Sonic and Sega Retro Message Board: SonicGDK - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

SonicGDK 1.1 - With delicious 2.5D/3D physics inside!

#826 User is offline Azu 

Posted 24 March 2012 - 01:05 AM

  • I must be stupid.
  • Posts: 1317
  • Joined: 23-February 08
  • Gender:Male
  • Location:Home
As I've said before. I have the Colors model, but the death animation needs to be fix, Maybe Streak could fix if he wants to.

#827 User is offline Heat-Nova 

Posted 24 March 2012 - 11:48 AM

  • Posts: 20
  • Joined: 18-February 12
Since no one responded to my post yet I'll just let you know that it was the version problem. I've downloaded the January Beta and it is now working. Here's the link if anyone is having the same problem: Here. It seems that Epic Games doesn't have the download links up for any version for this year except February Beta, maybe their'er working on the non-beta January? BTW any one know any good Unreal script tutorials? Yes I've googled, but haven't found anything good yet.

EDIT: I found a few glitches while playing, I don't know where to post glitches I find so I'll put them here for now:

1. When using the Spikes wisp Sonic is unaffected by spikes or the bumper balls and will just cling on them
2. When entering the 2D section in the far left corner like this: Image. The camera zooms up to the side of Sonic's face
3. I don't know if this is intentional. But if you touch the Big Ring next to the half and full pipes the controls switch, to act to what I'm guessing to be a game pad, so the mouse only moves the camera right and left and it snaps when it does.
This post has been edited by Heat-Nova: 24 March 2012 - 10:29 PM

#828 User is offline BlazeHedgehog 

Posted 25 March 2012 - 03:25 AM

  • A "Community Enigma"?
  • Posts: 1214
  • Joined: 23-January 05
  • Gender:Male
  • Wiki edits:51
On the subject of the Colors model, wasn't TwilightZoney or somebody working on getting Generations Sonic in to GDK? I'd like to see that get finished.

#829 User is online Candescence 

Posted 25 March 2012 - 08:28 AM

  • Posts: 1072
  • Joined: 22-October 10
  • Gender:Male
  • Location:Sydney, Australia
  • Project:Construct stuff
You know, it would help if there were more open-source 3D assets and textures available for actually making levels. Much like the 2D games, it's amazing what you can do with a limited set of 'building blocks'. The landscape feature and BSD brushes also helps to make more simple stuff, I think.

Edit: I also heavily advocate the implementation of multiple characters and skins to make it easier for people to figure out how to do it. Obviously it's gonna be up to someone other than Xaklse, though, since that doesn't seem to be on the cards for him, unless I'm mistaken.
This post has been edited by Candescence: 25 March 2012 - 09:43 AM

#830 User is offline Heat-Nova 

Posted 25 March 2012 - 10:49 AM

  • Posts: 20
  • Joined: 18-February 12

View PostCandescence, on 25 March 2012 - 08:28 AM, said:

You know, it would help if there were more open-source 3D assets and textures available for actually making levels. Much like the 2D games, it's amazing what you can do with a limited set of 'building blocks'. The landscape feature and BSD brushes also helps to make more simple stuff, I think.

Edit: I also heavily advocate the implementation of multiple characters and skins to make it easier for people to figure out how to do it. Obviously it's gonna be up to someone other than Xaklse, though, since that doesn't seem to be on the cards for him, unless I'm mistaken.


I agree, don't you think its odd that something as gimmicky as Wisps are in an engine but grinding or other characters haven't been added? Usually Open-Source-Engines don't have gimmicks (They leave that up to the users to make) and concentrate more on fine-tuning the engine and adding basic movements. Some pre-made level pieces as Candescence said would help alot too. From what I've read Xaklse doesn't like modern grinding, but I'd like to hear his opinion on SA2 type grinding. I liked that one a lot more than the one were getting now where little to no skill is needed to master. Changing back to talking about the models; Cant we just import through Blender or Maya the Sonic Generations one? The Classic model would be neat to see. I still don't know alot on UDK but I've seen people on youtube messing around in Blender or 3DSMAX with the SG model so I just thought we could import it over. I guess it's just up to someone to do it, doesn't seem like too much work.
This post has been edited by Heat-Nova: 25 March 2012 - 10:53 AM

#831 User is offline Xaklse 

Posted 26 March 2012 - 04:20 PM

  • Posts: 219
  • Joined: 02-February 10
  • Gender:Male
  • Location:Madrid, Spain
  • Wiki edits:11

View PostP3DR0, on 23 March 2012 - 05:18 PM, said:


OMG UDK IS SO DESATURATED, EVERYTHING LOOKS SO BROWN AND WITHOUT COLORS, IT SUCKS!
Quoted to bump it for coolness.

View PostShade Vortex, on 24 March 2012 - 12:33 AM, said:

View PostAerosolSP, on 23 March 2012 - 10:21 PM, said:

Then...put it in yourself? SGDK is an engine, not a beauty contest!

I came into the kitchen to order food from the chefs because I don't know how to cook and couldn't be bothered to learn (I sure hope that metaphor isn't too subtle for you!). Besides, even if I do it myself, it wouldn't change the fact that the model is terrible by default and everyone seems to be content with leaving it alone.
The default model is fine, it works and it has the needed animations. You can complain about it, but nobody wants to create a better model, rig it and animate it. And no, I won't use ripped models.

View PostHeat-Nova, on 24 March 2012 - 11:48 AM, said:

Since no one responded to my post yet I'll just let you know that it was the version problem. I've downloaded the January Beta and it is now working. Here's the link if anyone is having the same problem: Here. It seems that Epic Games doesn't have the download links up for any version for this year except February Beta, maybe their'er working on the non-beta January? BTW any one know any good Unreal script tutorials? Yes I've googled, but haven't found anything good yet.
Looks like Epic removed many links accidentally, but you could still download the January Beta by changing a number of the Feb link.
UDK community tutorials: LINK

View PostHeat-Nova, on 24 March 2012 - 11:48 AM, said:

I found a few glitches while playing, I don't know where to post glitches I find so I'll put them here for now:
1. When using the Spikes wisp Sonic is unaffected by spikes or the bumper balls and will just cling on them
2. When entering the 2D section in the far left corner like this: Image. The camera zooms up to the side of Sonic's face
3. I don't know if this is intentional. But if you touch the Big Ring next to the half and full pipes the controls switch, to act to what I'm guessing to be a game pad, so the mouse only moves the camera right and left and it snaps when it does.
1. Intentional.
2. Don't enter that way.
3. It's a goal ring.

View PostBlazeHedgehog, on 25 March 2012 - 03:25 AM, said:

On the subject of the Colors model, wasn't TwilightZoney or somebody working on getting Generations Sonic in to GDK? I'd like to see that get finished.
He probably is keeping it for Freerunner.

View PostHeat-Nova, on 25 March 2012 - 10:49 AM, said:

View PostCandescence, on 25 March 2012 - 08:28 AM, said:

I also heavily advocate the implementation of multiple characters and skins to make it easier for people to figure out how to do it. Obviously it's gonna be up to someone other than Xaklse, though, since that doesn't seem to be on the cards for him, unless I'm mistaken.

I agree, don't you think its odd that something as gimmicky as Wisps are in an engine but grinding or other characters haven't been added? Usually Open-Source-Engines don't have gimmicks (They leave that up to the users to make) and concentrate more on fine-tuning the engine and adding basic movements. Some pre-made level pieces as Candescence said would help alot too. From what I've read Xaklse doesn't like modern grinding, but I'd like to hear his opinion on SA2 type grinding. I liked that one a lot more than the one were getting now where little to no skill is needed to master. Changing back to talking about the models; Cant we just import through Blender or Maya the Sonic Generations one? The Classic model would be neat to see. I still don't know alot on UDK but I've seen people on youtube messing around in Blender or 3DSMAX with the SG model so I just thought we could import it over. I guess it's just up to someone to do it, doesn't seem like too much work.
Characters aren't in the cards mainly because there are no models.
Pre-made level pieces would be nice, but I'm not a modeler and don't know of anyone who wants to do that. Btw, tiny place with free resources.
In my opinion (feel free to disagree) grinding contributes a lot to lazy level design. Dunno about SA2 grinding, since I barely played it.
Ask Twilightzoney for model imports.

#832 User is offline Heat-Nova 

Posted 26 March 2012 - 08:15 PM

  • Posts: 20
  • Joined: 18-February 12

View PostXaklse, on 26 March 2012 - 04:20 PM, said:


View PostHeat-Nova, on 24 March 2012 - 11:48 AM, said:

I found a few glitches while playing, I don't know where to post glitches I find so I'll put them here for now:
1. When using the Spikes wisp Sonic is unaffected by spikes or the bumper balls and will just cling on them
2. When entering the 2D section in the far left corner like this: Image. The camera zooms up to the side of Sonic's face
3. I don't know if this is intentional. But if you touch the Big Ring next to the half and full pipes the controls switch, to act to what I'm guessing to be a game pad, so the mouse only moves the camera right and left and it snaps when it does.

1. Intentional.
2. Don't enter that way.
3. It's a goal ring.

In my opinion (feel free to disagree) grinding contributes a lot to lazy level design. Dunno about SA2 grinding, since I barely played it.

Goal ring of switchy controls? lol whatever. Anyways SA2 grinding is like grinding in real life, you have to keep your balance in order to gain speed and stay on it. Controlling your balance is done with the analog stick, to maintain better balance you can hold down the b button to crouch, which will set a maximum speed but help to maintain balance, won't completely hold you up though. And in SA2 there were mostly no "grinding sections" and were mainly found in natural places like rails down a staircase, straight metal fences, and on some parts in trees, so there were few places where you were forced to grind (These levels being Final Rush and Crazy Gadget but they were very good levels nonetheless). So when used in the right places it looks and feels natural as well as putting the player on his toes at all times. Besides why should you care if people make crappy games with your engine? It's not like you'll be blamed for it. Hypothetically speaking if I were to model, rig, and animate a Tails model you would most likely program him in as a playable character? (Not that I'm planning on doing that).
This post has been edited by Heat-Nova: 26 March 2012 - 08:20 PM

#833 User is offline Azu 

Posted 26 March 2012 - 08:28 PM

  • I must be stupid.
  • Posts: 1317
  • Joined: 23-February 08
  • Gender:Male
  • Location:Home
Grinding now-a-days is more of a gimmick than it was in SA2. In SA2, you needed to keep your balance.

#834 User is offline Aerosol 

Posted 26 March 2012 - 09:09 PM

  • FML
  • Posts: 5294
  • Joined: 27-April 08
  • Gender:Male
  • Location:New York
  • Project:Sonic (?): Coming summer of 2055...?

View PostHeat-Nova, on 26 March 2012 - 08:15 PM, said:

Goal ring of switchy controls? lol whatever. Anyways SA2 grinding is like grinding in real life, you have to keep your balance in order to gain speed and stay on it. Controlling your balance is done with the analog stick, to maintain better balance you can hold down the b button to crouch, which will set a maximum speed but help to maintain balance, won't completely hold you up though.


Not exactly right. Holding down B allowed you to zip down the rail faster, but if the curve was too tight, Sonic would start falling off. Using the analogue stick to maintain your balance also maintained your speed. If you pressed nothing at all, Sonic would be in no danger of falling off, but he also wouldn't pick up enough speed for certain sections. He'd pick up speed and slow down, sure, but if you needed some height once you ran out of rail, or some distance, you'd be ass out if you weren't using B to crouch and pick up as much speed as you could.

Sonic would also fall off if you were going too slow in general. I think he also fell off if you were going too slow through a loop or other twisty rail geometry, but I don't remember exactly.

#835 User is offline Heat-Nova 

Posted 27 March 2012 - 08:23 AM

  • Posts: 20
  • Joined: 18-February 12

View PostAerosolSP, on 26 March 2012 - 09:09 PM, said:

View PostHeat-Nova, on 26 March 2012 - 08:15 PM, said:

Goal ring of switchy controls? lol whatever. Anyways SA2 grinding is like grinding in real life, you have to keep your balance in order to gain speed and stay on it. Controlling your balance is done with the analog stick, to maintain better balance you can hold down the b button to crouch, which will set a maximum speed but help to maintain balance, won't completely hold you up though.


Not exactly right. Holding down B allowed you to zip down the rail faster, but if the curve was too tight, Sonic would start falling off. Using the analogue stick to maintain your balance also maintained your speed. If you pressed nothing at all, Sonic would be in no danger of falling off, but he also wouldn't pick up enough speed for certain sections. He'd pick up speed and slow down, sure, but if you needed some height once you ran out of rail, or some distance, you'd be ass out if you weren't using B to crouch and pick up as much speed as you could.

Sonic would also fall off if you were going too slow in general. I think he also fell off if you were going too slow through a loop or other twisty rail geometry, but I don't remember exactly.


Oh well, I guess I need to play SA2 more. Well anyways I hope this gets implemented someday

#836 User is offline BlazeHedgehog 

Posted 27 March 2012 - 12:17 PM

  • A "Community Enigma"?
  • Posts: 1214
  • Joined: 23-January 05
  • Gender:Male
  • Wiki edits:51
I wouldn't mind having grind rails in GDK, either. I know Xaklse is against them, but really, they're basically just slightly more interactive springs, when you think about it.

#837 User is offline Aerosol 

Posted 27 March 2012 - 08:29 PM

  • FML
  • Posts: 5294
  • Joined: 27-April 08
  • Gender:Male
  • Location:New York
  • Project:Sonic (?): Coming summer of 2055...?
I'm wondering how long it's going to take people to adapt the path-using 2D section code for rails. I mean, all sonic is doing in the case of grinding is following a path :v:

#838 User is offline Heat-Nova 

Posted 28 March 2012 - 11:57 AM

  • Posts: 20
  • Joined: 18-February 12

View PostAerosolSP, on 27 March 2012 - 08:29 PM, said:

I'm wondering how long it's going to take people to adapt the path-using 2D section code for rails. I mean, all sonic is doing in the case of grinding is following a path :v:


Well if you mean non-SA2 grinding then a modded 2D path would work with some effort. However SA2 type grinding, while a heavily modified 2D path could work, IMO it would be better to have a separate object and/or event. That way you wouldn't have the limits of a 2D path.
BTW...

View PostXaklse, on 26 March 2012 - 04:20 PM, said:

UDK community tutorials: LINK

Thanks :) man.

#839 User is offline Azu 

Posted 28 March 2012 - 12:44 PM

  • I must be stupid.
  • Posts: 1317
  • Joined: 23-February 08
  • Gender:Male
  • Location:Home
That's my video. :V You would need to add a few things. If Xaklse did add a rail spline, you could kismet him falling off if he doesn't have enough speed.

#840 User is offline Heat-Nova 

Posted 28 March 2012 - 05:23 PM

  • Posts: 20
  • Joined: 18-February 12

View PostAzu, on 28 March 2012 - 12:44 PM, said:

That's my video. :V You would need to add a few things. If Xaklse did add a rail spline, you could kismet him falling off if he doesn't have enough speed.

Oh, really? I was the on who commented on it recently. And your probably right, I don't know much on UDK , Unreal script, and Kismet (I'm still learning how to use the 3 of them). I was speaking in terms of C++, I didn't know things could be added in like that. But what about the balancing mechanic, and doing tricks off the end of a rails, and the ability to crouch? There's a lot more stuff to it! Could those be added as easily as just making a separate object and event?

  • 72 Pages +
  • ◄ First
  • 54
  • 55
  • 56
  • 57
  • 58
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users