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Project AXSX (Sonic Xtreme and SONIC CD REMIX A 2.5D game)

Discussion in 'Fangaming Discussion' started by Andrew75, Feb 24, 2010.

  1. ...Wow.



    I've really got to hurry up and buy a new computer. Guess I'll just wait and see if somebody puts up a video of it in action. Still fun to read when you put up updates, though. I'm still interested in this project.
    -----
    Seriously, though. That's amazingly complex. All of that is all to make one of those platforms that drops when you land on it? There has got to be a less-complex 3D engine out there. Not saying that using GDK is a bad idea, I'm just amazed that you have to go through all of that for something so seemingly simple. Funny how this is more complicated when it's made to look like the Genesis game than it does for a more modern-looking game.
     
  2. Andrew75

    Andrew75

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    This demo will go public in the coming weeks
    videos will be sure to follow. ^__^
     
  3. Andrew75

    Andrew75

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    As the project stands,,,,,I feel this may be the most complete 2.5D sonic fan experience to date.
    Lots of effort has been put into the level geometry to help aid Xak in the programming of the physics to try and capture the Genesis gameplay feeling,
    its not perfect, but its damed close.
    Also 95% of the level props and background objects have been animated with pixel perfect timings to that of the original Genesis game. From the flowers to the springs.
    (the remaining 5% are falling objects, as these could not be exactly replicated due to UDK's limited physics system)

    I had no online pre-made references to look at except the Genesis game and years worth of research, visual reverse engineering and documenting each and and every object,
    I have made 100s of illustrated charts showing timings and pixel locations that could be used to make pages of wiki articles.

    Here are some of the more simple references. some of the more complex setups took sometimes over a day to put together, because of checking and quadrupole checking. (especially sonic physics stuff)

    Later when I start to go full swing on CD remix, many of the systems will be set up already thinks to this green hill zone,
    all that would need to be done is to replace the models, and make some shaders.

    [​IMG]

    [​IMG]

    speaking about shaders,,,,, check out the glass effects here,, note how the colors separate towards the edges with the refraction, (this is called Chromatic Abrasion)
    Lets just call this screen my shader Development canvas, to work on bits and pieces of shader effects, (they are not meant to be complete in this screen )
    after the shader segments are made, they will be put togeather to form some nice looking eye candy.
    [​IMG]
     
  4. gummyworm

    gummyworm

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    Good gravy - that pic is amazing!

    were you shooting for a clay-ish look? that's kind of how the ground/plants look to me - it's very nice looking :D
     
  5. Andrew75

    Andrew75

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    Yeah, I'll be going for the clay like look and feel,
    Although these textures are just very old experiments I did a few years back,
    I tossed them in to help with setting up some shaders.
    The grey one is just the normal and spec map, no real color map had been set up yet in the screen,
    ( was dinking around with a few idea for modernizing green hill zone) and the other textures on the right were for Sonic CD remix, again paying with ideas.)
    as for the crystal, it will get some depth fog effects within its interior as well as a few textures.
    by the way the crystal and Collision Chaos plants uses more complex realtime refractions/reflections than what ships with UDK. ( well the reflections are turned off in this screen anyways)
    its all custom. the result visually is very close to raytracing.
     
  6. Andrew75

    Andrew75

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    Hey guys, I'm sharing links to my 2 Sage booths, not much to look at,

    There are a few issues with my booths, ( I know they must have been busy with being hacked and all this morning)

    Anyhow even with that, I feel its no excuse, and I'm a bit on the angry disgruntled sonic fan side right now.

    I took option 1: SAGE team would construct a Booth page for me. thats all fine and dandy and everything.
    As I really had no time to do so on my own working day and night trying to get rid of Kismet bugs, modeling and setting up animations as accurately as I could.

    First issue:
    It seems that there really was no effort in putting the booths together, kind of sloppily done.

    Second issue:
    The AXSX (sonic Xtreme) Booth page does not even have the correct credits listed,
    seems they are from someone Else's Booth submission.

    Third Issue:
    The latest demo that I submitted was not included on the booth for Green Hill Zone 2.5D
    I was informed it would be there if I submitted by the 6th, I submitted it on the 5th. and than again today on the 6th.

    Fourth Issue:
    The main booth page, does not even have pictures for all the games. ( Just small text at the bottom)

    I spent every day for the past 3 months working really hard, just to get them ready for Sage. ( like everyone else)
    Most days only getting 4 hours sleep.
    I pushed myself to the limits, even becoming sick on multiple occasions, Just to meet the lackluster event of Sage,
    Always Assumed it would be An event with High quality standards, boy was I wrong..

    Anyhow Here is the latest GHZ 2.5D Tech Demo. Build 11 ( not build 7 from the booth page)
    Both Rar Files are required BTW.

    Part 1
    http://www.mediafire.com/?866gx6241ibt6w5
    Part 2
    http://www.mediafire.com/?x8f3xdeciju719m

    Anyhow I'm not trying to sound like an ass or anything,
    but come on...If the booths weren't finished why even post links to them....
    Also there was no quality check sent over like was communicated before a booth went up.
    Anyhow, I'm sure I'm blowing everything out of proportion, as I know the members trying to run Sage must be working hard, and are swamped.
    Just blowing off steam is all.

    And here are my booths.
    http://sagexpo.org/games/green-hill-zone-2-5d-beta/
    http://sagexpo.org/games/project-axsx-sonic-xtreme/

    Excuse my Jaded Sage review, its only the first day after all, lets see if things are fixed.
     
  7. Polygon Jim

    Polygon Jim

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    across town from Hinchy
    All the bitches.
    Out of curiosity why didn't you just have a level select in the GHZ demo seeing as it has a perfectly working version of the Xtreme map in it anyway. That would have been better than needing 2 different 200mb downloads.
     
  8. Andrew75

    Andrew75

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    They Ran on Seperate Custom SGDK builds , no time to see if they could be built as a single game.
    I was so busy doing last minute fixes,
    what you see there was pure man hours with no time to do anything else for the past few months.

    I think that even if I could put them in the same EXE.
    It would have been a 500 meg download, there are alot of assets for both projects.
    they are masive beasts, containing over 100s of assets, even more than sonic Generations contains in its green hill zone.
    believe me I've looked.
    where they need a few textures, I needed 100s for green hill zone alone, due to the way that it is set up to look classic.

    All the wire frames you see , (blue are for triggering events) (Purple are for the depth changing systems)

    [​IMG]

    Uploaded with ImageShack.us
     
  9. Polygon Jim

    Polygon Jim

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    across town from Hinchy
    All the bitches.
    Changing

    Code (Text):
    1. //Map=Public_test_06.udk
    2. //LocalMap=Public_test_06.udk
    3. Map=GREEN_HILL_ZONE_Demo.udk
    4. LocalMap=GREEN_HILL_ZONE_Demo.udk
    to

    Code (Text):
    1. Map=Public_test_06.udk
    2. LocalMap=Public_test_06.udk
    3. //Map=GREEN_HILL_ZONE_Demo.udk
    4. //LocalMap=GREEN_HILL_ZONE_Demo.udk

    gave me a perfectly playable version of the Xtreme demo. All of the music, level art, and engine seem to work fine.
     
  10. Andrew75

    Andrew75

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    ahh thats good to know thanks,
    Had no time to dig into finding out, perhaps if I had a proper dedicated team to work with, which frees up some time,
    I think we would have another story.
     
  11. Andrew75

    Andrew75

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    Anyone have any major issues with the demo?
    like platforms spawning in the wrong places or anything like that ?
    enemies showing up as cubes?
    let me know , please.
    this is still an early beta and any reports will help fix the issues.
     
  12. Andrew75

    Andrew75

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    I'm not really a speed run kind of guy,
    But I thought, what the hey !
    What better way to enjoy what we've done than do a speed run or 2.

    Can anyone top this speedrun?
    (Better view it in youtube, seems the incorrect video plays here on retro)
    http://www.youtube.com/watch?v=tR2sLAXzF84

    also a slower walk-threw of the zone
    http://www.youtube.com/watch?v=KH9KSi8bFpo&feature=channel&list=UL

    So yeah imagine our little demo with HD Next Gen graphics, as that is whats next on the agenda,
    SONIC CD Remix Here we come ! ( well after some more tweaks of course)
     
  13. Falk

    Falk

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    FWIW the embed gets confused when a playlist is part of the URL.
     
  14. Andrew75

    Andrew75

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    Thanks , fixed it
     
  15. Aerosol

    Aerosol

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    Not where I want to be.
    Sonic (?): Coming summer of 2055...?
    That certainly looks impressive. Are you thinking about giving the person making a level the ability to make paths that go in different directions? It's difficult for me to explain, but Sonic Generations does this.
     
  16. Andrew75

    Andrew75

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    That ability is already in the engine, just not showcased in this level.
    I had planned some for-ground paths that split off from the main level, as well as hidden tunnels that lead to new areas for the Sage event,
    but all the time went to fixing errors in kismet, and making new level props and enemy AI system,
    didn't even get to start the last 2 enemy types, sigh
    I'll still be doing this , however I'll be taking my time on it as there is no deadline.
     
  17. Andrew75

    Andrew75

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    Got a review at TSSZ, Yay a review, lol
    Edit: ( nevermind, cant link to it from here, sigh)
     
  18. Andrew75

    Andrew75

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    Oh yeah if you guys want to play with full screen mode and change the screen resolution for AXSX or GHZ 2.5D,
    -----------------------------------------
    Commands
    -----------------------------------------
    Alt+ Enter = Full Screen Mode

    During gameplay press the ~ key to bring up the console.
    Than type the following commands exactly and press enter.
    Stat FPS
    ( this will show the frames per second, hopefully its at around 60)

    Setres 1920 x 1080
    ( or whatever the max res is for your monitor)
    ( Good idea to do this after going into full screen mode)
     
  19. Flipside

    Flipside

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    Wow. You really ARE dedicated to making the closest playable thing to Sonic X-treme.

    Obvious you'd emulate the game footage, but recreating the lead developer working himself to sickness? :P I guess Sonic X-Treme is just tough to do.

    And those videos you posted... You said something about the wrong videos being shown. I looked at it and just saw Green Hill Zone with a crappy hacked HUD. I figured it linked to a totally different user's vid, but after some looking, I found the same video next to some AXSX stuff.

    When I realized what I thought was a mod was actually yours, it blew my mind. On the tiny screen, I didn't notice everything being slightly 3D. Those backgrounds remind me of Super Paper Mario.

    Can't wait to see what you'll do next.
     
  20. Andrew75

    Andrew75

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    Hi Guys.....Anyone interested in joining up for Sonic CD remix?
    I really need a dedicated programmer over here , someone who could re-program some things in the Sonic GDK GHZ 2.5D engine , (sonic physics, enemies ect)
    I've done the best that I could using unreal kismet for programming things such as the enemies and other objects, as I don't know unreal script.

    Quite frankly I'd rather dedicate my time to doing models, shaders, animations, and level layouts,
    I really want to get this project going full steam ahead! Tired of programming setbacks.

    so yeah, anyone interested in doing a 2.5D sonic engine, this is a good starting point,
    for the most part, many things have already been done.
    It just needs the programing polish that I can not offer at my skill level.
    So please, don't hesitate, lets do this !

    Mostly what needs to be done here,
    1. a new collision system for levels, perhaps a 2D collision system)
    (I've also come up with a 3D chunk collision system that would work in much the same way as the 2D tile system from the original Genesis games, however I have no means to program the idea.)
    ( currently we are using level geometry for the ground collisions)
    2. Jump needs to be re-tooled (Currently jump height is effected by key press time, I think it needs key press effects the velocity?)
    3. Enemies need to be re-programmed in unreal script. (AI , as well as there collisions with sonic)
    4. when sonic reaches a height on a slope, (or loop) , than starts back down the slope, Sonic needs to run backwards ( currently he turns around and faces the opposite direction)
    Other than that, most everything else is good to go.

    Haha, I haven't worked on xtrenme in about 7 months now, thanks to GHZ2.5D
    this time it was GHZ 2.5D that got me sick not really Xtreme.
    I guess to much dedication at attempting to recreate every detail.