment Share on other sites More sharing options...
BlazefireLP Posted September 2, 2011 Report Share Posted September 2, 2011 You can delete your own posts. Also, pause menu is un_needed as it is incredibly easy to do that it is not even worth adding it in. SonicWorlds isn't like the modern ones if you haven't already guessed. Link to comment Share on other sites More sharing options...
luksamuk Posted September 2, 2011 Report Share Posted September 2, 2011 It's not that incredibly easy to do, though. It needs a sub-application extension, a frame to be the pause menu, plus this frame has to communicate with the "paused" app (which will actually simply deactivate the rest of the engine, having the risk of breaking something), and you'll have to group all of the active objects that are animated and pause all of the animations. That's a big issue. Not that Sonic Worlds needs it, though. PS. There's one glitch I'm remembering now: When you pause and minimize the engine, you won't be able to unpause again. Is there any way to fix this? Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 2, 2011 Report Share Posted September 2, 2011 I'd be willing to submit some fixes for Knuckles climbing... involving mostly jagged surfaces and accidental teleportation. Link to comment Share on other sites More sharing options...
Cleberson Posted September 3, 2011 Report Share Posted September 3, 2011 Why not put this gimmick? This gimmick is from Hydrocity and he is awesome huh? xD Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 3, 2011 Report Share Posted September 3, 2011 I don't support that gimmick, mostly on the basis that it is more layers trick than actual gimmick. Link to comment Share on other sites More sharing options...
Aikocho Posted September 3, 2011 Author Report Share Posted September 3, 2011 I'd be willing to submit some fixes for Knuckles climbing... involving mostly jagged surfaces and accidental teleportation. That would be most helpful in my opinion. Thank you very much. Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 4, 2011 Report Share Posted September 4, 2011 Alrighty, just some a couple days after SAGE is over, get me on AIM and I'll try to port it in a short 20 minutes or so. * I sure wish MMF supported patches * Link to comment Share on other sites More sharing options...
Aikocho Posted September 4, 2011 Author Report Share Posted September 4, 2011 Alrighty, just some a couple days after SAGE is over, get me on AIM and I'll try to port it in a short 20 minutes or so.* I sure wish MMF supported patches * I really wish It does too. the closest thing it has to patching is some patcher app, but it requires the same mfa you made the patch out of. Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 4, 2011 Report Share Posted September 4, 2011 Yeah, that just sucks. In the real world (working with programming in text forms) when it comes to programming you usually have the ability to apply smart patches that look at differences applied and tries to put them in regardless of other modifications made in the meantime. It isn't perfect and conflicts do arise, but it's generally a lot better than having to screw around at manually porting code in all the time. I sort of wish MMF had an entirely text based way of representing and writing code (like all the events in a level I mean), because then that sort of thing would probably be possible. Link to comment Share on other sites More sharing options...
BlazefireLP Posted September 4, 2011 Report Share Posted September 4, 2011 All you can do is make a program in MMF2 that auto-updates the EXE by creating a new folder in the %directory% named after the version name/number or date of update and it puts it in their. OR, one that overlap's it creating a txt file with an update log. Link to comment Share on other sites More sharing options...
Kessler12 Posted September 5, 2011 Report Share Posted September 5, 2011 Pinball bumpers so I can make a kick ass spinball game! Also have you replaced tails sprites and added edge wobble? Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 5, 2011 Report Share Posted September 5, 2011 I made Blazefire some pinball bumpers. They are sort of Advance style instead of classic though. Link to comment Share on other sites More sharing options...
BlazefireLP Posted September 5, 2011 Report Share Posted September 5, 2011 What pinball bumpers? Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 5, 2011 Report Share Posted September 5, 2011 I don't actually recall if I made them or just told you every step of how to program them, but you know... the round orbs that you jump into, they bounce you, and then they animate a little before returning to normal? In your case it was shaking as I recall. I suppose there are the bumper bars and triangular bumpers that still need to be taken care of. Link to comment Share on other sites More sharing options...
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