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Old 02-21-2010, 06:52 PM   #1
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Default Sonic Worlds Delta V1.2

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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Old 02-21-2010, 07:04 PM   #2
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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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Old 02-21-2010, 07:52 PM   #3
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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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Old 02-21-2010, 07:53 PM   #4
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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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Old 02-21-2010, 08:04 PM   #5
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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)
I tell you one thing, if it's anything about the engine that bothers me most, it's the GOSH DARN CAMERA.

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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Old 02-21-2010, 08:11 PM   #6
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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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Old 02-22-2010, 02:04 AM   #7
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I'm just wondering. Will it work with non-HWA MMF2?
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Old 02-22-2010, 03:12 AM   #8
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I hope so, I only Have MMF2 Dev :P
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Old 02-22-2010, 08:36 PM   #9
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Felik, it works in both Standard and HWA versions of MMF2.
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Old 02-23-2010, 09:18 AM   #10
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It looks great but... It should'nt be on Sonic Worlds' board?
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Old 02-23-2010, 01:19 PM   #11
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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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Old 02-23-2010, 01:44 PM   #12
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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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Old 02-23-2010, 02:43 PM   #13
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Quote:
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It looks great but... It should'nt be on Sonic Worlds' board?
The Sonic Worlds board is pretty much dead at this point. Its future is up in the air.
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Old 02-23-2010, 04:39 PM   #14
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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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Old 02-23-2010, 04:47 PM   #15
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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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Old 02-23-2010, 08:55 PM   #16
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Quote:
Originally Posted by DimensionWarped View Post
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.
But what would happen to the engine and all it's wares? Surely you wouldn't think of throwing that away. It's had a pretty solid start, and it should be saved for the effort it took to even build it.
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Old 02-23-2010, 09:04 PM   #17
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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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Old 02-23-2010, 09:10 PM   #18
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Originally Posted by DimensionWarped View Post
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.
Understood. Just give me and my friends a little more time to get it finalized. I'll make an app of it's current usable state for those that are still curious.
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Old 02-23-2010, 09:12 PM   #19
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Not a problem.
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Old 02-25-2010, 04:53 PM   #20
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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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Old 02-25-2010, 06:45 PM   #21
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Quote:
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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 : /
If anyone could be bothered to help create that graphic, I'll be a happy matha buzza.
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Old 02-25-2010, 06:51 PM   #22
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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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Old 02-25-2010, 07:10 PM   #23
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Quote:
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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.
Each super transformation for each character is 22 frames of animation. I think the flash should come up on ether frame 12(When he actually transforms) or frame 21.(When the emeralds finally combine)

I hope I'm helping. Bad habit of being cryptic. =/
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Old 02-25-2010, 07:28 PM   #24
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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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Old 02-25-2010, 07:42 PM   #25
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I hope this is what you meant?
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Old 02-25-2010, 07:48 PM   #26
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If thats the frame you want me to start the visual on, then yes.
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Old 02-25-2010, 07:50 PM   #27
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Quote:
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If thats the frame you want me to start the visual on, then yes.
Then yes, that's the frame. Thank you so much.
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Old 02-25-2010, 07:54 PM   #28
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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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Old 02-25-2010, 11:12 PM   #29
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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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Old 02-25-2010, 11:22 PM   #30
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The best resources are the ones provided from scratch with a loving hand.
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Old 02-25-2010, 11:30 PM   #31
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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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Old 02-25-2010, 11:32 PM   #32
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Quote:
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If anyone could be bothered to help create that graphic, I'll be a happy matha buzza.
If you need special effects, I could help with that. Also DW, are you ever going get around to that Ice Cap gimmick?
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Old 02-25-2010, 11:53 PM   #33
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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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Old 02-26-2010, 12:27 AM   #34
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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.
Gimme two chaos emeralds and we're even. :P

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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Old 02-26-2010, 12:45 AM   #35
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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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Old 02-26-2010, 01:37 AM   #36
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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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Old 02-26-2010, 01:42 AM   #37
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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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Old 02-26-2010, 09:53 AM   #38
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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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Old 02-26-2010, 11:53 AM   #39
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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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Old 02-26-2010, 03:23 PM   #40
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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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File Type: zip sonsplosion.zip (268.4 KB, 10 views)
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