SonicGDK 1.1 - With delicious 2.5D/3D physics inside!
#856
Posted 03 April 2012 - 09:34 AM
#857
Posted 03 April 2012 - 01:33 PM
Ritz, on 02 April 2012 - 06:06 AM, said:
Azu, on 03 April 2012 - 09:34 AM, said:
#858
Posted 03 April 2012 - 04:20 PM
#859
Posted 08 April 2012 - 11:45 AM
#860
Posted 08 April 2012 - 01:58 PM
#861
Posted 18 April 2012 - 11:50 AM
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.
#862
Posted 18 April 2012 - 01:17 PM
#863
Posted 18 April 2012 - 02:40 PM
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
Posted 18 April 2012 - 02:40 PM
#865
Posted 18 April 2012 - 04:34 PM
#866
Posted 18 April 2012 - 04:37 PM
Twilightzoney, on 18 April 2012 - 02:40 PM, said:
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.
Falk, on 18 April 2012 - 02:40 PM, said:
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 !
#867
Posted 19 April 2012 - 02:18 PM
Twilightzoney, on 18 April 2012 - 02:40 PM, said:
A Special Stage screenshot with better definition:
#868
Posted 22 April 2012 - 11:57 AM
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.
#869
Posted 22 April 2012 - 02:57 PM
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.
