You need the splines to constrain Sonic's movement, the camera doesn't have influence over controls.
SonicGDK 1.1 - With delicious 2.5D/3D physics inside!
#886
Posted 29 April 2012 - 11:37 AM
You need the splines to constrain Sonic's movement, the camera doesn't have influence over controls.
#887
Posted 06 May 2012 - 04:46 PM
Source Code (requires UDK January 2012): 2S / Cr / DF / FS / Or / PL / Sh / RS / Up
What's new? In short:
- 3D runways (defined by a spline) with QuickStep support.
- Bug fixes.
__________________________________________________
I want to discuss something with you all since I'm pretty much done with "Modern" gameplay; it's the typical problem of "Classic" gameplay in a 3D environment with targets like enemies, monitors, springs... Classic Sonic doesn't have an aerial special move like Insta-Shield or Homing Attack (aside from shield moves), if you press jump or crouch when jumping/falling nothing occurs.
I'm thinking on adding a special function that slightly moves Sonic towards a nearby target in midair without any sudden acceleration. Would you like it? And how would you activate it? While holding Jump (the first or the second time) or holding Crouch? Any other idea?
#888
Posted 06 May 2012 - 05:05 PM
#889
Posted 06 May 2012 - 06:53 PM
It's a good 1 stop shop if you will, ( you don't need to learn more than 1 game engine to make multiple game types.)
its all here !
also for the classic 3D type gameplay idea with lock on you've mentioned above.
personally id keep it clean and not implement any type of lock on for classic type gameplay unless threw a power up shield or something similar.
If you wanted to enable the move without a powerup , than perhaps a checkbox option within the player pawn's properties would work.
#890
Posted 06 May 2012 - 11:34 PM
Xaklse, on 06 May 2012 - 04:46 PM, said:
Source Code (requires UDK January 2012): 2S / Cr / DF / FS / Or / PL / Sh / RS / Up
What's new? In short:
- 3D runways (defined by a spline) with QuickStep support.
- Bug fixes.
__________________________________________________
I want to discuss something with you all since I'm pretty much done with "Modern" gameplay; it's the typical problem of "Classic" gameplay in a 3D environment with targets like enemies, monitors, springs... Classic Sonic doesn't have an aerial special move like Insta-Shield or Homing Attack (aside from shield moves), if you press jump or crouch when jumping/falling nothing occurs.
I'm thinking on adding a special function that slightly moves Sonic towards a nearby target in midair without any sudden acceleration. Would you like it? And how would you activate it? While holding Jump (the first or the second time) or holding Crouch? Any other idea?
3D runways?
#891
Posted 07 May 2012 - 04:13 PM
AerosolSP, on 06 May 2012 - 05:05 PM, said:
Andrew75, on 06 May 2012 - 06:53 PM, said:
Azu, on 06 May 2012 - 11:34 PM, said:
#892
Posted 07 May 2012 - 04:35 PM
#894
Posted 09 May 2012 - 04:26 PM
Andrew75, on 06 May 2012 - 06:53 PM, said:
personally id keep it clean and not implement any type of lock on for classic type gameplay unless threw a power up shield or something similar.
If you wanted to enable the move without a powerup , than perhaps a checkbox option within the player pawn's properties would work.
This. I can't think of anything better than this.
#895
Posted 09 May 2012 - 04:54 PM
#896
Posted 09 May 2012 - 09:23 PM
Ell678, on 09 May 2012 - 04:26 PM, said:
Andrew75, on 06 May 2012 - 06:53 PM, said:
personally id keep it clean and not implement any type of lock on for classic type gameplay unless threw a power up shield or something similar.
If you wanted to enable the move without a powerup , than perhaps a checkbox option within the player pawn's properties would work.
This. I can't think of anything better than this.
Really, the best way to implement a Homing Attack for Classic Gameplay is to go the Sonic 3D Blast route and keep it confined to a special shield which level designers can place in their levels. That's just my opinion, though.
#898
Posted 09 May 2012 - 10:40 PM
Well there is this type of problem.
Note: not my video.
#899
Posted 13 May 2012 - 11:38 AM
Source Code (requires UDK January 2012): 2S / Cr / FF / FS / Or / PL / RS / Sh / Up
What's new? In short:
- Better code for movement constrained to splines.
- SpinDash particles.
- Bug fixes and misc improvements.
__________________________________________________
With this crucial release, and after two and a half years of development, UDK plus SonicGDK stands as the most complete and flexible game engine for 3D Sonic games. I'll write some tutorials to prove this statement.
SonicGDK now enters the "maintenance phase"; only bug fixes and minor improvements will be included in future releases, if there are any. One exception though: Andrew75 will try to improve the materials used in the Special Stage.
What tutorials would you like to see about using SonicGDK?
This is what I'm planning to write about for now:
- Create a map file.
- Place a Sonic type.
- Configure Sonic params.
- Change camera type.
- Place star posts and goal ring.
- Place enemies.
- Create 2.5D/3D paths.
- Place environment meshes.
#900
Posted 13 May 2012 - 01:56 PM
