SonicGDK 1.1 - With delicious 2.5D/3D physics inside!
#841
Posted 28 March 2012 - 05:53 PM
#842
Posted 29 March 2012 - 10:47 AM
Azu, on 28 March 2012 - 05:53 PM, said:
Well I don't know what a spline is, but for rail switching how bout using the quick step action with small changes so that you do a sideways jump and auto a-line with the rail? Any ideas how a balancing mechanic could work?
#843
Posted 30 March 2012 - 10:22 AM
Heat-Nova, on 28 March 2012 - 11:57 AM, said:
BTW...
Well I'm referring to learning from the path code, not literally using the entire 2D path code to make rails. Make Sonic follow a path, as that's all rails are. You then need a way to calculate the lateral curve of the path. Once you have that, you then need a button to activate crouching. And then once you have that, you need a way to determine whether Sonic should be in danger of falling off, like when he's going too fast and the curve is too tight, or when he's going too slowly. Add in some analogue controls that compare the value of the analogue with the lateral angle of the curve to determine whether Sonic is balanced enough to keep zipping along, and you are well on your way to implementing the only kind of grinding that matters!
#844
Posted 30 March 2012 - 10:47 AM
Any chance we can get a real death animation instead of Ragdoll-ing. Since I'd like to try my hand at doing Classic Sonic dieing, but like Generations sonic with mouth swapping he'll have 3 mouths to swap with. So he'll show his center mouth when dieing instead. Besides I can't stand ragdolls much with this anyways. Unless that was changed, since I haven't been messing around with this much.
#845
Posted 30 March 2012 - 11:13 AM
AerosolSP, on 30 March 2012 - 10:22 AM, said:
Rather than worrying about balancing nearly as much, I'd just make Sonic have minimum force pushing him forward, and when crouching, he just acts as if it's rolling (but with a different animation, of course). Then whenever Sonic jumps or falls off the rail, he just "unlocks" from the path.
#846
Posted 30 March 2012 - 11:29 AM
*sigh* I hate not knowing (and having minimal interest on) how to program.
#847
Posted 30 March 2012 - 12:33 PM
AerosolSP, on 30 March 2012 - 10:22 AM, said:
Ooooh, ok that would help explain a few things. Wow your good at this kind of stuff!
Azukara, on 30 March 2012 - 11:13 AM, said:
Well if he acted like he was rolling when crouching then going on an uphill rail would be way too hard, having a minimum force push you forward and the balancing mechanic would just be useless if you could get speed by doing nothing (Even if it is small). But that jumping off to break the path is a good idea, however it should be something similar to Sonic Generations where if you do a short hop you'd still follow the path, full jump to completely break off the path. But this would require shorthopping implemented, and if your full jump doesn't slow you down then short hopping is useless. But whatever, So with what AerosolSP said and the jumping off to break the path we could get started on this. I wish I knew more on programming so I could help out. (I'll try to learn faster XD)
P3DR0, on 30 March 2012 - 11:29 AM, said:
*sigh* I hate not knowing (and having minimal interest on) how to program.
Yeah most of us really like it because it's alot more interactive than just boosting and occasionally jumping or switching rails. Well IMO I'm almost completely against 2.5D sections, I liked as a gimmick in Unleashed, Colors was just too much and I forgot I was playing a 3D game, I forgave Generations because it had good 3D platforming . I really hope it doesn't become a staple in later games. So to use it in 2.5 sections either no 2D sections or no rails in 2D sections. Have anyone disassembled SA2 yet?
#848
Posted 30 March 2012 - 01:09 PM
Technically it was sort of implemented in Sonic Unleashed, though. If you hold left or right on a straight away rail I think Sonic plays a "Whoa I'm losing my balance" animation, but it doesn't impact his speed or anything.
#849
Posted 30 March 2012 - 03:48 PM
BlazeHedgehog, on 30 March 2012 - 01:09 PM, said:
Technically it was sort of implemented in Sonic Unleashed, though. If you hold left or right on a straight away rail I think Sonic plays a "Whoa I'm losing my balance" animation, but it doesn't impact his speed or anything.
Maybe they were going to implement it, since Unleashed was going to be a sonic adventure type game then it "strayed" too far from the original. But I don't really mind the grinding as long as it's kept to a minimum or used in natural places as I've said before in another post. But where getting off topic here, so what exactly do you have in mind for the next update Xaklse? Like, what's your main focus for the engine as of now?
#850
Posted 31 March 2012 - 11:32 AM
#851
Posted 01 April 2012 - 04:22 PM
Heat-Nova, on 26 March 2012 - 08:15 PM, said:
Xaklse, on 26 March 2012 - 04:20 PM, said:
Heat-Nova, on 24 March 2012 - 11:48 AM, said:
If you were able to provide me a Tails model, I would add it. Tails basicly is Classic Sonic with green wisp ability.
Twilightzoney, on 30 March 2012 - 10:47 AM, said:
Heat-Nova, on 30 March 2012 - 03:48 PM, said:
#852
Posted 01 April 2012 - 08:51 PM
Xaklse, on 01 April 2012 - 04:22 PM, said:
If you were able to provide me a Tails model, I would add it. Tails basicly is Classic Sonic with green wisp ability.

It doesn't seem to be happening 100% of the time now, odd very odd.
Xaklse, on 01 April 2012 - 04:22 PM, said:
Heat-Nova, on 30 March 2012 - 03:48 PM, said:
Well if it makes you fell better, I plan on starting a project with this engine in the near future and will use almost everything it has to offer so far.
#854
Posted 03 April 2012 - 08:04 AM
Xaklse, on 01 April 2012 - 04:22 PM, said:
#855
Posted 03 April 2012 - 08:32 AM
If there were more in the way of suitable, open-source, general-purpose 3D assets out there, I imagine this wouldn't be so much of a problem.
