Posted 05 January 2009 - 07:33 PM
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Posted 06 January 2009 - 12:14 PM
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Those will be great for color palette references, thanks for grabbing those.
It also gives me some food for thought on making a 3D concept model of Sonic...
Posted 12 January 2009 - 04:37 PM
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Canned Karma, on Jan 6 2009, 03:14 PM, said:
Those will be great for color palette references, thanks for grabbing those.
It also gives me some food for thought on making a 3D concept model of Sonic...
Is it going to be for this?
Posted 12 January 2009 - 09:05 PM
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Given that was a week ago when I had time to make something, it was a possibility. Not happening now with the semester about to start back up. In respect to actual development of the Special Stage, absolutely nothing is set in stone. Any and all concepts for it are welcome.
Posted 13 January 2009 - 06:28 PM
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What technologies are used for this game engine?
An example of different game engine technologies are:
SDL,
Allegro,
OpenAL,
Qt4,
wxWidgets, DirectX (pure with no middle layer which includes Direct3D, DirectInput, DirectSound),
TiMidity++,
GStreamer (which does indeed work on
Windows as well as Mac OS X), etc.
I am just curious, I do like to hear of the technical aspects of software but I haven't been able to find any details regarding that.
This post has been edited by King InuYasha: 13 January 2009 - 06:32 PM
Posted 13 January 2009 - 07:38 PM
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I'd just agree to do it with OpenGL, as it's very easy to do an engine that use *.ASE files, if someone would want to do an engine, I shall be more interested about it, as some days before I've been at trip.
Posted 13 January 2009 - 07:59 PM
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Hi RamiroR,
A proof of concept would be great to make us choose to resort either on full 3D or 2D pre-renders.
So, anyone willingly to write this "proof of concept" Special Stage, (like Ultima did with his sonic-unrelated "cel shading demo") step forward! ^^
To those attempting this feat:
-OpenGL would be a perfect mate.
-A basic 3D scrolling tube, with sideturns is preferred.
-Special Stages will need to keep the cartoony feeling, just like this:
Good luck!
Posted 27 June 2009 - 10:15 PM
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I found one bug with the engine. I don't know if it has been noticed but around 11 seconds on the sonic timer, sonic just flies off the platform for no reason. You do have to be facing into the platform on the tip for it to happen. I've done a video to show what happens.
Bug
Posted 28 June 2009 - 05:48 AM
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The special stage should be made with tube sections, a bit like roller coaster tycoon.
Posted 28 June 2009 - 01:10 PM
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QUOTE (steveswede @ Jun 27 2009, 10:15 PM)

I found one bug with the engine. I don't know if it has been noticed but around 11 seconds on the sonic timer, sonic just flies off the platform for no reason. You do have to be facing into the platform on the tip for it to happen. I've done a video to show what happens.
BugCan't you just put it on YouTube?
Posted 28 June 2009 - 01:55 PM
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QUOTE (RedStripedShoes @ Jun 28 2009, 10:10 PM)

QUOTE (steveswede @ Jun 27 2009, 10:15 PM)

I found one bug with the engine. I don't know if it has been noticed but around 11 seconds on the sonic timer, sonic just flies off the platform for no reason. You do have to be facing into the platform on the tip for it to happen. I've done a video to show what happens.
BugCan't you just put it on YouTube?
If it is a bug or not, I cannot tell, because it is this way in Sonic 3, and not in Sonic 2. And for a good reason, faster development of platform objects. It was a choice that can be changed for S2HD pretty easy, or even fixed without having to change back to the Sonic 2 engine system.
I do know about most TD problems, and many of the problems will be fixed before or during Beta testing.
Posted 02 January 2010 - 01:55 PM
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Are you going to change to Direct2D to render the graphics?
Posted 03 January 2010 - 07:20 AM
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QUOTE (Meph @ Jan 2 2010, 10:55 PM)

Are you going to change to Direct2D to render the graphics?
No. I feel that Direct2D is just another layer farther away from the driver. I will keep compatibility with Windows 2000 and Windows XP, which means I will stay at Direct3D 9c.
It will always be possible to support a new render, such as Direct3D 10 and 11. But Direct2Di s not what we want, as MSDN says:
QUOTE
Direct2D is a user-mode library that is built using the Direct3D 10.1 API
Posted 05 January 2010 - 12:58 PM
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I see. It's just that since this is a 2D game, you'd think that it would be perfect for S2HD, but I suppose it's more suited for apps like Firefox.
Posted 06 February 2010 - 07:17 PM
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I don't remember whether this was discussed earlier in the thread or not, but every (or nearly every) HD game is mixed in surround sound these days. Are we supporting 5.1 in the engine?
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