Posted 24 December 2010 - 07:20 PM
Yeah, we are currently fiddling around with changing the way movement is coded into the engine. It's all made of constants instead of variables, which is making the controls rather messy and with no sense of the laws of friction. We'll keep everyone updated on fixing that, but in the mean time Merry Christmas to all.You may all get a (somewhat late) Christmas present while you're at it. All depends if we could slap it together or not. Who knows though.EDIT:
If there are any questions, then I am willing to answer them at any given time.
This post has been edited by Azukara: 24 December 2010 - 07:46 PM
Posted 25 December 2010 - 03:40 AM
Sonic Colors' animations seem to be rippable. Can't you use then? (just asking)
Posted 25 December 2010 - 05:32 AM
It's good to see progress being made on freerunner. I'm looking forward to seeing a scripted camera utilized. And I second the use of the Colors animations being used. Using the drifting animation for those tight turns would look much better in my opinion.
Posted 25 December 2010 - 11:41 AM
We are a step ahead of you regarding the animations. Couldn't you guys see that in the video?
We're still implementing animations like turning, leaning, drifting, and among other things. Were also gonna completely redo the running animation in a more classic style (not like Sonic 4's shoddy attempt), among other animations as well.
Posted 25 December 2010 - 12:28 PM
Do you have a decent level editing pipeline yet? How is that handled atm?
Posted 25 December 2010 - 01:13 PM
I'd ask for you to explain a good bit of what you mean, but I'll give it a shot.
We have concept artists that create specific objects for the game, as well as some of the design of the environment and/or architecture in the stages. I create a whole load of different ideas to put into a level and setup for the visuals; whether they are based on our artwork or based on a concept that was never reached to it's fullest potential (such as the GHZ from Sega Superstars Tennis). I get our level modeller to study the basics of Genesis-era Sonic level design, as well as focus on some elements of Sonic Adventure; so they can create a solid and well-rounded stage layout. The modeller also is the texture artist, and the only time he isn't is when he has too much work to do. If that is the case, then object texture artists take on that job as well. Objects are usually modelled by a seperate person that isn't the stage modeller, unless the stage modeller wants to help on that as well.
After creating all the objects and designing at least the majority of the stage is whenever we start adding objects. Our programmer (Carrierhack) developed somewhat of a debug that allows us to place objects and keep them permanently in there, all in realtime. After getting them all placed in the stage, we may start to program and animate these objects so that they all have different functions in the stage.
We follow this structure semi-loosely, so it doesn't always go in this exact order at all times, but I and Eight Bit Dragon are on constant watch making sure it all gets done nevertheless.
Posted 25 December 2010 - 01:19 PM
What I meant was, what is your level editor? Are you still using Fragmotion for that? Does it let you place objects or are you still doing that via xml + notepad? What do you use for exporting? Last time I checked, BlitzSonic was basically a "figure it out yourself" affair, and there was no real level editor.
Posted 25 December 2010 - 01:23 PM
Ah, I see.
We still use Fragmotion and whatever modelling tools to create the stage, but like I said, Carrierhack built an object placement engine that allows us to interchange between any objects built for the stage, and place them anywhere on the X, Y or Z axis. We place the objects and it auto-saves the placement into the .xml which makes it stay there permanently unless we manually remove it.
Posted 09 January 2011 - 02:23 PM
I've updated the Freerunner site/forums, and seeing as only #sonicfreerunner knows about this, I'll just post it up here:
<= The official site
<= The official forums
The forum's running SMF 2.0.2 (as of this writing), and the site is running ReimuCMS.
This post has been edited by angelXwind: 13 February 2012 - 12:28 AM
Posted 09 January 2011 - 11:32 PM
Ah yes, we have a new message board and website. Both are currently within-progress, but anyone who's interested shall join the new message board if they like.
Posted 18 January 2011 - 07:13 PM
Alright, Retro. Sonic Freerunner needs your help. We only have so many people who can actually do their job. Some of them are doing their jobs well, others are falling behind, whether it be because of pure procrastination or school/otherwise getting in the way. Seeing as Sonic Retro has a lot of talent, we figured we should ask...
We need somebody who is able to, and is willing to fill one or more of the following positions:
- 3D modelers, for characters, level design, or both. (As well as somebody who can actually UV map, because apparently only one or two people on the team currently are capable of doing it at all!)
- Texture artists
- Concept artists
- Programmers familiar with Blitz3D
If anyone is interested, please contact Azukara or post on http://sonicfreerunner.hostoi.com/forum/
We really need some help so we can get things done.
Posted 18 January 2011 - 07:16 PM
I would suggest not joining them if they want you to make any characters models because by my count Azukara has changed the Sonic model 5 times now so you'll just be wasting your time and effort.
Posted 18 January 2011 - 07:18 PM
We love you too Jimmy. <3
Posted 18 January 2011 - 07:21 PM
QUOTE (Morph @ Jan 18 2011, 07:18 PM)
We love you too Jimmy. <3
I know you do <3
But no really I don't have anything against this project other than Azukara who can't make up his mind, so most of the time he just ends up wasting the time of everyone who try's to help him out. Unless he can finally have an firm grasp on what he wants then there's no point in helping him.
Posted 19 January 2011 - 10:43 AM
Yeah, haven't really changed my priorities on this game since this past summer. The Colors model is placeholder, and other decisions made regarding the game have been unanimously decided by the current team.
This post has been edited by Azukara: 19 January 2011 - 10:44 AM