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#1 |
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Full-On Bearded Member
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Nearly All the things that's been done is right here on you tube.
EDIT: A slight bug fix. EDIT2: The Engine Has been updated with more improvements. EDIT3: Finally fixed the Accelorater Gimmick from Carnival Night. It works perfectly for knuckles. Sonic Worlds DeltaV1.2 Something that Me and Lark had decided on tinkering with after discussing our own creations. We worked together on an older build of worlds to try and optimize it as best as we could. It's packed with all the necessities, and some new classic content.
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--------------------------------------------------- Last edited by MCKaosu : 03-15-2010 at 03:05 AM. |
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#2 |
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Teleportation, yeah!
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OH MY GOD!!!! :D
*Insta-Shield! (Does it have the full animation? I only saw one frame in the video.) *Knuckles! Hurrah! *Maybe it's because I haven't used them in a while, but have you guys upgraded the air bubbles? They just seem more authentic in that video. *I love that you made it so the boss (and the HUD!) flashes when it gets hit. *The floating platforms finally sink when you step on them! I've been wanting to put that in my game for a while. *Pushing animation's been implemented! I've been trying to get that to work on my version of Worlds. *Screw my Sonic 2-style invincibility; this one's heaps cooler! Love what you guys have done with the engine overall. :D
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So there's an official Sonic 4 in the works. What do I do now, you ask? Someday, you'll find out.
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#3 |
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wait what
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The instashield is much more animated in-game; the video skips some frames. I agree that the invincibility looks quite nice too; Kaosu's doing. =]
Speaking of sinkable platforms, I designed them to be applicable to any object through the use of a qualifier, and they do not need any setting up or worries if the object they're applied to has its own on movement routine. There is even a linking system I put together so that you can link multiple objects to sink together when one has weight applied to it. For example in the beginning of the video, you can see Knuckles shifting the platforms down and the spring and hang bar follow in the sink. ;>
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Visit my public music archive at:
http://larkss.thisisourcorner.net/mymusic/ |
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#4 |
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what
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The cameras still a nauseating train wreck I see.
![]() Might just be me too, but I'm also not fond of the Super transformation. Hopefully that isn't hard to change. (I prefer the idea in S2-3K it only takes a second or less to transform, while here it takes a bit longer, trying to be fancy :x)
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#5 | |
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Full-On Bearded Member
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Quote:
What we've done a lot to the camera. But it seems that there isn't too much that can be done with out having to rebuilding a new camera entirely. EDIT: @blueemerald The water bubbles have been upgraded yes. It looks much better than it did before.
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#6 |
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wait what
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I honestly don't understand why some people do not like smoothly scrolling cameras. If you think that's nauseating, then you might need to run outside more. =[
If it's that big of a deal, then I can probably program a simple Sonic 3 camera as a replacement at one point.
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Visit my public music archive at:
http://larkss.thisisourcorner.net/mymusic/ |
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#7 |
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Let's go online!
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I'm just wondering. Will it work with non-HWA MMF2?
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#8 |
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Banned
Join Date: Sep 2009
Current Project: Sonic NextGen Engine
Posts: 34
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I hope so, I only Have MMF2 Dev :P
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#9 |
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wait what
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Felik, it works in both Standard and HWA versions of MMF2.
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Visit my public music archive at:
http://larkss.thisisourcorner.net/mymusic/ |
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#10 |
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Sausage Veteran
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It looks great but... It should'nt be on Sonic Worlds' board?
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#11 |
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Sausage Veteran
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wow this looks awsome, i haven't been doing anything on my project in a while and i've just re-installed MMF 2. Looks like it was at the right time to get back into it.
Good job guys :D |
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#12 |
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Let's Get Dangerous.
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Pretty neat. I'll be sure to check it out when you guys post your build. That is to say if you guys are planning to post it.
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When there's trouble you call DW. ![]() *Currently in the process of changing my AIM name. Bear with me. |
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#13 |
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Yep
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The Sonic Worlds board is pretty much dead at this point. Its future is up in the air.
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#14 |
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Sausage Veteran
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Wouldn't moving this post here make it... less dead? And there has been some activity there the past few days.
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#15 |
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Let's Get Dangerous.
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I mostly agree, but the Sonic World project doesn't have a great deal of structure anymore, so it really is becoming a bit of a defunct board.
That said, since this is pretty neat, and since I still feel some responsibility for Sonic Worlds, I'm going to put this back in the Sonic Worlds forum and we'll see about using this as the staging ground for finally committing this as a finalized engine posted on the website. Once thats done, we'll close that forum. |
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#16 | |
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Full-On Bearded Member
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Quote:
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#17 |
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Let's Get Dangerous.
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Like I said, the idea is to get a finalized version of the engine packaged up and ready on the site. As is, there still isn't a single version of Worlds actually referenced on the site. Once you all finish this, I'll go about the process of finding notable builds and we'll see if we can't get a few of them on the main site.
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#18 | |
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Full-On Bearded Member
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Quote:
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#19 |
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Let's Get Dangerous.
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Not a problem.
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#20 |
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Just passin by
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The transformation just needs one final explosion of energy or something when he finally goes yellow. Build-up with no climax : /
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#21 |
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Full-On Bearded Member
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If anyone could be bothered to help create that graphic, I'll be a happy matha buzza.
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#22 |
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Let's Get Dangerous.
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I'll make the frames for you. Just post that the active frame of Sonic that you want it to come off of and I'll sprite up a radial light wave that sort of draws away from his form and fades out so that you can add it with the additive blending effect.
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When there's trouble you call DW. ![]() *Currently in the process of changing my AIM name. Bear with me. |
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#23 | |
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Full-On Bearded Member
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I hope I'm helping. Bad habit of being cryptic. =/
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#24 |
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Let's Get Dangerous.
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Just drop the frame here and I'll handle the rest. I don't have any builds with this particular super transformation on hand and I also don't have MMF2 on this computer right now (it's on my to do list)
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When there's trouble you call DW. ![]() *Currently in the process of changing my AIM name. Bear with me. |
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#25 |
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Full-On Bearded Member
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![]() I hope this is what you meant?
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#26 |
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Let's Get Dangerous.
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If thats the frame you want me to start the visual on, then yes.
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When there's trouble you call DW. ![]() *Currently in the process of changing my AIM name. Bear with me. |
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#27 |
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Full-On Bearded Member
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Then yes, that's the frame. Thank you so much.
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#28 |
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Let's Get Dangerous.
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If I don't have results by 7:30PM Eastern time on Saturday I want each and everyone one of you to de-rep me.
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When there's trouble you call DW. ![]() *Currently in the process of changing my AIM name. Bear with me. |
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#29 |
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wait what
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Good call on the Eastern Time clarification, but you did not mention which Saturday you are abiding by. =]
Thanks for the offer; I felt that the super transformation really needed an extra little something, but I didn't have any resources to throw in off-hand, and neither did Kaosu.
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Visit my public music archive at:
http://larkss.thisisourcorner.net/mymusic/ |
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#30 |
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Let's Get Dangerous.
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The best resources are the ones provided from scratch with a loving hand.
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When there's trouble you call DW. ![]() *Currently in the process of changing my AIM name. Bear with me. |
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#31 |
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<3's gamerdude
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I 5 starred this thread and am throwing rep around to everyone contributing because I love everything you guys are doing.
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![]() Spoiler: |
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#32 | |
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Get thee hence.
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Quote:
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![]() Dunno. Random sig. |
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#33 |
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Let's Get Dangerous.
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That gimmick is freakin' hard in MMF. I'm going to have to pass.
Well, I could probably do it actually. But I've got some obligations I need to attend to first... I hope that three straight years of little else but programming has made me a little sharper at this. Of course, MMF is considerably different from what I've let myself get used to...
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When there's trouble you call DW. ![]() *Currently in the process of changing my AIM name. Bear with me. |
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#34 | |
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Full-On Bearded Member
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Baah, I kid. But I really appreciate this. I only wish I was more of a graphics man than a programmer and composer.
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#35 |
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Let's Get Dangerous.
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Getting to that two emerald count is a real bitch, and you've still got about 56 rep points to go (a little over half) before you do. I'll tell you what though, I'll go ahead and add a little to what Rael just gave you. My reps are only worth like 7 or some crap, but it'll at least put you over the half way point.
I think. EDIT: Yeah, confirmed, you are at 52 now, up from 44.
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When there's trouble you call DW. ![]() *Currently in the process of changing my AIM name. Bear with me. |
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#36 |
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Get thee hence.
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It's seems to some type of spring formula. Moving up and down, gradually building strength, like elastic. Although I rather enjoyed Marble Garden's gimmicks like the pulley, shifting lands, and the spinning top you ride on.
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![]() Dunno. Random sig. |
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#37 |
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Let's Get Dangerous.
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That much is the easy part. Believe you me, I've had my spring formulas down pat for years. The really tricky parts are getting the momentum to transfer properly into a platform and keeping the movement from getting dicked up from the sheer speed of the thing.
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#38 |
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Get thee hence.
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So basically, you're trying to find a way to keep the springboard from glitching the player, like Sonic getting stuck in the inside the platform, or it going up so fast that it totally kills the spring speed.
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![]() Dunno. Random sig. |
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#39 |
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Let's Get Dangerous.
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Basically yeah. There are also a variety of user inputs to be concerned with. It's easily one of the most elaborate gimmicks in the series.
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When there's trouble you call DW. ![]() *Currently in the process of changing my AIM name. Bear with me. |
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#40 |
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Let's Get Dangerous.
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Alright, here's what I've got so far:
![]() If we need a little more buildup on it, I'll add it when we see it. Not quite sure how this will look with additive blend and over the actual thing. I guess we'll find out. I also feel a little inclined to screw with the borders.
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When there's trouble you call DW. ![]() *Currently in the process of changing my AIM name. Bear with me. |
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