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Sonic Freerunner Calling SonicGDK users

#1051 User is offline Mr. Mash 

Posted 20 August 2010 - 12:59 PM

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QUOTE (Azukara @ Aug 14 2010, 05:10 PM)
Also, note to musical people, we need some music. We are kinda running low on it at the moment and we need some for stages like Splashing Springs for example.

http://www.mediafire.com/?85qcwhe238u2u19
Is this worth elaborating upon? I was trying to get it to be a Senoue sounding thing.

#1052 User is offline Tidbit 

Posted 23 August 2010 - 11:03 AM

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Well, its really rather bare at the moment imo, I would try to add more instruments other then the two or tree already in there.

#1053 User is offline Azukara 

Posted 23 August 2010 - 07:22 PM

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The only thing I can say is that Senoue isn't the direction I'd say go with music-wise. XD

Hmm, something like how Tweaker did for this music. Very latin, tropical, upbeat and.. Genesis-y. Splashing Springs would be great with something of this calibur.

#1054 User is offline Namo 

Posted 23 August 2010 - 08:42 PM

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Tweaker's "Senoue Sea" is a good one if you're going for Sonic Adventure 1 style music.

#1055 User is offline Tidbit 

Posted 24 August 2010 - 10:30 AM

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I don't think we want really any style that sounds like the official audio artists.
No, I think we need to make our own feel and our own style. My advice would be to try and pull from pure inspiration other than previously created songs.

#1056 User is offline Volpino 

Posted 24 August 2010 - 08:13 PM

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QUOTE (Tidbit @ Aug 24 2010, 11:30 AM)
I don't think we want really any style that sounds like the official audio artists.
No, I think we need to make our own feel and our own style. My advice would be to try and pull from pure inspiration other than previously created songs.


I agree, but it should still be possible to familiarize the style with Sonic music in some way, perhaps by using patterns known to be used, even if some are more obscure than others (being from lesser-known games) but I wouldn't take from Senoue's music, or at least, I would only take example from one song, because his songs are very similar in pattern.

If that makes any sense at all... I'm sure there are proper words for such things as a pattern of notes that fits well together (I'm not talking about a measure) and can be associated with a 'style', as being a familiarity of that style, or at least a known (and preferably favored) artist, but music theory isn't my strong point. specialed.png

Edit: Hey, do you think this game could get a tutorial level? With the story setup right now, Sonic and Tails wake up in a forested area, so why not use that as a tutorial level? Unless the controls are mappable?...
This post has been edited by Volpino: 27 August 2010 - 11:36 PM

#1057 User is offline RandomXF109 

Posted 02 September 2010 - 07:29 PM

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I just got here, so I don't know if this has been answered, but are you still planning on keeping the project with Blitz Sonic?

If you've seen on the forum, my skill has improved with the engine and I can still help if no one else can.

#1058 User is offline Impish 

Posted 02 September 2010 - 11:13 PM

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Yeah, its being made in a custom version of blitzsonic, which have updated graphics abilities and the like.

#1059 User is offline RandomXF109 

Posted 03 September 2010 - 07:57 AM

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I know all of that, but since he decided not to put it in SAGE he said they change the project to Sonic GDK.

EDIT: I said E3, I was still thinking of Colors... fixed to be SAGE.
This post has been edited by RandomXF109: 03 September 2010 - 03:52 PM

#1060 User is offline Volpino 

Posted 03 September 2010 - 10:02 AM

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QUOTE (RandomXF109 @ Sep 3 2010, 08:57 AM)
I know all of that, but since he decided not to put it in E3 he said they change the project to Sonic GDK.


You mean SAGE? And what about a project change? I didn't hear anything like that.

#1061 User is offline Aerosol 

Posted 03 September 2010 - 10:58 AM

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Ha, that's the first time I've heard somebody misunderstand and call SAGE E3.

In any case, Azukara has explicitly stated that, despite the advancements made with Sonic GDK, a lot of time and effort has already been spent on the BlitzSonic version of the engine, and his team won't be switching engines.

#1062 User is offline RandomXF109 

Posted 03 September 2010 - 03:59 PM

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QUOTE (Volpino @ Sep 3 2010, 11:02 AM)
QUOTE (RandomXF109 @ Sep 3 2010, 08:57 AM)
I know all of that, but since he decided not to put it in E3 he said they change the project to Sonic GDK.


You mean SAGE? And what about a project change? I didn't hear anything like that.

Are you on the freerunner forums? Actually, I think he told me in a PM that they were going to change things. He showed me some fantastic concept art.

But I guess not.

And to Azukara, like I said, I can offer more help now. I've increased my skill beyond amateur stage making. I can discuss more on your forum, but if you say no here I can move onto some other projects people have asked for my help with.

#1063 User is offline 8-Bit Dragon 

Posted 03 September 2010 - 08:48 PM

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While SonicGDK shows some promise, the system requirements are very high; It puts out a lot of people from playing Freerunner, including some of our staff. In addition, our programmers (myself included) will have to learn a new language (UnrealScript), which could delay the project further. I have learned to use Blitz brushes in 3DS Max, and I am now able to produce decent looking light maps which will greatly improve the visual appeal of Freerunner, without the need for a video card that supports real-time shading. I believe we can achieve a level of visual quality comparable to SonicGDK with the current engine, so I see no point in switching. I would compare this to switching to a new IPhone which is a few milliseconds faster than your old one, but will require you re-download and install all your apps and music; The gain does not justify all that extra work.

Here is a proof of concept for light maps. I know Azukara does not want me posting stuff we are working on but its the only way I'm going to get my point across. With some improvement, the stages could look just as good as they would in a real-time shading engine, in my opinion. Furthermore, why would we need pixel shading and advanced physics anyway? Its a Sonic game. Right?


#1064 User is offline Neo 

Posted 04 September 2010 - 06:50 AM

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Looks a bit too foggy to me, but there's one thing that's sticking out and I can't ignore it.

On the far end of that loop there, where it reconnects with the ground, the ground has a dark shadow applied, but the loops seems to be at normal brightness. I know it's a proof of concept, but I'm just womdering if that's something that would eventually get fixed or not.

#1065 User is offline 8-Bit Dragon 

Posted 04 September 2010 - 05:46 PM

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QUOTE (Neo @ Sep 4 2010, 07:50 AM)
Looks a bit too foggy to me, but there's one thing that's sticking out and I can't ignore it.

On the far end of that loop there, where it reconnects with the ground, the ground has a dark shadow applied, but the loops seems to be at normal brightness. I know it's a proof of concept, but I'm just womdering if that's something that would eventually get fixed or not.

The loop is not complete and so it does not have a light map. Eventually all objects will have their own light map and will have/cast shadows. The fog is an effect that can be turned off in the stage.xml file.

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