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Sonic Incursion Enter Metallix...

#31 User is offline Zetaneko 

Posted 01 August 2014 - 12:41 AM

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View PostAerosol, on 29 July 2014 - 09:42 AM, said:

I know it's probably a bit late but...I feel like Sonic should maybe be....bigger? His size in relation to the screen just seems off to me, for some reason. Maybe make the level of zoom more dynamic overall, like how Generations does it.


His scale does seem fine to me, the camera may be a bit further than what you see in most games, but take in consideration that it would be a good idea to have a wide field of view when the player moves considerably fast and they have time to react to obstacles in front of them. I just learned that in my game I'm working on, having more visual awareness does reduce that frustration of not being able to see things around you very good.

#32 User is offline Aerosol 

Posted 01 August 2014 - 02:31 AM

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The genesis games did just fine without widescreen. Plus, it doesn't look like the gameplay is even that fast. I feel like I'm seeing TOO much of what's going on. Seeing things around you isn't as much of a problem if you properly teach the player what kinds of situations are dangerous and avoid throwing dick moves at them.

Opinions opinions. Let's leave it at that and not waste time arguing about it.

#33 User is offline Ell678 

Posted 09 August 2014 - 10:04 AM

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I promised you a new demo, and here it is!



A lot has changed since the last one (which, in hindsight, should not have been released) so I hope you like this one. The third act is included too. Let me know what you think!
This post has been edited by Ell678: 10 August 2014 - 03:10 AM

#34 User is offline Xaklse 

Posted 10 August 2014 - 12:51 PM

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Pretty good man, the improvements are nice.

Background geometry and lighting with the sea look better this time.
I still hate those fast and almost invisible enemies...
I think the boss should be destroyed with less hits, or should have a pinch mode so that it moves differently.
Foreground geometry has something like a "dark aura/shadow", is that UDK's crappy ambient occlusion? I would suggest to disable it and check the results.
I'm not a fan of the exploding boxes, kinda unfair.

Enable the Disable Scripted Roll? checkbox (Misc section) of the pawn template to improve rolling animation.
Toggle a HandleActor to force Sonic to detach from it.
I will add a new option to HandleActor so that the hanging pawn always faces the same orientation.

#35 User is offline Ell678 

Posted 10 August 2014 - 01:49 PM

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View PostXaklse, on 10 August 2014 - 12:51 PM, said:

Pretty good man, the improvements are nice.

Background geometry and lighting with the sea look better this time.
I still hate those fast and almost invisible enemies...
I think the boss should be destroyed with less hits, or should have a pinch mode so that it moves differently.
Foreground geometry has something like a "dark aura/shadow", is that UDK's crappy ambient occlusion? I would suggest to disable it and check the results.
I'm not a fan of the exploding boxes, kinda unfair.

Enable the Disable Scripted Roll? checkbox (Misc section) of the pawn template to improve rolling animation.
Toggle a HandleActor to force Sonic to detach from it.
I will add a new option to HandleActor so that the hanging pawn always faces the same orientation.


The exploding boxes, do you mean the sandcastles with the spike balls in them, or the mines in Act 3? Thanks for the feedback!

Edit - I realised why I never enabled "Disable scripted roll". It doesn't work with the Colours model, when you jump or roll, all he does is crouch.
This post has been edited by Ell678: 11 August 2014 - 07:08 AM

#36 User is offline Kharen 

Posted 11 August 2014 - 04:26 AM

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Wow, that video looks really nice! I swear, when I get a better PC, I've got to look into GDK stuff myself.

#37 User is offline Xaklse 

Posted 12 August 2014 - 04:35 PM

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View PostEll678, on 10 August 2014 - 01:49 PM, said:

The exploding boxes, do you mean the sandcastles with the spike balls in them, or the mines in Act 3?
I meant the boxes that have spike balls.

#38 User is offline Ell678 

Posted 21 August 2014 - 12:55 PM

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So...did anyone else have a chance to play the demo?

#39 User is offline TheInvisibleSun 

Posted 21 August 2014 - 02:47 PM

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I'm not able to play it, unfortunately. However, looking at that video I wish I could!

#40 User is offline Ell678 

Posted 18 September 2014 - 10:34 AM

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Just a small update. Progress is still going strong. Sometime soon, I'll upload a video of a new level. In the meantime...

Posted Image

#41 User is offline DustArma 

Posted 03 October 2014 - 06:50 PM

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Not having played the demo yet, but wouldn't it be easier on the eyes to make the camera fixed when sonic is going through the loop instead of moving around.

#42 User is offline Ell678 

Posted 07 October 2014 - 09:50 AM

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View PostDustArma, on 03 October 2014 - 06:50 PM, said:

Not having played the demo yet, but wouldn't it be easier on the eyes to make the camera fixed when sonic is going through the loop instead of moving around.


This is something I do plan to look into at some point. One stage later on has a rather large loop, and the camera isn't very nice while running in it, which is what made me think about the issue in the first place.

#43 User is offline Atendega 

Posted 21 October 2014 - 02:47 PM

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So far this is looking absolutely delicious. My main issue, as others have said, is the huge contrast between foreground and background details.
The background:
Posted Image
The foreground is... some wood.

#44 User is offline Ell678 

Posted 22 October 2014 - 09:30 AM

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View PostAtendega, on 21 October 2014 - 02:47 PM, said:

So far this is looking absolutely delicious. My main issue, as others have said, is the huge contrast between foreground and background details.
The background:
Posted Image
The foreground is... some wood.


Thanks. I admit the foreground is lacking detail. There is plenty of time for this to improve.
This post has been edited by Ell678: 22 October 2014 - 09:34 AM

#45 User is offline Ell678 

Posted 13 November 2014 - 11:35 AM

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Some gameplay of the fourth level in the game. What do you think? As always, WIP.
This post has been edited by Ell678: 13 November 2014 - 11:39 AM

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