Sonic Construct Worlds - SAGE 2010 Edition

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Post » Sun Oct 24, 2010 5:17 am

The jumping problem in the Clock Tower just got hotfixed (download the zip again), it's the Player object's variables that's the problem, the general events for jumping and acceleration are now fixed to the player's variables so it's easier to adjust, which I forgot to mention earlier. The variables are pretty much the same between levels, now.
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Post » Mon Oct 25, 2010 8:56 am

Sonic Construct Worlds Alpha 4!

Additions:
* Additional skins - S3 Sonic, Tails and Knuckles. Super Sonic is also there, but he's not usable at the moment. No additional abilities as of yet.
* A multiplayer prototype is up and running, allowing for theoretically up to 10 players.

Bugs/Problems:
* Unfortunately, the multiplayer prototype has made a nasty problem rear its head - the current method of utilising 'loop layers' is more or less useless with more than one player.
* It's also caused the shields to not destroy themselves when replaced or the user is damaged.
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Post » Mon Oct 25, 2010 5:48 pm

Nice progress! Love it.
I noticed you added water in it. Hopfully you can get this to work.

Suggestions:
- I tried to do the waiting Animation. It would be really nice that Sonic would just stand and after like half minute or something of not pressing a button, it would do the Waiting animation. I just don't seem to find out how to do this. Maybe you know a solution?

- If you would make the Waiting Animation. I would suggest to make the Animation Speed to 2 or 3. So Sonic would slowly tap his feet on the ground waiting.

- I don't know how you want to make the Collisions for Boxes to work. One way would be to use Sensors for Sonic (like in MMF Sonic Worlds). I can't find any easier way. Construct has those handy features like "Get X of left edge" or "Get Y of bottom edge", etc.

- How about a nice Character Selection Screen like the one in Sonic Worlds Delta?

- About the Conveyor Belt: I would maybe to set the X value of PlayerSprite. Like "On collision > Player_Sprite.x + 2" or something like that. I couldn't get this to work, because the PlayerSprite doesn't collide good.

I know it's a lot of suggestions, but maybe my tipps have been helpful for the progress. :wink:
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Post » Thu Dec 30, 2010 2:58 pm

A4 has been updated yet again.

The updates aren't really remarkable, so it doesn't require a totally new version to go with it.

Changes:
* Added an intro and character select screen
* Added a "variable jumping" function, so holding the button allows the player to minimise their jump with just a tap of the jump key.
* Sonic will stop in his tracks properly when he hits a wall, you can't accelerate while against a wall.

While two niggling issues I've wanted to fix are more or less fixed, there are still major physics issues...

* Lack of slope acceleration/deceleration
* Issues with slopes and what to actually do when Sonic doesn't have enough speed


I think there's others, but they don't come to mind right now. If anyone has an ideas how how I can implement solutions for these, I'd be grateful. Problem is, though, the Sonic Physics Guide doesn't quite mesh well with the Construct way of doing things, well, not in this instance, anyway. For example, I tried to use the method described for slope acceleration/deceleration, but it just carks up no matter what. It's frustrating.

If anyone can figure out a solution for slope acceleration/deceleration, I would be most grateful.
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Post » Thu Dec 30, 2010 3:32 pm

the shields and springs act weird . as for Sonic's movement it seems to work fine
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Post » Sun Dec 15, 2013 1:51 am

Sorry for this dumbass question but how do I add loopings to my Sonic game? (Yes, I'm new to game programming).
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