Act 3

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

ok, now it's time to go a bit deeper on this but before that, here is something you may like

- 1: The Player

Ok, now we will be looking on how the player works and how to edit it.

1: The Sensors

To my knowledge, if you press Q in sonic worlds 0.5 while testing the level you will see something very strange in instead of sonic.

They are the Sensors. allow me to explain those.

They are very useful to program some few badniks and gimmicks

2: Player_MovementValues

remember this thing? yes, now we are going to go a bit deeper on it.

As i said in Act 1 "this the object that has the alterable values that set Sonic (or tails)'s speed, gravity and all of those things"

Now, let's look into those values. but where?

you can see them in the proprieties window, or while trying to program something and looking at its values.

And also, go to:

Objects management > Player > Character Attributes

And you will see where those values are set. but dont change them, or else you may screw up the classic physics.

Character: If it's 0, it's Sonic, if it's 1, it's tails... that is pretty much it.

XSpeed: The speed in the X axis, which is Left and Right.

if it's negative it's < and if it's positive it's >

TopXSpeed: You may noticed that if you run in a straight line you will reach one speed and keep on it forever? this speed is the top speed.

MaxXSpeed: Your maximum speed... pretty much it.

But becarerful, if you set it too high sonic can pass right through the tiles.

XAcceleration: How fast you accelarate.

SlopeDecelerationFactor: Pretty much what it says... i dont really know how to explain it... just dont mess with it.

YSpeed: The Speed in the Y axis, which is up and down.

If it's negative it goes UP and if it's positive, it goes Down.

MaxYSpeed: Your max speed while falling.

YAcceleration: How fast you go on the Y axis. something like a fake gravity.

LandingConversionFactor: ... I have no idea.

Landed: Probably it checks if you i've landed... Anyway, i never used this one, instead, i use the ...

Ground: This one is very useful, if it's 1, sonic is on the ground, if it's 0 sonic is on the air.

Action: Depending on the value, You are doing a certain action, like rolling, looking up and more. i'll cover this one later, when we start adding our own custom actions.

Angle: Sonic's angle... Pretty much it.

SmoothAngle: I have no idea... Anyway, LH attempted to do an explanation to this so here he goes:

"Imagine a variable that can only contain an integer value.

This means that, if this variable receives the value 2.5, it won't store 2.5, but yes 2."

Layer: Remember the loops? yup. just leave this value alone.

Direction: The direction Sonic is facing. if it's -1 it's < and if it's 1 it's >

Hurt: This one is very useful, if it's 1 you get hurt and if it's 2 you die.

For an example, if you want something to hurt the player you just need to make an action like "if it's overlapping sonic set hurt to 1" and you are done.

FlagAllowCommonInput: If it's 1, you have control over sonic and if it's 0 you have no control over it.

FlagAllowX: If it's 0, sonic cant move on the X axis the same for the...

FlagAllowY: But this time, on the Y axis.

FlagAllowLanding: I dont really know what this one does, just dont mess with it.

FloatX: Your poisition on the X axis, very usefull to make teleporters.

FloatY: The same, but on the Y axis.

3: Player_Others

- Yup, now let's cover the values of this object.

SuperForm: iI it's 1 then sonic is super.

Shield: Depending on the value, you are with a certain shield.

0: no shield 1: normal shield 2: fire shield 3: electric shield 4: water shield

ShieldStatus: I dont remember seen the used in anywhere...

Invincibility: Pretty much what it says.

InvincibilityTimer: The timer for the invincibility, works much like the "always add 1 to..." we did in the motobug tutorial.

SpeedSneakers: The speed shoes.

SpeedSneakersTimer: Works pretty much like the invincibility timer

Underwater: If it's 1 sonic is underwater

PeelOut: Used in the peel out action.

we will cover the actions later

PreviousX: Never seen this used anywhere

PreviousY: Same as above

SubAnimationAngle: Usually used in tails's tail angle while he is in the air

Animation: The player's animation.

AnimationAngle: The angle of the animation... that's it... i guess.

And now...

2: Player_Input

This one is very simple, lets cover it very quikly...

KeyUp, Down, Left, Right: If the key is pressed, the value is 1. pretty much it.

KeyActionA: It's Z on the keyboard.

KeyActionB: It's X on the keyboard.

KeyUp, Down, Left, Right, A or BPressed: Even if you hold the key, it will just only count as one press of the key.

And, yes, that is pretty much it.

There is maybe some differences on how the control works btween Sonic Worlds Delta and 0.5 but, for this tutorial, i'm using 0.5

- 2: The Player Group

Yes, now it's time to explore this little big guy but be aware, it might be a little different in Sonic Worlds Delta.

1: Player initialization: It's pretty much what it says

it sets the player the way it is, dont change it, unless you really want to change the engine a lot.

2: Character Attributes: Sets the values related to the jump, speed and etc

dont change it, or else you can screw up the classic physics.

3: Player Movment: Sets up the sensors and all of that, but there is one usefull things, at least in Sonic Worlds 0.5.

if you go to the group Initial Movement inside of this group, you can change the speed that sonic starts at the begining of the stage,

4: Player Control and Player Animation: We will cover those a little bit more deeper later.

5: Shields: The, shields... that is where you can find them,

6: Water: Yup, the water...

7: Being Crushed: Yup...

8: Checkpoint: The checkpoint.. Yeah...

9: End of level: And finally, the End of Level, here you can change the code on the score count, it's kinda confusing, but it's pretty mind-blowing when you get to actually understand it.

2: Player Control

Actions and Animations

Before we start making a new action, we got to know how the Action and the Animation Group Works, so, let's go!

1: Actions

"so, yeah, where do you see the actions?" simple, go to:

Objects management > Player > Player Control > Actions

Wow, that is very confusing the first time you see it, so, let me explain how it works:

In Manage Actions you will see an always will the action of deactivating all the groups located in Common, Sonic, Tails and Knuckles Actions and an event with "if Action of M is = (some number)" it will activate a certain group in Common, Sonic, Tails and Knuckles Actions.

dont ask me how that works, it just does.

Anyway, now take a look at the Common Actions Group, and the first thing you may notice is "why every title of the groups is in gray?" simple: it means the group will be deactivated in the start of the game... again, dont ask me how that works.

There is some more groups in the Player Control group but their own names pretty much explain what they do.

2: Animations

Ok then, let's explain one by one but most of them are self explanatory and you will not even want to mess around with.

1:Reposition Skin: Well, sets the skin on the character, i mean, the Sonic(or tails) object.

2: Change direction: Yeah... dont even mess around with this one for now

3: Change animation: This is the group you will want to mess around with

it's pretty simple, "if animation of O is = (number) a certain animation will play"

but wait, those animation values are set during an action... i'll explain this later.

4: Change character box sensor depending on Animation: Another one you shouldnt bother with.

5: Change animation speed: Changes your animation speed... self explanatory.

6: Change angle: Changes the angle of the sonic object and also, tails's tail while in the air.

7: Flash while invincible: If you get hit you flash until you get hit again, and... yeah.

Ok, now that we have covered all those groups, let's make an Action!

well, no homming attack or anything like that, just a simple, very simple, Floating in the air Action.

- 3: Your First Action

(WIP)

[Quite big for this page, just click here]

So yeah, that is pretty much it! we have already covered what is most important to know about worlds, and if you still are having problems with it, people in SonicFanGamesHQ can help you out sometimes.

http://www.sonicfangameshq.com/forum/index.php

Now, being that you are ready to make your fan game, how about some tips?

See you in ACT 4!