Sonic and Sega Retro Message Board: Sonic Unreal Worlds Open Source release - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 9 Pages +
  • ◄ First
  • 7
  • 8
  • 9
    Locked
    Locked Forum

Sonic Unreal Worlds Open Source release Unreal Engine 4 port of Sonic Worlds

#121 User is offline winterhell 

Posted 14 March 2015 - 03:39 PM

  • Posts: 1111
  • Joined: 16-October 10
  • Gender:Male
You can do everything in almost any language, every single one is Turing complete and all.
You can do 3D ray tracing on the 68000, visual basic, Unreal script, Game Maker's GML, MMF2, etc. Is it pretty and fast? Depends on the case.

#122 User is offline Aerosol 

Posted 14 March 2015 - 03:49 PM

  • FML and FU2
  • Posts: 9768
  • Joined: 27-April 08
  • Gender:Male
  • Location:Not where I want to be.
  • Project:Sonic (?): Coming summer of 2055...?
Well, the point was that Epic themselves said there's virtually no internal difference between blueprints and c++ right?

#123 User is offline StreakThunderstorm 

Posted 14 March 2015 - 08:36 PM

  • Posts: 211
  • Joined: 10-July 11
  • Gender:Male
  • Project:Mecha Madness
Precisely. They said you can make an entire game front to back all in blueprint.

#124 User is offline Azu 

Posted 14 March 2015 - 09:05 PM

  • I must be stupid.
  • Posts: 1525
  • Joined: 23-February 08
  • Gender:Male
  • Location:Home
Blueprint is essentially visual scripting/coding without starting at lines of code. Thing that irks me is when people with years of coding experience likes to throw around the word 'prototype' when it comes to things like Blueprints.

#125 User is offline StreakThunderstorm 

Posted 14 March 2015 - 10:22 PM

  • Posts: 211
  • Joined: 10-July 11
  • Gender:Male
  • Project:Mecha Madness
Well, its not false. Blueprints are commonly used for rapid prototyping because they are much easier and faster to set up than coding and compiling.

#126 User is offline StreakThunderstorm 

Posted 07 November 2017 - 08:48 PM

  • Posts: 211
  • Joined: 10-July 11
  • Gender:Male
  • Project:Mecha Madness
This has been updated recently to work with newer versions of the engine. The github link contains the latest update.
This post has been edited by StreakThunderstorm: 07 November 2017 - 08:59 PM

#127 User is offline Zphase 

Posted 11 November 2017 - 05:28 PM

  • Posts: 8
  • Joined: 19-June 17
Thanks for the update I checked it out in 4.14 last night, it worked good. I remember looking at it a few years ago because it was a good example of a project that does not use the built in player controller. It was very helpful, thanks for putting this out there.

Imo it may be easier to understand if you kept some of the functions in the event graph like some of the collision stuff, you may be able to have a switch on int and hook the 4 collision responses up.
Also if you made the flow more easy to follow, Imo a more top to bottom with the flow could help
And I'm curious about your Sub stepping area. what is this area doing? If I understand correctly sub-stepping is calling something more than once in one event tick. Just wondering generally what is happening there?
This post has been edited by Zphase: 12 November 2017 - 04:09 PM

#128 User is offline StreakThunderstorm 

Posted 16 November 2017 - 11:36 AM

  • Posts: 211
  • Joined: 10-July 11
  • Gender:Male
  • Project:Mecha Madness

Sonic Unreal Worlds beta 0.1

Reworked entire pawn setup and took substepping off.


Substepping was making every single event happen in one single tick and not letting the next tick happen without every event in the substep finishing.
I found that I didnt need to do that. I may revisit it later because it was very accurate but CPU heavy.
This post has been edited by StreakThunderstorm: 16 November 2017 - 11:42 AM

#129 User is offline StreakThunderstorm 

Posted 22 November 2017 - 06:23 PM

  • Posts: 211
  • Joined: 10-July 11
  • Gender:Male
  • Project:Mecha Madness


https://github.com/S...c-Unreal-Worlds

SUW Beta 0.2

Latest release. Entire pawn has been reworked to follow the physics guide closely. Added shields and shield effects.
This post has been edited by StreakThunderstorm: 22 November 2017 - 08:43 PM

#130 User is offline Zphase 

Posted 22 November 2017 - 11:33 PM

  • Posts: 8
  • Joined: 19-June 17
Downloading.. the video is looking pretty cool :thumbsup:/>

#131 User is offline Amnimator 

Posted 24 November 2017 - 06:16 AM

  • Posts: 219
  • Joined: 15-April 13
  • Gender:Male
Don't take the physics guide as gospel, ultimately the goal is to make something that plays well.

Looks like it plays a bit better, but gravity looks a bit weird - specifically jumping. I like how you made the HUD smaller, although I do think the text is way too spaced apart.
This post has been edited by Amnimator: 24 November 2017 - 06:17 AM

  • 9 Pages +
  • ◄ First
  • 7
  • 8
  • 9
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users