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

#16 User is offline Andrew75 

Posted 13 October 2014 - 10:47 AM

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View PostStreakThunderstorm, on 13 October 2014 - 09:44 AM, said:

Force won't work because I'm not using the built in movement. My idea was creating a spline actor and trigger volumes and just have sonic lock onto the Y position when he enters the trigger.



Something like this would work using the trigger volumes,

*The red line is your spline, the blue and red would be the trigger volumes. ( blue volume would be the length of the back platform so if Sonic jumped while in front of the platform it he would offset backwards.)
*When sonic enters the trigger volume he would than offset.
*Inside each trigger volume's options you would need to enter speed amount and distance. 0 speed would be instantaneous and something higher would be a slower depth change.
(a custom trigger volume class would need to be created for this)

Edit: you could do it with 1 volume as well, if sonic enters the volume he moves depth 1 direction, and at the exit he could move depth another direction. ( would require more options in the end, like left side amount and right side amount for example. or disable depth change per side)

For the loops you could use the spline path to follow it around depth wise. and if sonic jumps inside the loop's center than the trigger volumes can catch him and push him forward or backwards depth wise relative to which part of the loop he is on.
Although the loop could be done completely with a set of trigger volumes and no spline too. lol
Posted Image


I picked ghz as my level for Xak to test and tweak physics in because of 2 reasons:
*depth transitions in Greenhill zone has the most depth transitions of any of the classics. while sonic 3's angel island only uses it for the loop and the tree tube.
* GHZ has the most complex ground Collisions in any of the Classic Sonic levels. ( it uses a lot of micro bumps that have physics, while other Sonic games don't really use them with physics)

all the offsets used in GHZ. it was a real chore!
Posted Image
This post has been edited by Andrew75: 13 October 2014 - 11:30 AM

#17 User is offline StreakThunderstorm 

Posted 13 October 2014 - 11:29 AM

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Excellent post. Definitely giving me ideas.

On a side note, I'm working on spindashing/rolling now. Anyone have classic Sonic's Spindash model/Jump sphere?

#18 User is offline Andrew75 

Posted 13 October 2014 - 11:36 AM

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View PostStreakThunderstorm, on 13 October 2014 - 11:29 AM, said:

Excellent post. Definitely giving me ideas.

On a side note, I'm working on spindashing/rolling now. Anyone have classic Sonic's Spindash model/Jump sphere?

Cool, good luck, and yeah if you have any questions just ask, I've got a lot of experience with 2.5D level design and planning for it.

#19 User is offline StreakThunderstorm 

Posted 13 October 2014 - 07:03 PM

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Posted Image

#20 User is offline Chimera 

Posted 14 October 2014 - 10:44 AM

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Ho boy we got light shafts :specialed:/>

I was thinking of doing something like this but I lost interest; glad to see someone with the same idea and is competent is making some progress on it.

If you want I can give you what I converted for Classic Sonic and the shader network I made for him; complete with camera influenced l/r mouth swapping. c:

and before you say it no I don't wanna play dota srry
This post has been edited by Chimera: 14 October 2014 - 10:45 AM

#21 User is offline Falk 

Posted 14 October 2014 - 11:08 AM

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I'll play dota

#22 User is offline StreakThunderstorm 

Posted 14 October 2014 - 09:45 PM

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Still working on improving collision functionality and optimizing code. I had a few loops running checks every frame and it really slowed it down. Got rid of the loops but found a better way for collision checks to work now.

#23 User is offline Xaklse 

Posted 15 October 2014 - 03:46 PM

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Are you using the default collision capsule? Videos look surprisingly well.

#24 User is offline StreakThunderstorm 

Posted 15 October 2014 - 05:42 PM

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I'm using a series of raytraces. I couldn't figure how to get proper collision response from the capsule.

#25 User is offline StreakThunderstorm 

Posted 15 October 2014 - 10:07 PM

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Sonic Unreal Worlds Test 001.
https://www.mediafir...d0f3l0xdmo026g9

Basic movement routines down.
Jumping and rolling added.

FPS display enabled so you guys can tell me how it worked for you.

On a side note, Does anyone happen to have the smash bros brawl rip of Sonic and all his animations? It turns out the generation model I have has some missing important animations. I looked over the brawl model and it has all the animations I would need but I don't know how to get it out of brawl box and into UE4 or at least Maya. Let me know if you have the model or if you'd like to help with testing. The engine is progressing VERY quickly and I hope to release something very soon.

#26 User is offline winterhell 

Posted 16 October 2014 - 02:36 AM

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Looks nice. Runs fullspeed here.

#27 User is offline Andrew75 

Posted 16 October 2014 - 04:23 AM

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Runs fine on my GTX Titan SLI, Core i7 5960X overclocked to 4.5 GHZ with DDR4 at 3000 MHZ rig. lol
This post has been edited by Andrew75: 16 October 2014 - 04:24 AM

#28 User is offline Morph 

Posted 16 October 2014 - 04:40 AM

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View PostStreakThunderstorm, on 15 October 2014 - 10:07 PM, said:

Sonic Unreal Worlds Test 001.
https://www.mediafir...d0f3l0xdmo026g9

Basic movement routines down.
Jumping and rolling added.

FPS display enabled so you guys can tell me how it worked for you.

On a side note, Does anyone happen to have the smash bros brawl rip of Sonic and all his animations? It turns out the generation model I have has some missing important animations. I looked over the brawl model and it has all the animations I would need but I don't know how to get it out of brawl box and into UE4 or at least Maya. Let me know if you have the model or if you'd like to help with testing. The engine is progressing VERY quickly and I hope to release something very soon.



On the note of the model: while the model may be a rip, the animations definitely aren't, so I'm sure the animations you're missing are probably in the "official version", for lack of a better term.

As for performance, I get 60FPS with an FX 6300 and R7 265 at... whatever resolution that window is.

#29 User is offline Mr Lange 

Posted 16 October 2014 - 04:58 AM

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5 fps, and it wasn't possible for me to control the game. No keyboard inputs work, nor did my gamepad (generic joypad input, not 360).

#30 User is offline Ell678 

Posted 16 October 2014 - 07:11 AM

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I got a very solid 60 fps here on my machine. It's looking good so far.

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