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

#886 User is offline Xaklse 

Posted 29 April 2012 - 11:37 AM

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I managed to reproduce the bug and fixed it, thanks for the report.

You need the splines to constrain Sonic's movement, the camera doesn't have influence over controls.

#887 User is offline Xaklse 

Posted 06 May 2012 - 04:46 PM

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New 1.00.330 version is up!
Source Code (requires UDK January 2012): 2S / Cr / DF / FS / Or / PL / Sh / RS / Up

What's new? In short:
  • 3D runways (defined by a spline) with QuickStep support.
  • Bug fixes.

__________________________________________________

I want to discuss something with you all since I'm pretty much done with "Modern" gameplay; it's the typical problem of "Classic" gameplay in a 3D environment with targets like enemies, monitors, springs... Classic Sonic doesn't have an aerial special move like Insta-Shield or Homing Attack (aside from shield moves), if you press jump or crouch when jumping/falling nothing occurs.

I'm thinking on adding a special function that slightly moves Sonic towards a nearby target in midair without any sudden acceleration. Would you like it? And how would you activate it? While holding Jump (the first or the second time) or holding Crouch? Any other idea?

#888 User is offline Aerosol 

Posted 06 May 2012 - 05:05 PM

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I think that that is outside of the scope of what your project is trying to accomplish, but then that's for you to decide, isn't it? I don't feel any particular way about adding in new moves, but I would like you to remain cautious of adding in too many functions. Something like that would be better left off to the people using your engine right?

#889 User is online Andrew75 

Posted 06 May 2012 - 06:53 PM

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I love how SGDK is set up for having both modern and classic sonic gameplay with multiple options.
It's a good 1 stop shop if you will, ( you don't need to learn more than 1 game engine to make multiple game types.)
its all here !

also for the classic 3D type gameplay idea with lock on you've mentioned above.
personally id keep it clean and not implement any type of lock on for classic type gameplay unless threw a power up shield or something similar.
If you wanted to enable the move without a powerup , than perhaps a checkbox option within the player pawn's properties would work.

#890 User is offline Azu 

Posted 06 May 2012 - 11:34 PM

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View PostXaklse, on 06 May 2012 - 04:46 PM, said:

New 1.00.330 version is up!
Source Code (requires UDK January 2012): 2S / Cr / DF / FS / Or / PL / Sh / RS / Up

What's new? In short:
  • 3D runways (defined by a spline) with QuickStep support.
  • Bug fixes.

__________________________________________________

I want to discuss something with you all since I'm pretty much done with "Modern" gameplay; it's the typical problem of "Classic" gameplay in a 3D environment with targets like enemies, monitors, springs... Classic Sonic doesn't have an aerial special move like Insta-Shield or Homing Attack (aside from shield moves), if you press jump or crouch when jumping/falling nothing occurs.

I'm thinking on adding a special function that slightly moves Sonic towards a nearby target in midair without any sudden acceleration. Would you like it? And how would you activate it? While holding Jump (the first or the second time) or holding Crouch? Any other idea?


3D runways?

#891 User is offline Xaklse 

Posted 07 May 2012 - 04:13 PM

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View PostAerosolSP, on 06 May 2012 - 05:05 PM, said:

I think that that is outside of the scope of what your project is trying to accomplish, but then that's for you to decide, isn't it? I don't feel any particular way about adding in new moves, but I would like you to remain cautious of adding in too many functions. Something like that would be better left off to the people using your engine right?
You're right, but I would like to fix 3D Classic Sonic gameplay... maybe it isn't worth the hassle.

View PostAndrew75, on 06 May 2012 - 06:53 PM, said:

If you wanted to enable the move without a powerup , than perhaps a checkbox option within the player pawn's properties would work.
Of course it would be a configurable setting, maybe I would leave it disabled by default.

View PostAzu, on 06 May 2012 - 11:34 PM, said:

View PostXaklse, on 06 May 2012 - 04:46 PM, said:

What's new? In short:
  • 3D runways (defined by a spline) with QuickStep support.
  • Bug fixes.

3D runways?
THIS (0:00-0:30)

#892 User is offline Azu 

Posted 07 May 2012 - 04:35 PM

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AH, so I could use that for the chase parts. Awesome addition. Anyway, I guess I better look into UScript so I can add rails, but tutorials are few, at least ones I find. I'm looking for in depht, start to finish. Like looking at a C++ book, but for UScript.
This post has been edited by Azu: 07 May 2012 - 04:35 PM

#893 User is offline Xaklse 

Posted 09 May 2012 - 04:12 PM

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Video Tutorials

Community Links

UDK Gems

UDK Game Programming with UnrealScript: Beginner's Guide

#894 User is offline Ell678 

Posted 09 May 2012 - 04:26 PM

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View PostAndrew75, on 06 May 2012 - 06:53 PM, said:

also for the classic 3D type gameplay idea with lock on you've mentioned above.
personally id keep it clean and not implement any type of lock on for classic type gameplay unless threw a power up shield or something similar.
If you wanted to enable the move without a powerup , than perhaps a checkbox option within the player pawn's properties would work.


This. I can't think of anything better than this.

#895 User is offline Azu 

Posted 09 May 2012 - 04:54 PM

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View PostXaklse, on 09 May 2012 - 04:12 PM, said:




That books looks interesting.

#896 User is offline Chris Highwind 

Posted 09 May 2012 - 09:23 PM

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View PostEll678, on 09 May 2012 - 04:26 PM, said:

View PostAndrew75, on 06 May 2012 - 06:53 PM, said:

also for the classic 3D type gameplay idea with lock on you've mentioned above.
personally id keep it clean and not implement any type of lock on for classic type gameplay unless threw a power up shield or something similar.
If you wanted to enable the move without a powerup , than perhaps a checkbox option within the player pawn's properties would work.


This. I can't think of anything better than this.


Really, the best way to implement a Homing Attack for Classic Gameplay is to go the Sonic 3D Blast route and keep it confined to a special shield which level designers can place in their levels. That's just my opinion, though.
This post has been edited by Chris Highwind: 09 May 2012 - 09:24 PM

#897 User is offline Aerosol 

Posted 09 May 2012 - 09:54 PM

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Woah. Way off course for SonicGDK, guys. Can we reel it in?

#898 User is offline Twilightzoney 

Posted 09 May 2012 - 10:40 PM

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http://www.youtube.c...bed/0dY5CQYM_LM
Well there is this type of problem.

Note: not my video.
This post has been edited by Twilightzoney: 09 May 2012 - 10:41 PM

#899 User is offline Xaklse 

Posted 13 May 2012 - 11:38 AM

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New 1.10.000 version is up!
Source Code (requires UDK January 2012): 2S / Cr / FF / FS / Or / PL / RS / Sh / Up

What's new? In short:
  • Better code for movement constrained to splines.
  • SpinDash particles.
  • Bug fixes and misc improvements.

__________________________________________________

With this crucial release, and after two and a half years of development, UDK plus SonicGDK stands as the most complete and flexible game engine for 3D Sonic games. I'll write some tutorials to prove this statement.

SonicGDK now enters the "maintenance phase"; only bug fixes and minor improvements will be included in future releases, if there are any. One exception though: Andrew75 will try to improve the materials used in the Special Stage.

What tutorials would you like to see about using SonicGDK?
This is what I'm planning to write about for now:
  • Create a map file.
  • Place a Sonic type.
  • Configure Sonic params.
  • Change camera type.
  • Place star posts and goal ring.
  • Place enemies.
  • Create 2.5D/3D paths.
  • Place environment meshes.


#900 User is offline Azu 

Posted 13 May 2012 - 01:56 PM

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I'd like to see 4 and 7. I also noticed the Splines has rails options in them. I'd like to see adding animations as well. I'm trying to import an animations for ta skydome, but it won't stay when I add it. Also, is it possible to add a save/load system for variables? I tried the save system by Crusha but I doesn't even show up.
This post has been edited by Azu: 17 May 2012 - 04:39 PM

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