Can you set the cameras to pan to/from eachother instead of cutting each time? Having a camera cut during gameplay is only rarely a good decision. But aside from that it looks like you have several useful cam types.
SonicGDK 1.20.131 Along with playable levels inside
#32
Posted 28 April 2010 - 07:52 AM
Hey there, I like what I see,
but I have a question, why the change in game engine ?
but I have a question, why the change in game engine ?
#33
Posted 28 April 2010 - 09:45 AM
So some more videos would be nice!
That's my intention; I'll record a video soon. Can you set the cameras to pan to/from each other instead of cutting each time?
Yup, it's not a trivial matter though. why the change in game engine?
From UnrealEngine 2.5 to 3.X? This is the "official" answer (ADR is Ashura: Dark Reign, UT2004 is Unreal Tournament 2004 game):QUOTE
The reasons for the change are quite simple:
- Lack of support from the Unreal modding community as ADR was using an old engine.
- UT2004 is required, as are several essential bonus packs for the game in order to play ADR.
- UT2004 is becoming very hard to find for those wishing to only play ADR.
- Coding gameplay abilites had become challenging to create using Unreal Engine 2.
- Better object physics simulation in Unreal Engine 3.
- Better control over animation and texture materials.
- Better particle effect system.
- Level design is less limited than in UT2004; large scale levels can be created.
- Better AI support.
- And the move makes ADR become a standalone game.
Aside from code, the truth is that few progress has been made in all this time (the previously released Tech Demo doesn't count for the full game), believe it or not. So the transition to the new game engine won't be traumatic.
- Lack of support from the Unreal modding community as ADR was using an old engine.
- UT2004 is required, as are several essential bonus packs for the game in order to play ADR.
- UT2004 is becoming very hard to find for those wishing to only play ADR.
- Coding gameplay abilites had become challenging to create using Unreal Engine 2.
- Better object physics simulation in Unreal Engine 3.
- Better control over animation and texture materials.
- Better particle effect system.
- Level design is less limited than in UT2004; large scale levels can be created.
- Better AI support.
- And the move makes ADR become a standalone game.
Aside from code, the truth is that few progress has been made in all this time (the previously released Tech Demo doesn't count for the full game), believe it or not. So the transition to the new game engine won't be traumatic.
#34
Posted 28 April 2010 - 10:13 AM
Unfortunately, it doesn't seem like my PS3 controller's compatible with your engine at this point.
I assume that it works for other PC games... I'll see what can I do about it. Actually, no. The only things I can get it to work on are things like KEGA Fusion which let me manually assign buttons to functions. I can use it on some other things, but I'll get oddball control schemes like the Select button being the equivalent of the A button, or something to that effect.
#35
Posted 06 May 2010 - 05:48 PM
I found a fix for you (and me), you have to emulate an XBox360 controller with this:
x360ce project homepage // Thread of the project // PS3 gamepad Settings?
This is really useful for other games, like Sonic & SEGA All-Stars Racing.
Place the program files into the folder SonicGDK\Binaries\Win32, configure the .ini file and that's all.
x360ce project homepage // Thread of the project // PS3 gamepad Settings?
This is really useful for other games, like Sonic & SEGA All-Stars Racing.
Place the program files into the folder SonicGDK\Binaries\Win32, configure the .ini file and that's all.
#36
Posted 18 May 2010 - 11:24 AM
Video about last public release is ready for watching:
Does anyone of you think that having almost a comment for each line of code is confusing or annoying?

.
Does anyone of you think that having almost a comment for each line of code is confusing or annoying?

.
#37
Posted 18 May 2010 - 12:04 PM
I'm no coder, but it may be better to comment on the same line; the above style seems to lengthen the document quite a bit. Also, some of the code is fairly obvious without comments.
Anyway, on the basis of the video and screenshots this looks good (aesthetically and functionally). Oh, and I'll probably have that music stuck in my head now!* I also saw some recent ADR screenshots, which looked good.
* See the recent topic in the Lounge, although it's about music that one hates, which doesn't apply to that song—yet!
Anyway, on the basis of the video and screenshots this looks good (aesthetically and functionally). Oh, and I'll probably have that music stuck in my head now!* I also saw some recent ADR screenshots, which looked good.
* See the recent topic in the Lounge, although it's about music that one hates, which doesn't apply to that song—yet!
#41
Posted 22 June 2010 - 10:16 AM
I played this and it's really neat. Like how you can run on water.
This post has been edited by Athbucket: 23 June 2010 - 01:09 PM
#42
Posted 25 June 2010 - 05:11 AM
Pardon me for asking, why isn't this guy approved?
Looks like the "Approve me!" button doesn't work properly :P I played this and it's really neat. Like how you can run on water.
Thanks for offering your help (your original post) but I got the help of a really nice guy; and I see you're now busy with FreeRunner, keep up the good work.
#45
Posted 26 June 2010 - 05:41 AM
When it comes to code commenting, be sure not to add any:
useless comments
//Makes zylo a certain distance away
x+zpart=xylo
obvious comments
//makes z equal x plus y
x+y=z
or meaningless comments
//Lazorize x to combine layzor with zise
(Too lasy to make an example, but you get the idea)
I'm going to try out the new demo in a second.
useless comments
//Makes zylo a certain distance away
x+zpart=xylo
obvious comments
//makes z equal x plus y
x+y=z
or meaningless comments
//Lazorize x to combine layzor with zise
(Too lasy to make an example, but you get the idea)
I'm going to try out the new demo in a second.


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