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Difference between revisions of "Sonic Worlds"

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:''Not to be confused with [[Sonic World (level)|Sonic World]], the 3D level in [[Sonic Jam]] or the Sonic World that made [[Sonic 6]].
 
:''Not to be confused with [[Sonic World (level)|Sonic World]], the 3D level in [[Sonic Jam]] or the Sonic World that made [[Sonic 6]].
  
'''''Sonic Worlds''''' is an open-source collaboration based project sponsored by the [[Sonic Fan Games HQ]] community. By the use of [[wikipedia:Clickteam|Multimedia Fusion]] 2 Vitalize! tool, the creators intend to create a web community where users can freely play independent levels online (something along the guidelines of a "Online Arcade" webpage).
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'''''Sonic Worlds''''' is an open-source 360° platform engine created in [[wikipedia:Clickteam|Multimedia Fusion 2]], and a collaborate effort of the [[Sonic Fan Games HQ]] community. With fully-playable characters, a set of objects, and other features, ''Worlds'' allows designers to mainly focus on level design and other aspects. Additions to the engine can be submitted so that they would eventually become a part of the official release.
  
Making a Sonic the Hedgehog engine is one of the most tedious parts of the game creation process, so ''Worlds'' provides a pre-made engine with a basic set of objects and features in order to allow designers to mainly focus on level design. Due the collaborative nature of this project, everyone can freely use this pre-made engine, modify it and submit additions to the official releases to enhance the quality of the resulting product.
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The ''Worlds'' engine is shown to be potent enough to create full-length fangames, one example being [[Sonic Before the Sequel]]. It was also used to create commercial titles; indie game Freedom Planet utilizes the 360° movement and features, but also heavily altered the core engine to their need.
  
Once designers have their level or set of levels done, they will be able to submit them into the ''Sonic Worlds'' webpage, where the submission is put into a Level Ranking System. The Sonic Worlds project will also feature eventual level design competitions (with prizes, of course) in order to increase participation on the project and enjoyment for the players, being the first one for [[SAGE]] 2007.
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==Features==
  
Sonic Worlds is potent enough to create complete games, as evidenced by fan games such as [[Sonic Before the Sequel]]. It has even been modified to create completely new, original games. The indie game Freedom Planet, for example, uses Sonic Worlds as the core engine, but has heavily modified it and built new gameplay into it.
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===Platform Engine===
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The engine is 99% feature-complete, but there's always room to add something more. It had been coded to be as flexible as possible; sections of internal code can be easily activated/deactivated using flags (booleans in MMF language) that are provided by the engine. Also, a simple interruption system has been added in case objects or gimmicks need to do certain checks in a specific part of the code.
  
==Progress So Far==
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The Advanced Sensor System makes use of Alterable Strings to reduce the number of fast loops needed. Sensors can now also offset using alterable values.
  
(360º) Platform engine - 99% (There's always room to add something more)
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===Actions===
 
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"Actions" are designed to be modular, state machine-like, which allows for new actions to be added more easily. It also makes it easy to find bugs in them, as every action has to transition from one another.
1. Coded as flexible as possible. Sections of internal code can be easily activated/deactivated without effort using the flags provided by the engine. Also, a simple interruption system has been added in case objects or gimmicks need to do certain checks in an specific part of the code.
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Default Actions:
 
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* "Common" Actions that include Idle, Walking/Running, etc. (grounded state), and Jumping (mid-air state)
2. Actions are implemented using a modular/statesmachine-based design. Adding new actions is fairly easy this way, and tends to be easier to find out bugs; as every actions needs to be relationated with each other.
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* Looking up and Crouching Down
 
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* Rolling, Skidding
3. Advanced sensor system. Using an enhanced system than the previous 360º engine, ''Worlds'' makes use of the Alterable Strings to use the less number of fast loops possible. As additions, now sensors' offset position can be adjusted through their alterable values.
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* The Spin Dash
 
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* Character-specific actions (i.e Sonic's Peel-out, Tails' Flying/Swimming, Knuckles' Gliding, Amy's Hammer, and Shadow's Boost)
===Actions Implemented===
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* Super Transformations
 
 
# Common action (Idle, Walking/Running, etc)
 
# Jumping
 
# Look up
 
# Crouch Down
 
# Spin Dash
 
# Rolling
 
# Skidding
 
# (Tails) Flying/Swimming
 
# (Knuckles) Gliding
 
# (Sonic) Peel-out
 
# (Amy) Hammer
 
# (Shadow) Boost
 
# Super Transformations
 
un-official
 
# Hyper Tranformations
 
  
 
===Gimmicks Implemented===
 
===Gimmicks Implemented===
 
 
# [Damizean] Moving Platforms
 
# [Damizean] Moving Platforms
 
# [Techokami] Falling Platforms
 
# [Techokami] Falling Platforms
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# [Azu] Water Gush (S3, Hydrocity Zone)
 
# [Azu] Water Gush (S3, Hydrocity Zone)
  
===Upcoming Characters===
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==Unoffical Additions==
# [[Rouge the Bat]]
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* Hyper Transformations
# [[Cream the Rabbit]]
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* Partner System
# [[Silver the Hedgehog]]
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# [[Blaze the Cat]]
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== History ==
# [[Vector the Crocodile]]
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By the use of [[wikipedia:Clickteam|Multimedia Fusion]] 2 Vitalize! tool, the creators intended to create a web community where users can freely play independent levels online (something along the lines of an "Online Arcade" webpage).
# [[Espio the Chameleon]]
 
# [[Charmy Bee]]
 
# [[Mighty the Armadillo]]
 
# [[Ray the Flying Squirrel]]
 
# [[Fang the Sniper]]
 
# [[Metal Sonic]]
 
# [[Sally Acorn]]
 
# [[Bunnie Rabbot]]
 
  
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Once designers have their level or set of levels done, they would have been able to submit them into the ''Sonic Worlds'' webpage, where the submission would be put into a Level Ranking System. The Sonic Worlds project is said to would have also featured level design competitions in order to increase participation on the project and enjoyment for the players, being the first one for [[SAGE]] 2007.
  
 
==Screenshot Gallery==
 
==Screenshot Gallery==
Line 108: Line 85:
 
</gallery>
 
</gallery>
  
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==Games using the Engine==
 +
===Fangames===
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*Sonic Worlds: Level Collab (2011)
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*Sonic Axiom (2011)
 +
*Fangames by ''LakeFeperd'':
 +
**[[Sonic Before the Sequel]] (2012)
 +
**Sonic Before the Sequel Aftermath (2012)
 +
**[[Sonic After the Sequel]] (2013)
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**Sonic Chrono Adventure (2013)
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*Sonic.Exe: The Spirits of Hell (2018) (as well as several Sonic.EXE fangames to date)
 +
 +
===Commerical===
 +
*Freedom Planet (2014)
 +
*Spark the Electric Jester (2017)
 +
 +
==Download==
 
{{download|version=1.5.2|file=Sonic Worlds Delta 1.5.2.zip|filesize=34.92MB}}
 
{{download|version=1.5.2|file=Sonic Worlds Delta 1.5.2.zip|filesize=34.92MB}}
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There's also a "Simple" and "Not So Simple" version and a unofficial partner system for Delta and "Not So Simple".
  
 
==External Links==
 
==External Links==

Latest revision as of 20:34, 6 November 2021

Sonicworlds.png
Sonic Worlds
Latest version: 1.5.2
Latest release date: 10/15/16
Engine: Sonic Worlds
Credits: SFGHQ Community
Not to be confused with Sonic World, the 3D level in Sonic Jam or the Sonic World that made Sonic 6.

Sonic Worlds is an open-source 360° platform engine created in Multimedia Fusion 2, and a collaborate effort of the Sonic Fan Games HQ community. With fully-playable characters, a set of objects, and other features, Worlds allows designers to mainly focus on level design and other aspects. Additions to the engine can be submitted so that they would eventually become a part of the official release.

The Worlds engine is shown to be potent enough to create full-length fangames, one example being Sonic Before the Sequel. It was also used to create commercial titles; indie game Freedom Planet utilizes the 360° movement and features, but also heavily altered the core engine to their need.

Features

Platform Engine

The engine is 99% feature-complete, but there's always room to add something more. It had been coded to be as flexible as possible; sections of internal code can be easily activated/deactivated using flags (booleans in MMF language) that are provided by the engine. Also, a simple interruption system has been added in case objects or gimmicks need to do certain checks in a specific part of the code.

The Advanced Sensor System makes use of Alterable Strings to reduce the number of fast loops needed. Sensors can now also offset using alterable values.

Actions

"Actions" are designed to be modular, state machine-like, which allows for new actions to be added more easily. It also makes it easy to find bugs in them, as every action has to transition from one another. Default Actions:

  • "Common" Actions that include Idle, Walking/Running, etc. (grounded state), and Jumping (mid-air state)
  • Looking up and Crouching Down
  • Rolling, Skidding
  • The Spin Dash
  • Character-specific actions (i.e Sonic's Peel-out, Tails' Flying/Swimming, Knuckles' Gliding, Amy's Hammer, and Shadow's Boost)
  • Super Transformations

Gimmicks Implemented

  1. [Damizean] Moving Platforms
  2. [Techokami] Falling Platforms
  3. [Damizean] Bridges
  4. [LarkSS] Swing (S1, Green Hill Zone)
  5. [Damizean & DW] Screw + Nut Platform (S2, Metropolis Zone)
  6. [DimensionWarped] Fireball Thrower (S1, Star Light Zone)
  7. [DimensionWarped] Basic Hanging Bar (S2, Sky Fortress Zone)
  8. [Zenor] Collapsing platform
  9. [Techokami] Collapsing platform (Scalable)
  10. [Damizean] Conveyor Belts
  11. [Azu & Damizean] Teleportation Orb
  12. [Azu & Damizean] Sky Sanctuary Teleport Orb
  13. [DimensionWarped] Corks (S1, Labyrinth Zone)
  14. [DimensionWarped] Pinball Flippers (S2, Casino Night Zone)
  15. [Azu] Accelerator (S3, Carnival Night Zone)
  16. [LarkSS] Pole Pod (Original)
  17. [Rael0505] Tunnels (S1, Green Hill Zone)
  18. [Damizean & Techokami] Pinball Bumpers
  19. [Techokami] Switch-Controlled Doors
  20. [Techokami] Shutters
  21. [LarkSS] SwingPole (S&K, Mushroom Hill Zone)
  22. [LarkSS] Corkscrew (S2, Emerald Hill Zone)
  23. [Blue Emerald] Lava (S1, Marble Zone)
  24. [Techokami] Barrel (S3, Carnival Night Zone)
  25. [LarkSS] Mushroom Lever (S&K, Mushroom Hill Zone)
  26. [DimensionWarped] Hanging Lift
  27. [LarkSS & Techokami] Water Current
  28. [LakeFeperd] Fan
  29. [LakeFeperd] Thunder Balloon/Electric Blast (Sonic Chrono Adventure)
  30. [LakeFeperd] Flame Orb/Fire Blast (Sonic Chrono Adventure)
  31. [Techokami] Slides
  32. [Naoshi] Speed Pad (S2, Chemical Plant Zone)
  33. [Azu] Water Gush (S3, Hydrocity Zone)

Unoffical Additions

  • Hyper Transformations
  • Partner System

History

By the use of Multimedia Fusion 2 Vitalize! tool, the creators intended to create a web community where users can freely play independent levels online (something along the lines of an "Online Arcade" webpage).

Once designers have their level or set of levels done, they would have been able to submit them into the Sonic Worlds webpage, where the submission would be put into a Level Ranking System. The Sonic Worlds project is said to would have also featured level design competitions in order to increase participation on the project and enjoyment for the players, being the first one for SAGE 2007.

Screenshot Gallery

Games using the Engine

Fangames

  • Sonic Worlds: Level Collab (2011)
  • Sonic Axiom (2011)
  • Fangames by LakeFeperd:
  • Sonic.Exe: The Spirits of Hell (2018) (as well as several Sonic.EXE fangames to date)

Commerical

  • Freedom Planet (2014)
  • Spark the Electric Jester (2017)

Download

Download.svg Download Sonic Worlds
File: Sonic Worlds Delta 1.5.2.zip (34.92 MB) (info)
Current version: 1.5.2

There's also a "Simple" and "Not So Simple" version and a unofficial partner system for Delta and "Not So Simple".

External Links