Act 1

Training Tutorial Zone Map > Act 1 > Act 2 > Act 3 > Act 4

Just Remember, this tutorial teaches you a bit how to use MMF2, but if you have never seen something like that before I really recomend you looking at Click Team's website for tutorial on how to use MMF2.

- 1: First Steps

ok, now it's time to start things up... and then you got MMF2 and you are able to run worlds, but... which one?

there is tons of versions of Sonic Worlds to play around with but for this tutorial I reccomend you using one of the following builds.

Sonic Worlds "0.5" or "(the Sonic Retro Wiki build)"

Used in Sonic Before the Sequel

And After the Sequel

- it's the most compatible version of worlds, might even work with MMF2's demo.

but still, it has some glitches, most of them are covered in act 4 and fixing them is a good way to learn more about the engine -

(uses sonic 1/2's sprites) (Sonic, Tails and Super Sonic)

Sonic Worlds Delta

Used in The Sonic Worlds level Collab and Sonic Zero

- it's a bit different from 0.5 and fixes all its glitches but it requires some extensions -

(uses sonic 3's sprites) (Sonic, Tails, Knucles and all super forms)

Sonic Worlds Delta 1.3

- the same as delta but with features seen in the fan game Sonic Zero and requires much more extensions -

For this tutorial, I'll be using Sonic Worlds "0.5"

- How to install -

"0.5": the most simple one, download it and open it with MMF2.

Delta and 1.3: if you open the folder where MMF2 is you will see the "Data" and "Extensions" and if you download delta, you will get a folder with 2 folders with the same name, simply copy them to MMF2's fodler.

if it still doesnt work, make sure to buy MMF2 and install the extensions packs.

i highly recommend using 0.5 for learning but there is some noticeable differences such as when changing the music on Delta.

Anyway... now it's highly recommended that you explore the engine [usefull tip: the right click is your friend] BUT there is one thing a LOT of people miss. just follow these steps.

View > Toolbars > Layer Toolbar

There you go... now you are ready, I guess.

oh, and... " wait! what all of those things with an M and G and... whaaa, what do those things mean?"

honestly, I don't know what all of those things do, and after all of this is over, you will still not know all of it but here are the ones that you need to know.

- Player_MovementValues

this is the object that has the alterable values that set Sonic (or tails)'s speed, gravity and all of those things.

- Player_Others

this object has the values like Super Form, the Animation which is playing at the moment and all of that

it's pretty usefull and you will use it a lot, like the other one above.

- Player_Input

if KeyUp is = 1 then it means you pressed UP

this is the object that has something to do with the press of a button

it's pretty usefull if you want to make something like the plane in sky chase zone

ok, i can't say i do know exactly what all of them mean, but you don't have to learn everything to know how to make a fan game.

unless you want to edit the engine a lot and make something new with it, but i've to get another guy to do a tutorial about this for me

this is just the basic... anyway...

- 2: Basic MMF2 and Sonic Worlds stuff

Sonic Worlds Runs at 60fps like the classic sonic games which means it calculates all that code 60 times per second... that's not really that amazing

you can see the code by clicking in on of those icons below:

but this one: is to complicated.

lets use this one

"Wow there is a lot of stuff in here". oh, yes, there is and it's very confusing in the first time you look at it

but as you can see, it is divided into groups so... let's take a look

- 2.1: Groups

- General methods

the first group you will see in the engine...

dont really bother with it. the only usefull thing in there is the Level Setup where you can change the water level... that is it.

- Objects management ... here we go...

anyway, this is the biggest group in this engine, it does... quite a lot.

let's explore it a bit.

1: Player > this will be explained in act 3

2: Common Objects > badniks, springs, rings and all of that

i'll cover this one in a later Act 2

3: Gimmicks and special objects: pretty much what it says.

this group, like the one above, is good to learn some few things

- The... Rest those things are a bit too complicated for beginners but let's just look at them

1: Level-specific methods > well, don't really bother with this one for now

2: Interface and ... > here you can check out things related to the camera, HUD, water and a few more things.

3: Azu's Editions > some guy named Azu decided to make some few things for worlds, they are usefull, like the water run, but sometimes it can get in your way if you are just starting with this.

4: Mecha Sonic > the code for the boss in worlds... it's too complicated, don't even look into it, it may confuse you

but we can learn something just from looking at it, do you noticed that the word Mecha Sonic is in gray? that's because the group is Deactivated.

5: Music > this will be covered later in act 2

"but still, how does all of this code works?"

simple! if this happens, this will happen

as you can see, if sonic is overlapping the motobug, the motobug object is destroyed, simple, huh?

and, yes, this is how pretty much everything works on this engine.

now that you were introduced to the code, how do you edit and create stuff?

scroll down the the code and you should see a "new event" line, click it and you should see a list of all the objects that can be programed, but we will cover those later when we start to actually give life to something, like a badnik.

And as i said up there "the right click is your friend". right click one of those and you should know what to do next...

oh well, that is it for now, Act 2 is next

let's go!