Hey I'm having trouble with extremely high cpu usage on idle- I've turned off realtime (the joystick) unchecked all the postprocessing and lightmass boxes under view > world properties- but still I have a 4-core processor with 37% being used when the scene is completely empty and just opened. Has anyone experienced this?
I actually compared the level how it looks in Sonic Colors.I use a screen shot a Sonic model imported from Generations and scaled it down until it looked right.
This post has been edited by Azu: 02 September 2012 - 07:11 PM
Besides the springs, I'm pretty sure that the scale is almost right (could use a bit of downscaling yeah, but just a bit). I mean, we can't forget that Sonic isn't tall at all.
Oh yeah, Chishado posted a cool video recently:
Besides the lighting and the Unreal Tournament objects, looks pretty neat if you ask me.
I love seeing these projects getting some very cool level design introduced! However, it still is difficult for me to really want to play any of what's going on here, though because of the camera, floatiness and Sonic's extremely loose low-maneuver handling. Is there anything that can be done by the individuals that are making projects in this engine to change and improve these elements?
Silly question. Of course there is! UDK is open source!
Unfortunately wrong, since TEEEEECHNICALLY UDK free doesn't have the source code, however it DOES have a bunch of unrealscript files that control some in-game aspects and references for creating actors and modifying physics data.
Nitpicking aside, modifying SGDK to improve it is totally possible, and Azu and I are planning on doing so... Correct me if I'm wrong but Xak might be as well ;P
Keep in mind good controls can make or break a game, but level design can as well.
Silly question. Of course there is! UDK is open source!
Unfortunately wrong, since TEEEEECHNICALLY UDK free doesn't have the source code, however it DOES have a bunch of unrealscript files that control some in-game aspects and references for creating actors and modifying physics data.
Nitpicking aside, modifying SGDK to improve it is totally possible, and Azu and I are planning on doing so... Correct me if I'm wrong but Xak might be as well ;P
Keep in mind good controls can make or break a game, but level design can as well.
What aspects of the gameplay will you be improving ?
Besides the lighting and the Unreal Tournament objects, looks pretty neat if you ask me.
This level design is really wonky. It's like he was trying to do multiple paths, but instead just made a whole bunch of ways to take the same path. In real life, that'd be like putting three onramps side-by-side that merge together and enter the same highway.
TheKazeblade, on 02 September 2012 - 09:19 PM, said:
I love seeing these projects getting some very cool level design introduced! However, it still is difficult for me to really want to play any of what's going on here, though because of the camera, floatiness and Sonic's extremely loose low-maneuver handling. Is there anything that can be done by the individuals that are making projects in this engine to change and improve these elements?
Yeah, you can change the code or you can just change lots of available values through the game editor.
Raz, on 02 September 2012 - 10:20 PM, said:
Hey, how did you get the rings to be generated along the spline path, and what are those camera's for?
"SGDK Spline Actors" can automatically create objects along the path.