Sonic Time Twisted/Changelog
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Contents
1.1.2
Release date: 2022-03-12
A more polished version containing a large number of bugfixes and minor improvements.
The macOS version has the version number 1.1.2.1. This version has been created specifically to add macOS support, and is otherwise unchanged from 1.1.2.
New platforms
- macOS
Technical improvements and fixes
General
- The game no longer uses GameMaker Studio's "game_restart" function in order to avoid memory leaks, instead transitioning to the title screen with a fade to white.
- Reworked objMusic completely to make the handling of jingles and music overrides more consistent.
- Reorganized graphics into proper texture groups for more accurate loading/unloading.
- Refactored code and configurations to remove duplications for easier maintenance.
- Available window sizes are no longer hardcoded and depend on the screen's resolution.
Android-specific
- Fixed the regressions from 1.1.1 where some menu elements and the default touchscreen configurations didn't properly account for wider screens.
- Added support for devices with aspect ratios narrower than the game's native one, such as tablets.
- Fixed Joy-Con support on Android 11+. However, due to the way some Android versions or distributions handle the left Joy-Con, its D-Pad might not work on some devices.
- The on-screen joystick/D-Pad now has an unlimited radius, sliding the thumb off too far does not release it.
- Added support for some non-standard gamepad buttons and keyboards.
- Fixed cases where turning off haptic feedback either didn't work or crashed the game.
- Fixed the impossibility to disconnect a gamepad on NVidia Shield.
- Fixed garbage graphics appearing on edges of Special Stage Past 2.
- Fixed the case where a gamepad could not be remapped, with the menu behaving as if it was disconnected.
- Fixed the case where returning to the save screen from a level only unlocked in the past wouldn't let the player start a new game by selecting AAZ Act 1 Future.
Ubuntu-specific
- Updated GameControllerDB.
GUI
- Improved centering and auto-resizing of the menu and its components.
- Exit prompts now have "No" selected by default.
- Corrected the behavior of Metal Sonic's speech bubbles if the player decides to change the game's language while one is visible.
Localization
- New localization: Italian.
- The way the game handles colored text has been reworked in order to accomodate for some languages' grammar, such as Italian or German.
- The word "Go" in the countdown at the start of a Special Stage is now localized.
In-game improvements and fixes
General
- Tails and Knuckles now jump on pressing Up+Jump instead of doing nothing.
- Knuckles no longer continues sliding helplessly if he hits a horizontal spring while sliding.
- Patched an extremely rare and hard to reproduce crash in the objPlayer "End of Path" event, triggered on exiting pipes.
- Fixed some misaligned solid blocks to make them match visible tiles in various acts.
- Hitting an invincibility monitor right before time travelling no longer makes the character invincible indefinitely.
- Fixed the case where the "water splash" sprite would appear one pixel too high while a character runs on water.
- After entering the Level Select code (come on, you know there's one) , another code can be entered to play with all Chaos Emeralds and Time Stones.
Attraction Attack Zone
- Act 1 Future:
- Added the missing ring to the second "TT" ring formation before the act's end.
- Act 1 Past:
- A Caterkiller located towards the beginning of the act no longer falls apart when colliding with the wall on its left.
- Fixed a bug where Knuckles could glide into a curved rail left to the first Giant Ring and get stuck inside with no way out other than resetting the game. An inaccessible ring formation just above said curve has been removed.
- Act 2 Future and Act 2 Past:
- Fixed the case when Sonic could use a wind shield and hover past the proper beginning of the act (in which case, the act remained playable, but the title card did not appear and the music did not play) by forcing him to land.
Raging Ruins Zone
- Act 1 Past and Act 2 Past:
- (hopefully) Fixed all possible softlocks in windy tunnels.
- An animation and a sound now play while the character is being carried by the wind.
- Jumping off a swing no longer immediately triggers the action that would normally require pressing Jump twice to perform (insta-shield, shield power, flight, gliding) .
- Act 2 Past and Act 2 Future:
- During the transition between Act 1 and Act 2, rings no longer suddenly appear on the screen.
- Act 2 Future:
- Fixed a bug when crossing the first "Past" signpost made the character immediately stop after changing maps.
- Removed an invisible climbable block towards the end of the act, to the right of the four 1-up monitors.
- Act 2 Past:
- It is no longer possible to walk on the top of one of the loops which could make the character phase through the ceiling above it.
- One of the wind corridors that can be entered from below no longer requires the player to immediately press up to stay afloat.
Frigid Fortress Zone
- Act 1 Past:
- Removed the newly added platform that was mistakenly kept in version 1.1.0.
- While falling from one icy slope to another, the player no longer randomly changes to a "pushing" sprite.
- To prevent serious collision issues and softlocks, Knuckles cannot climb most of the wall with the four expanding and retracting platforms anymore.
Viridian Valley Zone
- Act 1 Past:
- Removed an invisible platform.
- Prevented a badnik from boarding a moving platform and potentially remaining hanging in the air.
- Knuckles no longer phases through one of the walls while gliding.
- Act 1 Future:
- Areas with rising water, warships, and bombs can no longer be reentered from the bottom once the water has risen, a door now prevents this.
- Fixed the pipes leading from the bottom of said areas: after passing through them, the player now correctly emerges from a wall leaving a black silhouette (a Sonic CD reference) , which also takes care of the bug where the player remained obscured by the level's background tiles until the map was unloaded or reloaded.
- Fixed the bug causing one of the aforementioned areas to have no water at all.
- Characters no longer randomly phase through one particular vertical half-pipe when going at full speed.
- Fixed the camera going too far right at the end of the act and exposing the map switch.
- Act 2 Past:
- Fixed a bug where travelling from the Future at the first possible opportunity would send the player high above the act's beginning instead of the intended spawn point.
- Act 2 Future:
- Two of the act's Giant Rings no longer have the same ID.
Drifting Dynamo Zone
- Act 1 Past and Act 1 Future:
- Fixed the bug in the VVZ -> DDZ transition where a jumping character would sometimes immediately find themselves grounded when the new map loads.
- Fixed the case when Sonic could use a fire shield, get a burst of speed and dash past the proper beginning of the act (in which case, the act remained playable, but the title card did not appear and the music did not play) . Shield powerups are prevented from working once Sonic crosses the pipe until the act really begins.
- Act 1 Future:
- Fixed the slowdown during background changes (noticeable on Android).
- Act 2 Future and Act 2 Past:
- Made sure floating platforms that appear during the boss battle no longer seemingly go behind the boss' body (only visible when playing as Knuckles) .
- Act 2 Future:
- Fixed the slanted platform a walking badnik could phase through.
- Act 2 Past:
- The invisible wall above the entrance to TTZ can no longer be climbed as Knuckles.
Tidal Tubes Zone
- Act 1 Future:
- Restored a sprite from an early demo (metallic boxes with rounded windows connected to tubes).
- Altered a weird-looking spot with two screens appearing over a solid wall and invisible spikes, the spikes in question have been removed.
- Act 1 Past:
- Fixed the bug where flying as Tails during the DDZ -> TTZ transition would propel Tails upwards with no clear method of grounding him to continue the game.
- Removed one of two overlapping ring boxes.
- Act 2 Future and Act 2 Past:
- The trigger for the boss battle has been slightly tweaked. The character no longer stumbles when the battle begins.
- Act 2 Future:
- Pieces of crumbing platforms no longer have a white background.
Sunken Saucer Zone
- Added graphics to an invisible solid block.
- Made the platform on which the cutscene with Metal Sonic takes place non-passthrough to prevent a softlock, as it was possible to run up the slope, cross this platform, and get stuck in the act's first area as Super Sonic.
Planetary Panic Zone
- Act 1 and Act 2:
- Solid blocks in triangular "stalactites" and slanted ceilings can no longer be climbed as Knuckles.
Special Stages
- Slightly improved performance by running the object culling script every other frame instead of every frame.
1.1.1
Release date: 2021-01-17
Quick release containing urgent bugfixes for 1.1.0.
New platforms
- Ubuntu Linux
Technical improvements and fixes
Android-specific
- Added widescreen support: on-screen controls can be positioned outside of the gameplay area.
- Prevented the game from crashing on some devices the moment the gameplay starts.
- Prevented the game from crashing during a game over if the game is controlled by guiding Sonic by pressing on the screen in Galacnik Gauntlet Zone.
GUI
- Fixed a bug where pausing on completing a Special Stage would crash the game.
- Fixed cases of font tearing on Android.
Localization
- New localization: Ukrainian.
In-game improvements and fixes
General
- Fixed a bug where turning into Super Sonic once the timer hits 9:59:59 wouldn't make Sonic invincible or drain rings.
- Some of the player characters' sprites were updated. More unique sprites for Super Sonic have been created.
- Fixed the inconsistency where picking up a shield while Sonic is in Super form would make the new shield visible.
Frigid Fortress Zone
- Act 2 Future and Act 2 Past:
- Touching a snowboard now makes Tails and Knuckles immediately fall if they are flying or gliding.
Viridian Valley Zone
- Act 1 Past:
- Altered the visible tiles at the end of the act to make the screen match the beginning of act 2.
Drifting Dynamo Zone
- All acts:
- While boarding the Tornado, the player now snaps to the center of the wing, the plane also does a better job at following the player, instantly snapping if necessary. This fixes both a possible softlock when the player falls off the wing, and a bug where by continuously jumping on the edge of the wing, the Tornado could be pulled out of the zone it was supposed to be restricted to.
- Flowers no longer can grow on the Tornado.
- Act 1 Past:
- Added missing solid blocks to the VVZ -> DDZ transition space to prevent Knuckles from visibly climbing inside a wall.
- Fixed a bug where dying before touching a single checkpoint would respawn the player high up in the sky, softlocking the game.
Tidal Tubes Zone
- Act 2 Future:
- Fixed a bug where crossing an underwater pipe while equipped with the Bubble Shield would make an infinite stream of bubbles spawn from the player, seriously slowing down the game.
Special Stages
- Fixed a regression from 1.1.0 where some sprites would appear horizontally stretched.
- Made the mask used for colliding with the terrain larger to make some jumps more forgiving.
- Removed shadows from missile fires.
- Slightly altered Metal Sonic's route at the beginning of Special Stage Past 7 to prevent the turn with two molebots from becoming too hard to negotiate when playing on a touchscreen.
1.1.0
Release date: 2021-01-10
An Android port that feature creeped into a big update.
New platforms
- Android: smartphone and NVidia Shield
Technical improvements and fixes
- The physics engine has been tweaked to work better with YoYoCompiler.
- The "Time Travel effect" shader that only worked on Windows has been fixed to work on other platforms.
- Score cards and the HUD elements were refactored to contain less copied-and-pasted code.
- Removed unused graphics and DLL files.
- Using a Level Select code (come on, you know there's one) no longer alters the save file in the first slot. It now also allows playing Special Stages one at a time.
- Added a rumble feature.
- Audio volumes can be configured now.
- It comes with being compatible with Android smartphones: touchscreen controls have been added.
- The HUD is reorganized to accomodate for the presence of touchscreen controls.
- Special Stages can optionally use the gyroscope. The final Zone also has an alternate control method.
- The prompt on the title screen and instructions for turning into Super Sonic are updated accordingly. Instructions also appear on the Save screen.
- On-screen hints are briefly displayed in places where the player uses other control methods than the classic touchscreen controls.
- The touchscreen mode also has its own version of the Level Select code (again, you know there's one).
GUI
- To be compatible with the new localization system, all graphic elements that had text on them have been altered to have the text drawn by the game instead.
- Most of the game uses a new and more complete font.
- Credits that previously put usernames in quotes now use parentheses, in line with the classic games.
- Credits, labels in menus, on-screen messages in Special Stages and the ending text are no longer written in all caps.
- Title screen:
- On first run, the game now starts with a screen containing a disclaimer and an epilepsy warning. The screen stops apearing after the first run, but can be displayed from the "Options" menu.
- The name crawl can now be skipped, unless the game is run for the first time. It is now also animated.
- Opening the main menu now displays the version in the bottom right corner.
- Menu overhaul:
- A new menu system has been created, originally simply to be touchscreen-compatible, its purpose has since been expanded to showing or hiding options contextually, depending on the platform.
- The game's options have been moved to a dedicated "Options" submenu, and are now accessible from the game as well, the option to show the "Warnings and Disclaimers" screen being the only exception.
- Instead of using dedicated screens, the Level Select uses the same menu system.
- So does the menu that appears when losing in a Special Stage.
- Score cards overhaul:
- The "[character] got through Act X" and "[character] got a Chaos Emerald/Time Stone" headings now use the bigger font from the title card.
- Instead of counting down at a steady speed, the countdowns are now designed to complete at the same time as the jingle, by either displaying random numbers (the default option) or by counting down faster or slower.
- Score cards at the end of Special Stages now appear on a separate screen and play the "Act Complete" jingle.
- Instead of a message "[character] got the [number]th Chaos Emerald/Time Stone", score cards at the end of Special Stages now display all Chaos Emeralds and Time Stones found so far. In the Future, Chaos Emeralds appear above Time Stones, and are bigger; in the Past, it's the other way around.
- Save screen:
- A "No Save" slot has been added.
- A brightened shot from the cutscene in Attraction Attack Zone Act 2 Future replaces the completely white background.
- The cursor does not flash as fast anymore to prevent screen burn-in.
- The HUD now shows the currently equipped shield, useful for when it is not currently visible (if the character is invincible or super) .
- The "Time Travel" effect now obscures the HUD to help hide the fact that the timer skips back during time travel.
- Metal Sonic's speech bubbles now have a "typing" effect.
- The end credits now scroll and have been updated with contributors' names.
Localization
- Localization support has been implemented.
- New localizations: French, Brazilian Portuguese, and Russian.
In-game improvements and fixes
General
- Added a "water splash" sprite when a character runs on water.
- Fixed the bug where collecting a magnetized ring would grant two rings instead of one.
- Fixed a bug where it was possible to get multiple lives for the same amount of rings in one act.
- Replaced a frame of animation where a running Tails briefly changed into his Mega Drive/Genesis self.
- Prevented the game from crashing when the player died while being "chased" by a magnetized ring.
- Fixed Sonic's death animations, as well as Tails' tired animation, which used incorrect sprites.
Attraction Attack Zone
- Act 1 Future:
- Fixed an oversight that made the player character partially controllable (only able to execute mid-jump actions such as fly or glide) right after jumping off the Tornado and before the title card appears.
- Act 1 Past and Act 2 Past:
- Lamp lights now flicker.
- Act 2 Future and Act 2 Past:
- Fixed a bug when dying, time travelling, or returning from a Special Stage would set the camera's left boundary to 0, allowing the player to go further left than intended and revisit the area from the end of the Metal Sonic battle.
Raging Ruins Zone
- Act 2 Future and Act 2 Past:
- The boss uses a reshaded sprite.
Frigid Fortress Zone
- Act 1 Past and Act 2 Past:
- Altered the sliding Sealbot's behavior as it was very CPU-consuming (especially noticeable on Android).
- Act 1 Future and Act 2 Future:
- Reduced the magnetized orbs' flashing speed.
- Act 1 Past:
- Added a platform above the one with a Sealbot and an invincibility monitor (originally for testing purposes, forgot to remove it).
Viridian Valley Zone
- Act 1 Past and Act 1 Future:
- A jumping sound effect no longer plays when the act starts.
- Act 1 Future:
- Fixed the bug causing two monitors to appear blank and do nothing when collected.
- Act 2 Future and Act 2 Past:
- The boss uses a reshaded sprite.
Drifting Dynamo Zone
- Act 1 Future and Act 2 Future:
- Touched up the sprite of the corkscrew platform by removing white pixels that looked out of place.
Tidal Tubes Zone
- Act 2 Future and Act 2 Past:
- Extended the platform with the flower capsule to the right, to prevent the player character from potentially falling off of it after breaking the capsule, softlocking the game.
- Act 2 Future:
- Prevented registering multiple "up" presses in front of the Sunken Saucer's door. This exploit could be used to skip Planetary Panic in part or entirely, and even play Galacnik Gauntlet Zone as Tails or Knuckles.
Planetary Panic Zone
- Act 1 and Act 2:
- Fixed Squibot's faulty aiming.
Galacnik Gauntlet Zone
- The time now correctly restarts when entering the zone. The on-screen timer used to keep the time from Planetary Panic Act 2 on entering the zone, but reset to zero when the player died.
- Fixed a bug where the ring counter could become negative during the player's death.
Special Stages
- The time now starts counting up the moment the player becomes controllable, not when the map loads or reloads.
- Fixed a bug where exiting a future Special Stage without collecting a shield would take away the shield the player previously had.
- An icon now shows the shield the player will keep on returning to act.
- Improved performance by not drawing items that are out of view as well as shadows of items that are too far away.
- Fixed an item box in Special Stage Future 3 which appeared blank and did nothing when collected.
- Altered a shortcut in Special Stage Future 7 by replacing a path with rings and spikes on either side with a narrow path with a unique 10-ring box in the middle. This was done to reduce the number of items drawn on screen at once, as this was the only place in the entire game where the NVidia Shield slowed down considerably.
1.0.x
1.0.0 release date: 2017-04-18
The game's initial release. The versions 1.0.1, 1.0.2, 1.0.3 and 1.0.4 are minor bugfix releases.
The exact nature of bugs fixed in each version, as well as their specific release dates, can no longer be tracked down.