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Sonic Unreal Worlds Open Source release

Discussion in 'Fangaming Discussion' started by StreakThunderstorm, Oct 10, 2014.

  1. StreakThunderstorm

    StreakThunderstorm

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    https://github.com/StreakThunderstorm/Sonic-Unreal-Worlds

    Uploaded project to github. Hopefully I can get some contributors.

    I'm looking for Sonic Lost World assets if you have them.
     
  2. Bluecore

    Bluecore

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    Sonic & Tails - Fan Game
  3. StreakThunderstorm

    StreakThunderstorm

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    Checked it. Its missing the animations.
     
  4. Bluecore

    Bluecore

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    [​IMG]

    Are You sure?
    The animations should be there. All Twenty Two of them.
     
  5. StreakThunderstorm

    StreakThunderstorm

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    Was this model and animations ripped from generations? I don't really want to use someone's custom work.
     
  6. Andrew75

    Andrew75

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    How's the movement look so far ? I think its nice that someone's started something in Unreal 4.
     
  7. StreakThunderstorm

    StreakThunderstorm

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    It's going very well. It has all the basic stuff. Decel/accel on slopes, jumping on angles. I'm working on importing the model onto the sensor. It works so far.
     
  8. Andrew75

    Andrew75

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    keep us posted !
     
  9. Candescence

    Candescence

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    Huh. Is this being written in blueprint, or C++?

    Hope it goes well, mate.
     
  10. StreakThunderstorm

    StreakThunderstorm

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    It's all in Blueprint. I don't know C++.
     
  11. StreakThunderstorm

    StreakThunderstorm

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    http://youtu.be/uhMxL88jlUk

    http://youtu.be/EcvFFnoWmwk

    Just to show I'm not BSing.
     
  12. Tiller

    Tiller

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    Neat. Keeping tabs on this.
     
  13. StreakThunderstorm

    StreakThunderstorm

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    Alrighty, I'm making a request here. I'm sure some of you are savvy enough to make some 3D assets. I need some test level assets to work the engine around. Since I'm pretty heavy into coding, would anyone mind modeling out some level stuff? The more complete, the better to be honest. Try to include slopes and such. don't include loops because I'm programming spline locking to change the depth of the character. Remaking things like Sonic 2 or 3 levels would be great because I can test out the actual physics and tweak to make correct.
     
  14. Andrew75

    Andrew75

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    I'd love to help with that, but my schedule is full up with AXSX sadly. Also you should look at Sonic GDK for inspiration on how to handle the depth changes, Force volumes are really handy with offsetting sonic from the spline.
    There are a lot of good ideas and concepts that Sonic GDK offers that could be recycled in a since if you will.
     
  15. StreakThunderstorm

    StreakThunderstorm

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    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.
     
  16. Andrew75

    Andrew75

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    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
    [​IMG]


    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!
    [​IMG]
     
  17. StreakThunderstorm

    StreakThunderstorm

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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. Andrew75

    Andrew75

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    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. StreakThunderstorm

    StreakThunderstorm

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    [​IMG]
     
  20. Chimera

    Chimera

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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:

    [inlinespoiler]and before you say it no I don't wanna play dota srry[/inlinespoiler]