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Sonic Freerunner Calling SonicGDK users

#1111 User is offline Scripten 

Posted 30 January 2011 - 09:51 PM

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Azukara, I'm fairly interested in contributing to the Freerunner project, but I do have a few questions to be asked before moving on to anything. Firstly, what sort of models are needed, and exactly what style is the game going for, in terms of cosmetics? I've noticed both classic and modern influences, but I was curious to know where these styles are being applied and where they might be blended. For example, using a realistic tree trunk with slightly more surrealist leaves or something of the like.

#1112 User is offline Azukara 

Posted 30 January 2011 - 10:11 PM

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The style to be used within this would be a mix of classic and modern influences, but moreso of it being just based off original content. However for a proper level of knowing what to go with, we're leaning in a more classic approach.

Contact me through the SFR forums and such so I can talk with you more about this and see whatcha got, alright?

EDIT: Also, in the meantime, we got a new modeler: SefirothDB. I'm sure some of you know him.
This post has been edited by Azukara: 30 January 2011 - 10:23 PM

#1113 User is offline Scripten 

Posted 30 January 2011 - 10:22 PM

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Will do. I actually had an account there prior to finally hopping into Retro, so it won't take but a minute to get in touch.

#1114 User is offline Aerosol 

Posted 31 January 2011 - 01:18 PM

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QUOTE (Azukara @ Jan 30 2011, 10:11 PM)
The style to be used within this would be a mix of classic and modern influences, but moreso of it being just based off original content. However for a proper level of knowing what to go with, we're leaning in a more classic approach.

Contact me through the SFR forums and such so I can talk with you more about this and see whatcha got, alright?

EDIT: Also, in the meantime, we got a new modeler: SefirothDB. I'm sure some of you know him.


A new regular modeler? Or is he just doing bits and pieces for you guys?

#1115 User is offline Azukara 

Posted 31 January 2011 - 02:58 PM

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He's doing a bit of everything; objects, characters, stage peices and so forth.

#1116 User is offline angelXwind 

Posted 31 January 2011 - 06:23 PM

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As far as what I'm doing, I'm (trying to) port Sonic Freerunner to BlitzMax, so far I am somewhat successful. (Sonic Turbine will also use a BlitzMax engine if I can get it to run)

So far it's tripping over the XML parser.
This post has been edited by angelXwind: 31 January 2011 - 06:48 PM

#1117 User is offline MegaDash 

Posted 01 February 2011 - 09:11 PM

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Aw, dude, SefirothDB? He's awesome. I've seen his Deviantart page a long while back.

#1118 User is offline Rainer 

Posted 02 February 2011 - 11:04 AM

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QUOTE (angelXwind @ Jan 31 2011, 06:23 PM)
As far as what I'm doing, I'm (trying to) port Sonic Freerunner to BlitzMax, so far I am somewhat successful. (Sonic Turbine will also use a BlitzMax engine if I can get it to run)

So far it's tripping over the XML parser.


Just use s-expressions.

http://en.wikipedia.org/wiki/S-expression

#1119 User is offline 8-Bit Dragon 

Posted 07 March 2011 - 07:04 PM

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We are still in need of modelers and texture artists. Anyone who would like to contribute is welcome to join our team. We are trying hard to create a stage in time for Sage 2011, so any help is appreciated. Come visit us at the forums at http://sonicfreerunner.hostoi.com/forum or come chat at our channel at irc.badnik.net #sonicfreerunner

Recent updates:
We have had some progress in a few minor things like programming the starpost, and some static LOD objects. We have made it easier to place some objects like rings in the stages by placing them right in our 3d editor as boxes, the engine does the rest. DDS textures are not supported in Blitz3D as well as we had hoped they would be, however this has not effected progress. We are continuing to experiment with new methods of handling advanced texture and lighting effects to enhance the look of Freerunner. Tweaking the physics is something that has been ongoing for some time. Sonic's handling has improved very well, you can now turn very sharply as you could in SA without sliding around like a hovercraft, but we are continuing to improve the handling and controls to make Sonic Freerunner a great game to play.

The plans for stage layout have changed. While Azukara wants open free roaming stages, I convinced him to use stage layouts similar to a cross between SonicR and SA. The stages will not be 100% linear, but will have branching paths, and shortcuts and passages between paths. This should resolve some issues faced with a free roaming stage in a Sonic game, as well as speed up production as such stages are easier to draw out and plan. Free roaming stages are taking too much time to plan out as the direction to go is not obvious, and designing a stage in such a way to guide the player the right way has proven difficult to say the least.

Future updates:
Sonic Freerunner's menu will be changed once again to look more like the classic menus seen in the 16-bit games, namely SonicCD. Simple flying/crawling badniks will be implemented soon.

I'm having trouble finding the time, but I will try once again to set up a render farm for animated cut scenes. This has not been forgotten. When a story (and eventually dialog) is completed, I'll begin production as soon as possible, time permitting of course.

Edit: Correction, Azukara did not want full open stages, but 'point A to point B stages on a massive scale', but the point is still valid, and that is such stages are too difficult to design.
This post has been edited by 8-Bit Dragon: 07 March 2011 - 07:26 PM

#1120 User is offline Impish 

Posted 07 March 2011 - 10:15 PM

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What I think would be clever, but might be too difficult, would be if you did branching paths, but it felt like an open roaming world, so that it felt like you were travelling in a huge enviroment, and you could see the other "paths" at a distance.

#1121 User is online TheKazeblade 

Posted 07 March 2011 - 10:36 PM

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QUOTE (Impish @ Mar 7 2011, 07:15 PM)
What I think would be clever, but might be too difficult, would be if you did branching paths, but it felt like an open roaming world, so that it felt like you were travelling in a huge enviroment, and you could see the other "paths" at a distance.


Something like this might be good.

Perhaps, something like more linear sections that are like Sonic Adventure/ Unleashed, but then it would open up into a bigger area, with multiple path options to pursue, with the opportunity to incorporate some platforming to get to different paths; you could use this for an opportunity to add more challenge for better players by making certain paths more difficult to get to than others, giving veteran players a feeling of accomplishment.

#1122 User is offline Azukara 

Posted 15 March 2011 - 01:47 PM

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Yes, be expecting this in a couple of days. The pre-alpha, as said, will (for the most part) consist of nothing but a solid evolution off of the original Blitzsonic engine. Don't expect much new visuals, besides the Sonic Colors model (placeholder model for Sonic), a starpost model, and an open test stage to get a grip on the way the game plays.

The pre-alpha will feature:
. Enhanced movement. Sonic no longer moves like a hovercraft, as in vanilla Blitzsonic. Sonic controls very similarly to Sonic Adventure.
. Spinball mechanics. Sonic can accelerate rapidly down hills in ball form. If holding down the roll button when touching a surface Sonic immediately rolls. Pressing the button while rolling uncurls Sonic.
. SA / 3D Blast Spindash. The one button Spindash has been implemented; however, you can toggle the controls back to "crouch+tap jump".
. Starpost object. Starpost is modeled by SefirothDB. Yes, you can respawn from the post's position after contacting it.
. Particle effects. Sonic now screeches dust whenever he skids or Spindashes. It's also used for something else, but thats best kept a secret..
. Realistic ring loss. Self-explanatory.
. Underwater physics. (This includes sluggish movement and moon jumping, albeit no drowning mechanics have been added yet.)
. A working menu. It is very WIP, but nevertheless it is a working menu.
. Life loss and 1UP stuff. Ability to lose lives and respawn, and gain 100 rings and/or hit a 1UP box and gain an extra life.
. Item display. When hitting a monitor it displays what you got temporarily in the HUD.

If interested, keep an eye on this topic. We'll be releasing something soon enough.
This post has been edited by Azukara: 15 March 2011 - 01:54 PM

#1123 User is offline Mr. Mash 

Posted 15 March 2011 - 01:52 PM

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Wow, pretty exciting. You know what was cool in Colours? Doing those little hop-jumps. It might be fun to have that as part of Freerunner's gameplay.
Edit: also, the website and message board links in your signature don't work, Azukara.
This post has been edited by Mr. Mash: 15 March 2011 - 01:53 PM

#1124 User is online TheKazeblade 

Posted 15 March 2011 - 01:53 PM

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Good stuff, man! Can't wait to see it in action. How are the animations on the Colors model?

#1125 User is offline Azukara 

Posted 15 March 2011 - 02:02 PM

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QUOTE (Mr. Mash @ Mar 15 2011, 01:52 PM)
Wow, pretty exciting. You know what was cool in Colours? Doing those little hop-jumps. It might be fun to have that as part of Freerunner's gameplay.
Edit: also, the website and message board links in your signature don't work, Azukara.

Hop jumps? Haha, I don't know though, because that would make Sonic completely vulnerable when jumping. =P

As for the site(s), yeah, I know it's not working. We're working on fixing that right now.

QUOTE (TheKazeblade @ Mar 15 2011, 01:53 PM)
Good stuff, man! Can't wait to see it in action. How are the animations on the Colors model?

They are rather fluid, and definitely good enough for now; but honestly not what we're planning on using, hence the placeholder part. Would rather use something of the classic style, and custom.

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