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[Unreal Engine 4] Sonic 3 & Knuckles Remastered

#31 User is offline Seiph 

Posted 24 April 2016 - 06:35 AM

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It's the game people have been wanting, Sega needs to just do an entire game which remakes Sonic 1 to 3K in Generations side scrolling and they would see a sudden boost to true fans instead of making Boom for the whiny immature kids who just want a game full of terribly annoying puns which hardly focuses on proper game play.
This post has been edited by Seiph: 24 April 2016 - 06:38 AM

#32 User is offline StreakThunderstorm 

Posted 11 May 2016 - 10:40 AM

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I'd like to work on this. Let me know if you're interested.

#33 User is offline StreakThunderstorm 

Posted 21 May 2016 - 02:03 PM

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So I've been able to play with the engine and I've been tweaking some of the art style. Ideas?
Posted Image
This post has been edited by StreakThunderstorm: 21 May 2016 - 02:04 PM

#34 User is offline Atendega 

Posted 21 May 2016 - 02:21 PM

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Properly tweaked, that could probably end up looking glorious. Though really, the original game wasn't "cartoony" to that degree.

#35 User is online Andrew75 

Posted 22 May 2016 - 02:22 PM

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For me the toon effect don't mesh well with the background.
Sorry, really not trying to sound negative, but yeah if your going to try for a toon shader perhaps try a hand painted look or something for the filler color as another experiment.
This post has been edited by Andrew75: 23 May 2016 - 12:03 AM

#36 User is offline Dark Sonic 

Posted 22 May 2016 - 02:43 PM

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Eh, nah I'm not feeling it. Sonic 3 was kinda weird artistically though. It was arguably the most "realistic" looking of the Classic Sonic series yet with the most cartoony sprites. So maybe it does work?

Or maybe I'm not feeling the model I'm not sure,

#37 User is offline amphobius 

Posted 22 May 2016 - 03:26 PM

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The model looks rather off and I really don't like the shader. I think it was actually better the way it was before.

#38 User is offline Xeal 

Posted 22 May 2016 - 04:17 PM

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Echoing what Sam said. The way you had it before was much better.

#39 User is offline Chimera 

Posted 30 May 2016 - 08:27 PM

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the outline looks too processed and the colors too muted tk mak3 the shad3r feel like an intentional sprite-esque model / look Borderlandsy at all, at least on purpose.

It just comes across as mudding up the colors and honestly, your background is ohotoreal while you have a toon shader on your character. At least with the outlines, that doesnt look like it worke well *at all*

#40 User is offline winterhell 

Posted 31 May 2016 - 01:16 AM

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I'd like to see a proper screenshot with fully modelled background and foreground, before playing around with the rendering settings.

#41 User is offline Tiberious 

Posted 08 June 2016 - 09:15 AM

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A couple minor things that kinda bugged me about the physics and movement:

1) In your damage test video, you show Sonic landing on his back and righting himself after taking a hit. I know this is kinda how it's done in modern titles, but since you're saying you want as close to 100% recreation of the physics as possible, this is going to irk those that aim for the standards. It's also kinda antithetical to the design Sonic Team had. they wanted you to realize you got hit (which is why they took control away until you landed on an object or ground), but to be able to immediately 'get back up' and try again, which is demonstrated by not having any kind of animation for laying on his back (look at what this kind of thing did to Sonic 2 in its early state. It got axed pretty quick).

2) Ring bounce physics. I know this is going to be hell to get right, considering the differences in 2D vs 3D, but again, this is going to be key. Getting the lost rings to spawn in the proper places and with the right initial velocities, and making them bounce correctly will go a long way to showing you care about the details.

3) Special Stage: While at first, the lack of group transformation bugged me, I figured it was cool since other things (like touching red spheres) were also unimplemented.What got to me more was the transition between backwards and forwards movement. In the original, there's a little pause, which you've kinda captured, but it seems to be more of a slow down, stop, start sequence when you take the time to observe it. It's hard to see with the way the Genesis implemented it, but it's there if you look. You might want to cut a quarter of the pause time at the front and back to put in this velocity curve to help it feel more natural.

#42 User is offline DarkVDee 

Posted 15 July 2016 - 03:00 PM

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It look good and all but is the environment that you used are just placeholders? I'm asking because it look nothing like Angel Island zone. This project does look promising and I hope that everything will work out.

#43 User is offline Just-in 

Posted 20 July 2016 - 06:24 AM

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This looks just like SonicGDK in Unreal Engine 4... amazing!
Maybe you could make a development kit for people to make Sonic games in Unreal Engine 4, because I would love to be able to make Sonic games of my own.

#44 User is offline DarkVDee 

Posted 20 July 2016 - 02:11 PM

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View PostJust-in, on 20 July 2016 - 06:24 AM, said:

This looks just like SonicGDK in Unreal Engine 4... amazing!
Maybe you could make a development kit for people to make Sonic games in Unreal Engine 4, because I would love to be able to make Sonic games of my own.


I doubt that he'll release a development kit for the public.

#45 User is offline Krossaturno 

Posted 31 July 2016 - 06:18 AM

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Beautiful results so far, TC. I just recently downloaded Unreal Engine 4 myself and was wanting to do some Sonic related projects with it as well. Getting a demo of some of the potential is very reassuring.

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