Sonic and Sega Retro Message Board: SonicGDK 1.20.066 - Sonic and Sega Retro Message Board

Jump to content

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

SonicGDK 1.20.066 Along with playable levels inside

#1 User is offline Xaklse 

Posted 10 February 2010 - 03:17 PM

  • Posts: 253
  • Joined: 02-February 10
  • Gender:Male
  • Location:Madrid, Spain
  • Wiki edits:11
Posted Image
SonicGDK is a codebase, a collection of source codes, which allows anyone to create 3D platformer video games based on the Sonic the Hedgehog franchise. It can be freely modified and is integrated with the UDK, providing you with a modern game engine in which to develop your game.

Unreal Development Kit (UDK) is the Unreal Engine 3, a complete professional development framework used to create games on the PC. Visit www.udk.com for more information.

The custom assets bundled with SonicGDK were created by several contributors and supplied for testing purposes.

- System requirements:
* Windows XP SP2, Windows Vista, Windows 7 or Windows 8
* 2.0 GHz single-core processor
* 2 GB system RAM
* Shader Model 3.0 compatible graphics card (Nvidia GeForce 8600GT or better, ATI Radeon X1950Pro or better)

- Download links (choose source code or standalone):
Source Code (1.20.066; requires UDK July 2013): LINK
Windows standalone .exe (Packaged Release 8; requires nothing): LINK
MacOS standalone .dmg (Packaged Release 6; requires nothing): LINK

- Installation, keyboard/gamepad buttons, featured moves:
Read the readme file, or visit the wiki.

- Media:
Preview Release 5 Trailer (2011)

Posted ImagePosted ImagePosted ImagePosted Image
Posted ImagePosted ImagePosted ImagePosted Image


- Tutorials:
Download & preparation | Level creation | Advancing your level (videos, by Handepsilon)
Installation, building levels, game distribution | FAQ | Tips & tricks | Configuring modeling programs (text+images)




- Other playable games done with SonicGDK:

Quote

Posted Image

Name: Sonic Souls
Version: 1.3
Author: Doky
Date: 2014
Links: Video | Download

Quote

Posted Image

Name: Sonic Lost Adventure
Version: SAGE 2014 Act 1
Author: Highwire
Date: 2014
Links: Video | Download

Quote

Posted Image

Name: Project Endless
Version: 0.02
Author: Biggerboot
Date: 2014
Links: Video | Download

Quote

Posted Image

Name: Green Hill Paradise
Version: Beta 1
Authors: SuperSonic68 and TheActualKK
Date: 2012
Links: Video | Download

Quote

Posted Image

Name: Project AXSX
Version: 02
Authors: Andrew75, Xaklse and Skarik
Date: 2012
Links: Video | Download

Quote

Posted Image

Name: Green Hill Zone 2.5D
Version: 11
Authors: Andrew75, Xaklse and Skarik
Date: 2012
Links: Video | Download

This post has been edited by Xaklse: 04 June 2014 - 05:44 PM

#2 User is offline Ritz 

Posted 10 February 2010 - 04:03 PM

  • Subhedgehog
  • Posts: 3623
  • Joined: 01-January 06
  • Gender:Not Telling
  • Location:The Dada Dada Duchamp Vortex
  • Wiki edits:2
Instant tech membership.

Also, you chose the best possible song for that video.

#3 User is offline Kurosan 

Posted 10 February 2010 - 04:09 PM

  • Not your buddeh, fwend. Or your fwend, guy. Definitely not your guy, buddeh.
  • Posts: 1803
  • Joined: 07-June 04
  • Gender:Male
  • Location:Alberta, Canada
  • Project:Wondering why I bother.
  • Wiki edits:17
Brilliant, simply brilliant. I love how the momentum works in this engine, especially when running around that giant sphere.

#4 User is offline Elratauru 

Posted 10 February 2010 - 08:12 PM

  • Oooh Shiny stuff! don't touch it >:(
  • Posts: 957
  • Joined: 13-April 08
  • Gender:Male
  • Location:Montevideo, Uruguay
  • Project:Web Developing Stuff! :P
  • Wiki edits:132
Running on top of the water = Win.

Nice job on this by the way :3

#5 User is offline Vaiz 

Posted 10 February 2010 - 08:25 PM

  • these beats are too strict.
  • Posts: 1242
  • Joined: 30-December 07
  • Gender:Male
  • Project:Internet.
  • Wiki edits:92
Xakles! Was wondering when I'd see you bring this here. Running on water was a nice little touch I didn't expect, and the fact that you actually have to have momentum to run through loops and the like is pretty neat. All in all, a far superior physics system in comparison to the UE2 incarnation.

Edit: To satisfy iojnekns: I KNEW ABOUT THIS AGES AGO YOU KNOW.
This post has been edited by Vaiz: 10 February 2010 - 08:47 PM

#6 User is offline Chimpo 

Posted 10 February 2010 - 09:37 PM

  • Posts: 7166
  • Joined: 26-July 06
  • Gender:Not Telling
I'm not really feeling it. What you have now is certainly impressive, no doubt about it, but I don't really get the same sensation of speed that I did with Blitz Sonic. It's very stiff and the momentum just doesn't seem to really build up or there's some sort of cap on the thing that doesn't let me go any faster to clear even some of the basic loops. It feels more like I have a max standard running speed and a max dash speed that slowly depletes once I start running into the more complicated shit and a slight left and right adjustment pretty much makes fall off anything.

Of course, this is still WIP so it obviously doesn't reflect the final, so I'm excited to see how far you get with this thing.

Also, this controls way better than Blitz Sonic.

#7 User is offline Ritz 

Posted 10 February 2010 - 09:50 PM

  • Subhedgehog
  • Posts: 3623
  • Joined: 01-January 06
  • Gender:Not Telling
  • Location:The Dada Dada Duchamp Vortex
  • Wiki edits:2
Okay, so I just tried running this. Here's what the game looks like for me:



The strip of pixels at the bottom is the viewing area. How am I supposed to fix this? I tried messing around with setres like the readme suggested, but it has absolutely no effect whatsoever. I think I'm going to cry.
This post has been edited by Ritz: 10 February 2010 - 09:53 PM

#8 User is offline Impish 

Posted 10 February 2010 - 11:28 PM

  • Posts: 652
  • Joined: 22-February 08
  • Gender:Male
  • Location:New Zealand
  • Wiki edits:7
Hey this is what you've been using for Ashura: Dark Reign, right? I've been following that mod for aaaages, and this looks to be a great 3D Sonic project.

#9 User is offline Spexfox 

Posted 11 February 2010 - 02:35 AM

  • 便秘になった
  • Posts: 642
  • Joined: 02-January 04
  • Gender:Male
  • Location:East Coast - USA
  • Wiki edits:49
QUOTE (Impish @ Feb 10 2010, 11:28 PM)
Hey this is what you've been using for Ashura: Dark Reign, right? I've been following that mod for aaaages, and this looks to be a great 3D Sonic project.


If it's been a long time that can't be right since UDK is relatively new. Previously it looks like it was running on Unreal 2.5 technology where this is the significantly better looking (and easier to develop for) Unreal 3 engine.

Speaking of which, how long did it take to develop what you have so far? If UDK is fairly easy to get into I might give it a go myself.

#10 User is offline Emerald Spirit 

Posted 11 February 2010 - 03:53 AM

  • Smooth as fuck.
  • Posts: 111
  • Joined: 20-April 08
  • Gender:Male
  • Location:Southwest Ohio
  • Project:Dicking around, Round 2
ADR started as a mod for UT2K4, they've only recently started to make it standalone.

I'm also the voice of Knuckles and I've owed them some small line work for a good 2-3 years now. :V

#11 User is offline Xaklse 

Posted 11 February 2010 - 01:51 PM

  • Posts: 253
  • Joined: 02-February 10
  • Gender:Male
  • Location:Madrid, Spain
  • Wiki edits:11
Thanks people! smile.png

QUOTE (Vaiz)
Running on water was a nice little touch I didn't expect, and the fact that you actually have to have momentum to run through loops and the like is pretty neat. All in all, a far superior physics system in comparison to the UE2 incarnation.
Hi there again -running on water was already in the UnrealEngine2.5 incarnation v.png

QUOTE (Chimpo)
I don't really get the same sensation of speed that I did with Blitz Sonic. It's very stiff and the momentum just doesn't seem to really build up or there's some sort of cap on the thing that doesn't let me go any faster to clear even some of the basic loops. It feels more like I have a max standard running speed and a max dash speed that slowly depletes once I start running into the more complicated shit and a slight left and right adjustment pretty much makes fall off anything.
The test level scale is huge, so sensation of speed is low compared to more decent maps. Speed caps do exist, which can be easily removed (or their values rised), but they exist to avoid ultra-high speeds. About adjusting the run direction on complicated shit, use mouse turning; gonna have to rethink what to do when players try to move sideways.

QUOTE (Ritz)
Okay, so I just tried running this. Here's what the game looks like for me...
ohdear.png That's a really weird error. Reinstall and retry; if you get the same error, send me a PM and we'll try fix it. I guess you meet at least the basic system requirements.

QUOTE (Impish)
Hey this is what you've been using for Ashura: Dark Reign, right?
It is, although this version is cleaner and faster.

QUOTE (Spexfox)
Speaking of which, how long did it take to develop what you have so far?
3 years for UE2.5 version; 2 months for UDK rolleyes.png . Converting the old code to the newer engine and improving it was fairly easy.

QUOTE (Emerald Spirit)
I'm also the voice of Knuckles and I've owed them some small line work for a good 2-3 years now v.png
Heh, and you'll have to wait more time. ADR is a complex and time-consuming project.

#12 User is offline Dr. Mecha 

Posted 12 February 2010 - 04:38 PM

  • Posts: 939
  • Joined: 24-February 09
  • Gender:Male
  • Location:Dallas, TX
  • Project:3d Models
I wonder if it's graphic engine support characters with normal maps.

#13 User is offline Vaiz 

Posted 12 February 2010 - 05:13 PM

  • these beats are too strict.
  • Posts: 1242
  • Joined: 30-December 07
  • Gender:Male
  • Project:Internet.
  • Wiki edits:92
QUOTE (Dr. Mecha @ Feb 12 2010, 01:38 PM)
I wonder if it's graphic engine support characters with normal maps.



It's unreal engine 3, dude. Does that question even need to be asked?


(Incase it does.)

#14 User is offline roxahris 

Posted 12 February 2010 - 06:26 PM

  • Everyone's a hypocrite. Take my word for it.
  • Posts: 1221
  • Joined: 24-January 07
  • Gender:Male
  • Project:Doing anything at all
  • Wiki edits:30
I don't see how anyone could be complimenting the physics on this. Most of the time, you run too slow to complete loops (What's with the speed cap? One moment it's on, the next Sonic's going at several hundred kilometers per hour), and end up falling off them before they're done. Some of the loops you can't even run up in the first place - the only real way to get around them is to boost through them - ironic, really.
This post has been edited by roxahris: 12 February 2010 - 06:28 PM

#15 User is offline Xaklse 

Posted 12 February 2010 - 07:19 PM

  • Posts: 253
  • Joined: 02-February 10
  • Gender:Male
  • Location:Madrid, Spain
  • Wiki edits:11
QUOTE (Dr. Mecha @ Feb 12 2010, 10:38 PM)
I wonder if it's graphic engine support characters with normal maps.
Of course! Unreal Engine 3.x isn't ancient psyduck.png

QUOTE (roxahris @ Feb 13 2010, 12:26 AM)
I don't see how anyone could be complimenting the physics on this. Most of the time, you run too slow to complete loops (What's with the speed cap? One moment it's on, the next Sonic's going at several hundred kilometers per hour), and end up falling off them before they're done. Some of the loops you can't even run up in the first place - the only real way to get around them is to boost through them - ironic, really.
You used the Speed Dash movement, right?
Anyways, I realize now that the speed cap isn't a good idea for Sonic physics crazy stuff... will remove it and may keep it for platforming parts of levels.

  • 78 Pages +
  • 1
  • 2
  • 3
  • Last ►
    Locked
    Locked Forum

2 User(s) are reading this topic
0 members, 2 guests, 0 anonymous users