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Are you interested in playing project AXSX?

1: Are you interested in playing project AXSX?

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Project AXSX (2013 and Beyond) New Poll, come vote ! !

#721 User is offline McAleeCh 

Posted 29 January 2018 - 04:52 AM

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Great to see some more updates on this - that's a whole lotta blocks! Looks like you'll be able to craft some interesting shapes both for decoration and level design there - looking forward to seeing what you make of them! = )

#722 User is offline Andrew75 

Posted 30 January 2018 - 07:34 PM

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Yay for Modularity ! just building some diagonal hill slopes here with the new blocks.
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#723 User is offline Andrew75 

Posted 02 February 2018 - 05:48 PM

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Tossed some random textures on for fun.
Don't worry I'm not planning to build any huge open world areas in this game. Hills are meant to be used sparingly for smaller sections, that you can run around in more freely. Most likely much smaller than Sonic Jam's world area.
Showcasing the new Diagonal slopes mainly in grass , and the standard slopes in brick.


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This post has been edited by Andrew75: 02 February 2018 - 05:52 PM

#724 User is offline itsstillthinking 

Posted 02 February 2018 - 07:18 PM

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Loving those textures!

#725 User is offline Andrew75 

Posted 02 February 2018 - 08:17 PM

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View Postitsstillthinking, on 02 February 2018 - 07:18 PM, said:

Loving those textures!

haha , yeah these are all from the leaked content packs. Cant wait to start making custom textures !

#726 User is offline Andrew75 

Posted 12 February 2018 - 10:39 PM

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Firstly some music to set the mood! Random stuff here , just found it on YOUTweeb.... yep yep.. XD
https://youtu.be/NRfa8gx1614?t=1h13s

Ok now some Gifs to show random prototype shaders I've been working on...

Procedural sprite animation over multiple blocks.
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The Texture used for the animation. This was for blue spheres or something found in one of the original Sonic Xtreme level leaks.
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Taking things a bit further......
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Procedurally generated animation of blocks. blocks are actually all contained inside a single model. and using a shader to offset them.
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Other style......
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Now for my favorites ! The new Fake Point light system, this effect is done 100% inside the material. The fake light positions are passed to the material from an object placed in the level which is seen in Blueprint.... no real lights used.....
This has been so far, the only way to truly get point-lights working with fisheye. The only drawbacks are that we are limited to only 10 lights at a time, and we can not cast shadows if we wanted, But you know what?! That is perfectly ok by me, This is a Sonic Xtreme inspired fan game !
If we did want to cast shadows they don't work with fisheye anyways just as the point lights don't work, lol ( baked static shadows work, just not dynamic shadows)

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oops.... forgot to disable the shadow for Sonic's sprite lol.....
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This post has been edited by Andrew75: 12 February 2018 - 10:48 PM

#727 User is offline Andrew75 

Posted 12 February 2018 - 10:53 PM

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oops...Crazy bump time! ! Forgot to show that the lighting works with fisheye ......
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Edit! ! ! because I shouldn't bump!

Light radius, falloff, and color can also be changed on the fly Realtime. lights can also be animated to move across the stage.( not shown here)
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This post has been edited by Andrew75: 12 February 2018 - 11:09 PM

#728 User is offline WhoWhatWhenWhale 

Posted 12 February 2018 - 11:20 PM

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You should make a dance-floor to go along with all this cool lighting and wavy material shader trickery! I bet that'd look pretty neat, and would be a nice way to showcase some of the more colorful lighting effects you've gotten working.

#729 User is offline Andrew75 

Posted 12 February 2018 - 11:24 PM

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View PostWhoWhatWhenWhale, on 12 February 2018 - 11:20 PM, said:

You should make a dance-floor to go along with all this cool lighting and wavy material shader trickery! I bet that'd look pretty neat, and would be a nice way to showcase some of the more colorful lighting effects you've gotten working.
yeah I have a stage planed for that, it will even use the music to manipulate the on screen visuals.
This post has been edited by Andrew75: 12 February 2018 - 11:24 PM

#730 User is offline Andrew75 

Posted 01 April 2018 - 08:09 PM

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Well guys! We are making a Release of AXSX tonight at 12:00 A.m. and let me tell you something nice......

Spoiler

This post has been edited by Andrew75: 02 April 2018 - 12:27 AM

#731 User is offline itsstillthinking 

Posted 02 April 2018 - 01:07 AM

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View PostAndrew75, on 01 April 2018 - 08:09 PM, said:

Well guys! We are making a Release of AXSX tonight at 12:00 A.m. and let me tell you something nice......

Spoiler



Was a amazing build! everyone should download it!

#732 User is offline Andrew75 

Posted 04 May 2018 - 09:37 AM

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Hey guys , Summer is pretty much upon us!.......and that means, Yes, House renovation time again! (Which means AXSX will slow to crawl for the next 3 months.)

Fear not! Quite a bit has been done in the past 6 months, including, adding 3 additional part time programmers on top of Xak.

Here's some of the progress:
Made new assets for AXSX's Custom levels.
More assets ported from UDK's build.
Custom lighting system that works with fisheye.
New test stage for programmers.
New levels rebuilt from original Def files. (only a few more left to port)
More level chunks built from AXSX's Library of the over 35,000 cube shapes. (for custom levels)
Documented some features from the original Xtreme like moving platform behavior and animation system.

Programming has been started for Unreal 4's Sonic gameplay system (thanks to Xak.)
Hud, title cards, gameopver and time over programing, and game stats system. thanks to (TravDarkFox),
A really cool floating/moving platform with Interactive collision and advanced animation systems (thanks to Meinukey)
The start of the Sprite animation system (thanks To Winterhell)
As you can see the The team has grown to become a 4 member team, and 1 extra tech adviser (CDVDT).
This post has been edited by Andrew75: 04 May 2018 - 12:14 PM

#733 User is offline XL2 

Posted 04 May 2018 - 10:14 PM

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3 programmers?
Wow, I'm jealous!

But seriously, keep up your good work, AXSX is a truly amazing project!

#734 User is offline Kharen 

Posted 15 May 2018 - 04:57 PM

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Hey, do you have the plain textures for the Jade Gully level? I was looking online and while I could find pictures, I couldn't find anything that was just the textures. Figured I'd ask. Don't plan on using them for anything important, just wanted to play around with them and see if I could make a 2D thing that looks nice.

#735 User is offline Andrew75 

Posted 15 May 2018 - 06:43 PM

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View PostXL2, on 04 May 2018 - 10:14 PM, said:

3 programmers?
Wow, I'm jealous!

But seriously, keep up your good work, AXSX is a truly amazing project!

Which Jade Gully version are you looking for ?

Check the download for release 3 for the E3 version textures. I hope that SonicRetro could host these someday. as someday the download links will go down, and I wont have time to re-upload them.
They will become lost to time.

http://forums.sonicr...opic=34038&st=0

and for the later builds as seen in Chris Senn's videos
http://ss.sonicretro.org/PackageX.rar
This post has been edited by Andrew75: 15 May 2018 - 06:45 PM

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