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- 32 years old
- March 20, 1985
- Gainesville, Florida
- Generally speaking, I am interested in everything. From gardening to programming. From cooking to mechanics. You name it.
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Posts I've Made
08 November 2012 - 08:33 AMAndrew, I did something similar long ago in Gens with Panic Puppet zone. It may need to be tweaked to align with the tiles, though. Use it as you wish. Sorry for the shitty download link:
The other thing I wanted to mention is someone created a 32x32 tile viewer for the Genesis version of 3D Blast a while back. I can't remember who the author was, but if hes reading this I would encourage him to please re-post it. I still have the software, but I'm not going to share it without more info as I completely forgot who created it/where it came from.
03 November 2012 - 12:51 PMHot logo action, aw yeah! This is only a first attempt, I will eventually create a better one.
30 October 2012 - 06:30 AMHow exactly do the springs work? Different engines end up launching me different distances when I hit a spring, so when I play a level like Green Hill Ocean where you're supposed to go through a sequence where each spring launches you to the next, I often end up either overshooting, or not getting where I need to be. I'm not complaining, I'd just like to know how these things work and why it seems to do that.
There are a number of factors to consider. Springs in Blitz Sonic work by simply adding lots of vertical momentum to Sonic. If you've ever done any simple game programming, the momentum I'm talking about is in the form of variables - sometimes called dx, dy, and dz, and they are manipulated by various forces like gravity, acceleration, friction, etc and are then added to the player's actual x,y,z once all is said and done. The springs in all Blitz Sonic engines work the same, but they have different amounts of power, and then there are the other factors I mentioned such as friction which can slow Sonic down long before he reaches the next spring, or cause him to overshoot. Also some engines, like Freerunner, have an additional tag in the stage's config file for each spring that allow you to adjust the power of the spring. This tag can vary from engine to engine, and the power of each spring may be ignored completely.
There are two ways past this problem. Ask other people who have modded the Blitz Sonic engine to lend me their code to make a cross-compatible version which can read all stages. Or, go in and manually convert (adjust) each and every spring to suit the different physics. Unfortunately, the former is not going to happen. I already tried. And the ladder is too time consuming. Springs that form a chain are pretty much proprietary to the particular engine in which they were configured.
Some of the engines have a button you can press to lift Sonic up and place him back in the level. While I absolutely hate levels that seem to not be tested thoroughly enough and require this to complete the level, I've been trying to use this to bypass missing objects that are required that the engine doesn't have running properly yet. (Not this engine, but a different one I've been trying out has things missing as well.) Why is it that the lifting ability doesn't lift Sonic some of the time? It seems as though there's a set height that I'm allowed to pick Sonic up to, but many levels are built higher than that, so I can't use it to get Sonic up a cliff that's either missing the needed springs or where they don't work correctly.
It sounds like you may be getting stuck to polygons. When you are running, or some polygons' normals are not set correctly (a problem with the stage model), Sonic will not lift up. You should be able to get around this by jumping and then holding the flying button. Or find the edge of a cliff and walk off and then press the button. I've fixed some of these issues in the build I'm working on. The system for handling actions was a little wonky also. It seems to work perfect in the version I'm building now, so I'll try to provide an update soon.
When you do decide to release the next demo version of this, if you don't have any levels finished, would you consider including existing levels such as Seaside Palace or Green Hill Ocean with a couple tweaks to get them to work correctly in the engine? I enjoyed playing through the demo areas you included before, but it would be nice to see how well it works in an actual level (that works correctly without using debug tools).
As with springs, configuring the stage to work well with Freerunner can be a tedious process. If I had the model in a format I could read within 3DS Max, I could place the objects much more easily, but I would need an older format; I can read fbx files just fine, but there are many different versions, and I would need an old version. But the biggest problem is finding the time.
Finally, do you ever look at other engines for ideas on how to improve yours? I mean, for example, there's another engine being worked on at the moment (I think it's called Blitz Sonic Advanced or something) where the Green Hill test area has an invisible flat surface put over the bridges so you can run across them properly. I know that's more of a level tweak than a feature in the engine, but it got me wondering about if you check out other engines for ideas.
I do occasionally look at how other people's Blitz Sonic engines are coming along, but I don't add anything from their engine to Freerunner without asking the person who did it first. I'm not out to steal people's thunder. I try to stick with my own ideas wherever possible. The only thing I'm really copying right now are Sonic 3 elements. Sega is about the only entity I'm not going to ask for permission. lol
Sorry about asking so many questions. I've just been playing with the engine a lot and had come up with these over time, but wasn't sure if asking them would be considered bringing up a dead topic or not, like when somebody puts in a post in the MegaMix topic and it gets everybody disappointed when they think it's an update.
No problem, ask whatever you like, the engine is (thus far) open source. And I don't consider this project or topic to be dead by any stretch. Its kind of hard to 'bump' a topic in the Fangaming forum anyways because most projects are not dead, they are just taking the author a long time to update. Developing a video game on your own isn't an easy or fast process. And people have lives and can't always provide daily, weekly or even monthly updates. The project would have to be truly dead, as in cancelled and left alone for years.
29 October 2012 - 07:23 PMThanks for the input guys. I haven't really worked on this project since SAGE, and I haven't even been online lately either. This was, and still is, caused by a number of issues in real life. I mostly wanted to provide a quick update here to let everyone know I'm not dead.
In the last few days however, I have managed to get quite a bit done. I've made some improvements to the engine overall to make it run faster, such as improving the way in which game content is handled, and I've improved the LOD system, and I fixed a number of bugs here and there that may have been causing frame lag. The engine is running significantly better than it did at it's SAGE release. It's code is becoming more and more optimized every time I work on it.
I've done a lot of stuff relating to gameplay and visuals as well. I'm not going to reveal just how much I've gotten done yet because I'd like to make a more significant update which may inspire people to provide help with this project, and may convince people to let me use their music/models/art. I think once I have something very tangible to show, people will be more inclined to help.
In the mean time thanks for your support everyone, and I will try my best to provide more updates for this project.
10 August 2012 - 07:31 PMI wanted to point out, to those of you who haven't scrolled down and read the whole control set, that there are test shields using the keys 2-6 on the keyboard. You can jump and press the right-mouse button to activate that shield's special ability. Note that shield 2 is the normal shield which doesn't do anything but protect you from one hit!
Another thing to notice are the cheat codes toward the bottom of the booth page, which do various things. They are the same codes that worked in older versions of BlitzSonic Freerunner, plus one new one called the Spider Sonic cheat which lets you walk on walls.
Be sure to read the complete control set as there are numerous special controls, including the I key to change HUDs.
Also, there is a WIP guide, written in html, included with the engine to get you started on how to modify the config files!
SAGE 2012 is upon us, and BlitzSonic Freerunner engine is now available for download! You can find it at the Sonic Worldrunner forums in the announcements, or at the BlitzSonic Freerunner Engine SAGE booth. Questions and bug reports are welcome, as I'm trying to get this engine's source organized so that the engine will work as a great base from which to make better mods and to build the Sonic 3 Adventure game.
Another thing I wanted to bring up was the name. Apparently the name is a little too close to Sonic Adventure 3. I chose the name "Sonic 3 Adventure" because it describes the game nicely - its Sonic 3, 'adventureized', but it may cause some confusion. So if there are any suggestions for a name change they are certainly welcome.
S3K Adventure. Doesn't matter If you aren't planning to do the "and Knuckles" part, but it keeps it separate while still getting you meaning across. Either that or "Sonic the Third: Adventure!" but that sounds ridiculous (pick that one).
Thanks for the suggestions. I like the S3K Adventure more than, umm, 'Sonic the Third'. lol
Doing all the stages in Sonic 3 is going to be a lot of work, so will all the bosses and badniks. If I get far enough along that I feel I could manage to produce the Sonic and Knuckles stages, I would consider changing the name to S3K Adventure.
I played this one, and had mixed expectations. For one thing, I loved the idea to everything you were doing. The only big issue I had was the fact that you were using the BlitzSonic engine to do it. True, it's the only 3D engine other than SRB2 that my pathetic little laptop can run properly, but the physics and controls were so off that I found nearly anything I played utterly uncontrollable. Even looking on YouTube, I found that plenty of other people seemed to have the same problems I had, even resorting on a disturbing frequency to a flight cheat to repeatedly put Sonic back on the level, and yet nobody seemed to mention it. It had just seemed to become an accepted problem with the engine itself that nobody seemed to want to bother with fixing.
I'm ecstatic to say that you seem to have fixed all of the problems I had with BlitzSonic entirely. I played through both test levels, and actually enjoyed the controls and was able to have a good time. All the previous levels I had tried to play before left me deleting them within ten minutes of starting them up, but I played though your little playgrounds repeatedly, enjoying all the little aspects that I wasn't able to tolerate before. I really love what you've done, and I can't wait until you update with some actual levels. I'd like to see what kinds of level design you can come up with now that you have an enjoyable, functioning engine that works the way it should.
Of course, I'm not going to just gush on and on about the engine. There are a couple very minor issues that you can tweak to make this work even better. First off, the camera controls are odd. I admit, I'm using a touchpad instead of a normal mouse, but there are still some things you can do to improve this. The controls feel a lot like Sonic Adventure, and if you remember, that game would have the camera rotate automatically to show you the general direction to go next. If you could have the camera move in a default pattern to hint at which directions to go, the levels would be much easier to navigate. This would be even more useful regarding your hollow tree. I had a very difficult time trying to climb up it, and would appreciate if you would either have the camera automatically point Sonic at the correct angle that simply pressing forward would result in a successful climb, or if you could put in speed boosters and just use them to automate the segment in a similar manner as the whale attack in Sonic Adventure. The tree was very difficult to climb, and once I hit the top, camera control issues resulted in me falling right back down.
My only other real complaint is that the Homing Attack doesn't seem to home in on enemies very well. It takes the proximity of a target as more of a suggestion than anything else. If you could make the lock-on work a bit better, it would be more useful. As it is right now, it doesn't seem to have that little snapping feel the Sonic Adventure games have when you hit the Homing Attack button, you know? In the official games, Sonic would dart directly at an enemy and have a satisfying feel of impact, as well as a sudden snap back to the offensive the instant you hit the button to attack again while on the rebound from the previous attack. This game just doesn't seem to have that same feel, and the Homing Attack seems like more of a half-hearted nudge in the vague direction of the target.
As it is, this is very fun to play and much more functional than any other BlitzSonic engine I've ever seen. If you can just make these slight tweaks to it, you've got something amazingly perfect on your hands.
Thanks for the review! I'm glad to hear you enjoyed it. I'm trying my best to refine it into an engine that can be used for a real game and that's just what I wanted to hear!
The camera system is something I'm going to be working on soon. Things like scripted cameras and path following are somewhat complicated since I'm also trying my best to make it easy to edit, and to develop some sort of workflow to make it easy to incorporate into every level. I could quickly code a simple camera system to fix some issues, but it wouldn't be anywhere flexible enough. Once I figure out a decent way of coding a scripted camera in, I'll fit these special areas with cameras as soon as I build them. Also, you can test the path following with the F9 key. If you walk up to the rings at the bottom of the hollow tree, just press F9 and Sonic will follow them up the tree. It only works once, and Sonic can still fall if you touch the controls, but its a start to the kind of automated loops and gimmicks you see in SA/SA2.
The homing attack seems to be the biggest complaint I'm hearing. I planned to have a homing attack that would weaken the more you use it, and recharge gradually. But from what I hear, people seem to dislike the way Sonic just darts into the general direction of the target. I will change this to a true homing attack soon because I think you and everyone else are right, in that it doesn't have the same impact as a real homing attack. The only thing left to decide on, is the rebound. I was thinking of having Sonic jump straight up as he does in SA2, rather than rebound like the classic games. Perhaps I should make an option to switch between both?
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