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

#856 User is offline Azu 

Posted 03 April 2012 - 09:34 AM

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3Dis a daunting task for one who is alone. Yes, you can try to put together a team but most people who want to be paid or not work on someone's 3D Sonic The Hedgehog fan game. The major issue within this community is that when team projects are formed, things don't really go anywhere.

#857 User is offline Xaklse 

Posted 03 April 2012 - 01:33 PM

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View PostRitz, on 02 April 2012 - 06:06 AM, said:

View PostXaklse, on 01 April 2012 - 04:22 PM, said:

Improve usability and add minor things mainly. After the next update, I think I won't add any more features, nobody is taking advantage of the cool stuff because it's too advanced or don't want to learn.
See, now the dash pad maps are getting to him.
Not really, the true main reason to not continue is that no additional features are interesting to me, like grinding, menus, abilities... This is a hobby, you know.

View PostAzu, on 03 April 2012 - 09:34 AM, said:

The major issue within this community is that when team projects are formed, things don't really go anywhere.
So true...

#858 User is offline Azu 

Posted 03 April 2012 - 04:20 PM

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That and UDK isn't the easiest (and most liked) engine. The GOOD tutorials the ones you have to pay for. Look at the BlitzEngine community, most of them seems to be 13-16 ish. So, money would be a major issue for them. Of course, you can try to [I]find[/I[ them, but the links are killed pretty quickly. Modeling is that much of issue since most people will just get one from the Sonic games.

#859 User is offline Raz 

Posted 08 April 2012 - 11:45 AM

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Hey would it be too much trouble to write up a tutorial on how to instantiate items on a blank level? I can't figure out if there's an asset window like Unity, the most I can find is the content window, which only shows the lone assets, or the actors window, which doesn't show any of the SonicGDK items. Otherwise, I don't see a way to instantiate complete items into the level.

#860 User is offline Raz 

Posted 08 April 2012 - 01:58 PM

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Ah, I had to do a full recompile of all the scripts in order for the classes to show up in the Actor tab. Now I have drag and drop assets :) awesome.

#861 User is online Andrew75 

Posted 18 April 2012 - 11:50 AM

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Hi Guys, Xak and I have teamed up to bring you the Sonic 3 Special stage to SGDK, ( using the Fisheye shader)
We started this sometime mid 2011, but wanted to keep it under wraps.
Also, due to Xak programming the new Classic Sonic physics system for SGDK and XGDK, (XGDK stands for Xtreme GDK btw)
and my modeling a retro 2.5D Green hill Zone chunk system for that , the special stage kinda took the back burner.

So ya anyways, the first upcoming release wont have all the bells and whistles as planned. however we'd like to show you what we have so far.

First section of the video is an older test, more like a proof of concept for many aspects of the stage, second part is the gameplay programed in by Xak.

This post has been edited by Andrew75: 18 April 2012 - 12:32 PM

#862 User is offline dsrb 

Posted 18 April 2012 - 01:17 PM

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Sonic's turning looks really awkward. At the minimum, he should turn before the camera does, rather than the other way round. Plus, it might be that he'd still look too jerky/halting even then.

#863 User is offline Twilightzoney 

Posted 18 April 2012 - 02:40 PM

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Looks great, I haven't been able to find the time to use and try out the new GDK; although, I like what he has done so far with it. I've been busy with Generations crap lately, haven't put time into this. Although I did get Classic Generations Sonic ported to it fine with using the mouth thing I did with Modern Sonic. I figure I'll release those, since most people will complain they don't have a good model to work with. Since most fans use pre-made models anyways, might as well be something good then.

Anyways, I don't see a point in rails, you could "code/script" your own type of path spline by editing and playing an animation yourself. Someone just has to take the time to "learn" it. I'm learning the finer things of UDK, to do all the graphical nonsense, for a city level I was working on before.

Question out of curiousity. UDK can accept collision meshes instead of using the real base mesh as a collision mesh? Right? Since I feel I'll have to do this later, to cut down on taxing things.

#864 User is offline Falk 

Posted 18 April 2012 - 02:40 PM

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If you wanted the retro look you could lock the model's direction with the camera. That's how the original sprites would work anyway- only one possible angle, or billboarded in a pseudo 3d environment

#865 User is offline dsrb 

Posted 18 April 2012 - 04:34 PM

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Wait. Why didn't I think of that? I can't even /wrists out of shame because apparently I'm immune to Occam's razor.

#866 User is online Andrew75 

Posted 18 April 2012 - 04:37 PM

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View PostTwilightzoney, on 18 April 2012 - 02:40 PM, said:

Looks great, I haven't been able to find the time to use and try out the new GDK; although, I like what he has done so far with it. I've been busy with Generations crap lately, haven't put time into this. Although I did get Classic Generations Sonic ported to it fine with using the mouth thing I did with Modern Sonic. I figure I'll release those, since most people will complain they don't have a good model to work with. Since most fans use pre-made models anyways, might as well be something good then.

Anyways, I don't see a point in rails, you could "code/script" your own type of path spline by editing and playing an animation yourself. Someone just has to take the time to "learn" it. I'm learning the finer things of UDK, to do all the graphical nonsense, for a city level I was working on before.

Question out of curiousity. UDK can accept collision meshes instead of using the real base mesh as a collision mesh? Right? Since I feel I'll have to do this later, to cut down on taxing things.

Yeah man, can't wait to have the classic generations model available in SGDK.
Perhaps, can you wait till the next SGDK release before you release it ?,
as it has some nice new classic physics which would go nicely with that model!

P.S. It'd fit perfectly with My Green hill Retro which has been finished already,
We're holding back the release a bit longer,
I've been working on house renovations allowing minimal time to finish the props , enemies ect for the zone.

View PostFalk, on 18 April 2012 - 02:40 PM, said:

If you wanted the retro look you could lock the model's direction with the camera. That's how the original sprites would work anyway- only one possible angle, or billboarded in a pseudo 3d environment


That may have already been fixed as I don't have the latest build of SGDK, This would be something Xak would be able to answer.

Hmm I did come up with a billboard and sprite animation shader system for SGDK used for Project AXSX ( sonic Xtreme)
however I don't think that'd be the way to go unless someone's interested in remaking the spirits in HD or something.

Edit: Oh wait, I just remembered the model itself can have a billboard shader applied ! and it can be locked to a single axis which may work without additional programming on Xak's part, since its handled in the shader editor.
would have to test this.... thx for the idea !
This post has been edited by Andrew75: 18 April 2012 - 04:49 PM

#867 User is offline Xaklse 

Posted 19 April 2012 - 02:18 PM

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View PostTwilightzoney, on 18 April 2012 - 02:40 PM, said:

Question out of curiousity. UDK can accept collision meshes instead of using the real base mesh as a collision mesh? Right? Since I feel I'll have to do this later, to cut down on taxing things.
Yup! FBX / ColRef


A Special Stage screenshot with better definition:
Posted Image

#868 User is online Andrew75 

Posted 22 April 2012 - 11:57 AM

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For whom may be interested,
My 4 year Tightly guarded Fisheye shader's source code, will be available in this (very soon to be released) latest build of SonicGDK.

With a few tweaks here and there, you'll be able to build your very own sonic Xtreme Fisheye lens inspired stages.
The Fisheye is also useful for other things such as sky boxes using flat layouts. ect ect...

However, without the proper model set up , Fisheye may not work properly with collisions.
You've gata set up an invisible collision mesh separately and disable collisions for the Visual mesh containing the Fisheye shader.

I have 1 request from you all.
since this is being released, if used in your own projects.
Please credit where credit is due, as this shader had taken me over 2 years to get right threw many failed attempts and procedures,,,,,,its also my pride and joy.
This post has been edited by Andrew75: 22 April 2012 - 12:00 PM

#869 User is offline Xaklse 

Posted 22 April 2012 - 02:57 PM

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New 1.00.313 version is up!
Source Code (requires UDK January 2012): 2shared / DepositFiles / FreakShare / Oron / PutLocker / RapidShare / Uptobox

What's new? In short:

Quote

  • Two new Sonic code classes with their physics: Classic Sonic and Modern Sonic.
  • Sonic3's Special Stage, ported from Ashura: Dark Reign.
  • Added a lot of configurable options to SonicGDK's main character available through the Unreal Editor.
  • Visual effects for boosting and ring pickup.
  • Better handling of splines for 2.5D movement.
  • Created a micro map which can be used as a starting point for any new map.
  • Bug fixes.

Minor changes worth mentioning here:

Quote

  • Modified the SonicAnimTree to fix a little problem with mesh pitch rotation when switching modes.
  • Modified the included .bat file so that players can choose a playable character.


#870 User is offline Azu 

Posted 22 April 2012 - 04:22 PM

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Oh, I'll try this out, thanks.

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