SonicGDK 1.1 - With delicious 2.5D/3D physics inside!
#826
Posted 24 March 2012 - 01:05 AM
#827
Posted 24 March 2012 - 11:48 AM
EDIT: I found a few glitches while playing, I don't know where to post glitches I find so I'll put them here for now:
1. When using the Spikes wisp Sonic is unaffected by spikes or the bumper balls and will just cling on them
2. When entering the 2D section in the far left corner like this: Image. The camera zooms up to the side of Sonic's face
3. I don't know if this is intentional. But if you touch the Big Ring next to the half and full pipes the controls switch, to act to what I'm guessing to be a game pad, so the mouse only moves the camera right and left and it snaps when it does.
#828
Posted 25 March 2012 - 03:25 AM
#829
Posted 25 March 2012 - 08:28 AM
Edit: I also heavily advocate the implementation of multiple characters and skins to make it easier for people to figure out how to do it. Obviously it's gonna be up to someone other than Xaklse, though, since that doesn't seem to be on the cards for him, unless I'm mistaken.
#830
Posted 25 March 2012 - 10:49 AM
Candescence, on 25 March 2012 - 08:28 AM, said:
Edit: I also heavily advocate the implementation of multiple characters and skins to make it easier for people to figure out how to do it. Obviously it's gonna be up to someone other than Xaklse, though, since that doesn't seem to be on the cards for him, unless I'm mistaken.
I agree, don't you think its odd that something as gimmicky as Wisps are in an engine but grinding or other characters haven't been added? Usually Open-Source-Engines don't have gimmicks (They leave that up to the users to make) and concentrate more on fine-tuning the engine and adding basic movements. Some pre-made level pieces as Candescence said would help alot too. From what I've read Xaklse doesn't like modern grinding, but I'd like to hear his opinion on SA2 type grinding. I liked that one a lot more than the one were getting now where little to no skill is needed to master. Changing back to talking about the models; Cant we just import through Blender or Maya the Sonic Generations one? The Classic model would be neat to see. I still don't know alot on UDK but I've seen people on youtube messing around in Blender or 3DSMAX with the SG model so I just thought we could import it over. I guess it's just up to someone to do it, doesn't seem like too much work.
#831
Posted 26 March 2012 - 04:20 PM
P3DR0, on 23 March 2012 - 05:18 PM, said:
OMG UDK IS SO DESATURATED, EVERYTHING LOOKS SO BROWN AND WITHOUT COLORS, IT SUCKS!
Shade Vortex, on 24 March 2012 - 12:33 AM, said:
AerosolSP, on 23 March 2012 - 10:21 PM, said:
I came into the kitchen to order food from the chefs because I don't know how to cook and couldn't be bothered to learn (I sure hope that metaphor isn't too subtle for you!). Besides, even if I do it myself, it wouldn't change the fact that the model is terrible by default and everyone seems to be content with leaving it alone.
Heat-Nova, on 24 March 2012 - 11:48 AM, said:
UDK community tutorials: LINK
Heat-Nova, on 24 March 2012 - 11:48 AM, said:
1. When using the Spikes wisp Sonic is unaffected by spikes or the bumper balls and will just cling on them
2. When entering the 2D section in the far left corner like this: Image. The camera zooms up to the side of Sonic's face
3. I don't know if this is intentional. But if you touch the Big Ring next to the half and full pipes the controls switch, to act to what I'm guessing to be a game pad, so the mouse only moves the camera right and left and it snaps when it does.
2. Don't enter that way.
3. It's a goal ring.
BlazeHedgehog, on 25 March 2012 - 03:25 AM, said:
Heat-Nova, on 25 March 2012 - 10:49 AM, said:
Candescence, on 25 March 2012 - 08:28 AM, said:
I agree, don't you think its odd that something as gimmicky as Wisps are in an engine but grinding or other characters haven't been added? Usually Open-Source-Engines don't have gimmicks (They leave that up to the users to make) and concentrate more on fine-tuning the engine and adding basic movements. Some pre-made level pieces as Candescence said would help alot too. From what I've read Xaklse doesn't like modern grinding, but I'd like to hear his opinion on SA2 type grinding. I liked that one a lot more than the one were getting now where little to no skill is needed to master. Changing back to talking about the models; Cant we just import through Blender or Maya the Sonic Generations one? The Classic model would be neat to see. I still don't know alot on UDK but I've seen people on youtube messing around in Blender or 3DSMAX with the SG model so I just thought we could import it over. I guess it's just up to someone to do it, doesn't seem like too much work.
Pre-made level pieces would be nice, but I'm not a modeler and don't know of anyone who wants to do that. Btw, tiny place with free resources.
In my opinion (feel free to disagree) grinding contributes a lot to lazy level design. Dunno about SA2 grinding, since I barely played it.
Ask Twilightzoney for model imports.
#832
Posted 26 March 2012 - 08:15 PM
Xaklse, on 26 March 2012 - 04:20 PM, said:
Heat-Nova, on 24 March 2012 - 11:48 AM, said:
1. When using the Spikes wisp Sonic is unaffected by spikes or the bumper balls and will just cling on them
2. When entering the 2D section in the far left corner like this: Image. The camera zooms up to the side of Sonic's face
3. I don't know if this is intentional. But if you touch the Big Ring next to the half and full pipes the controls switch, to act to what I'm guessing to be a game pad, so the mouse only moves the camera right and left and it snaps when it does.
1. Intentional.
2. Don't enter that way.
3. It's a goal ring.
In my opinion (feel free to disagree) grinding contributes a lot to lazy level design. Dunno about SA2 grinding, since I barely played it.
Goal ring of switchy controls? lol whatever. Anyways SA2 grinding is like grinding in real life, you have to keep your balance in order to gain speed and stay on it. Controlling your balance is done with the analog stick, to maintain better balance you can hold down the b button to crouch, which will set a maximum speed but help to maintain balance, won't completely hold you up though. And in SA2 there were mostly no "grinding sections" and were mainly found in natural places like rails down a staircase, straight metal fences, and on some parts in trees, so there were few places where you were forced to grind (These levels being Final Rush and Crazy Gadget but they were very good levels nonetheless). So when used in the right places it looks and feels natural as well as putting the player on his toes at all times. Besides why should you care if people make crappy games with your engine? It's not like you'll be blamed for it. Hypothetically speaking if I were to model, rig, and animate a Tails model you would most likely program him in as a playable character? (Not that I'm planning on doing that).
#833
Posted 26 March 2012 - 08:28 PM
#834
Posted 26 March 2012 - 09:09 PM
Heat-Nova, on 26 March 2012 - 08:15 PM, said:
Not exactly right. Holding down B allowed you to zip down the rail faster, but if the curve was too tight, Sonic would start falling off. Using the analogue stick to maintain your balance also maintained your speed. If you pressed nothing at all, Sonic would be in no danger of falling off, but he also wouldn't pick up enough speed for certain sections. He'd pick up speed and slow down, sure, but if you needed some height once you ran out of rail, or some distance, you'd be ass out if you weren't using B to crouch and pick up as much speed as you could.
Sonic would also fall off if you were going too slow in general. I think he also fell off if you were going too slow through a loop or other twisty rail geometry, but I don't remember exactly.
#835
Posted 27 March 2012 - 08:23 AM
AerosolSP, on 26 March 2012 - 09:09 PM, said:
Heat-Nova, on 26 March 2012 - 08:15 PM, said:
Not exactly right. Holding down B allowed you to zip down the rail faster, but if the curve was too tight, Sonic would start falling off. Using the analogue stick to maintain your balance also maintained your speed. If you pressed nothing at all, Sonic would be in no danger of falling off, but he also wouldn't pick up enough speed for certain sections. He'd pick up speed and slow down, sure, but if you needed some height once you ran out of rail, or some distance, you'd be ass out if you weren't using B to crouch and pick up as much speed as you could.
Sonic would also fall off if you were going too slow in general. I think he also fell off if you were going too slow through a loop or other twisty rail geometry, but I don't remember exactly.
Oh well, I guess I need to play SA2 more. Well anyways I hope this gets implemented someday
#836
Posted 27 March 2012 - 12:17 PM
#837
Posted 27 March 2012 - 08:29 PM
#838
Posted 28 March 2012 - 11:57 AM
AerosolSP, on 27 March 2012 - 08:29 PM, said:
Well if you mean non-SA2 grinding then a modded 2D path would work with some effort. However SA2 type grinding, while a heavily modified 2D path could work, IMO it would be better to have a separate object and/or event. That way you wouldn't have the limits of a 2D path.
BTW...
Xaklse, on 26 March 2012 - 04:20 PM, said:
Thanks
#839
Posted 28 March 2012 - 12:44 PM
#840
Posted 28 March 2012 - 05:23 PM
Azu, on 28 March 2012 - 12:44 PM, said:
Oh, really? I was the on who commented on it recently. And your probably right, I don't know much on UDK , Unreal script, and Kismet (I'm still learning how to use the 3 of them). I was speaking in terms of C++, I didn't know things could be added in like that. But what about the balancing mechanic, and doing tricks off the end of a rails, and the ability to crouch? There's a lot more stuff to it! Could those be added as easily as just making a separate object and event?
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