Project AXSX (Sonic Xtreme and SONIC CD REMIX A 2.5D game) AXSX New Years Video 12-31-2012! ! ! Happy new year!
#241
Posted 04 January 2012 - 06:04 PM
#242
Posted 04 January 2012 - 06:36 PM
Morph, on 04 January 2012 - 05:20 PM, said:
W.A.C., on 04 January 2012 - 07:48 AM, said:
Get Fraps. The demo works fine for just showing you your framerate.
you can display the frame rate by pressing ~ to pull up the command console
than type STAT FPS, and press enter.
synchronizer, on 04 January 2012 - 06:04 PM, said:
Yeah that Waterfall glitch was due to a modeling mistake on my end, Forgotten 1 face on the invisible collision geometry. sorry guys !
the camera shaking thing when the level rotates, Lets see wheat we can do about that.
P.S.
There will be many bug fixes in the next tech demo, Hopefully ^__^
#243
Posted 04 January 2012 - 08:26 PM
This is actually quite nice, I'd say. Although there are a few instances where I've gotten Sonic to float just above the ground and walk around, as well as have seizures on walls (although I believe you said you could easily fix that, IIRC). Personally though, I think the crouch for spindashing (in an X-Treme based game anyway) is a bit awkward. Maybe a Sonic Adventure-style spindash charge would be better; I recall seeing that type of spindash in some X-Treme videos anyway.
Other than that, keep it up! It's looking great so far.
#244
Posted 14 January 2012 - 05:26 AM
The specs are
CPU: AMD Athlon 7850 2.8 GHz
GPU: Asus Nvidia GT 430
RAM: 4 GB
OS: Windows 7 Professional 64-bit
I enjoyed the concept. I also liked the 32-bit look of the graphics, it really did remind me of my old Saturn. The only issue I found was that Sonic felt a bit slippery to control at times. Overall, a great demo.
#245
Posted 14 January 2012 - 11:05 AM
CPU: AMD Athlon X2 6400+ dual core 3.2 GHZ
GPU: AMD Radeon HD 6670 (1 GB version) slightly overclocked, GPU clock is 825 MHz Memory clock 722 MHz
RAM: 4GB installed, 3 Usable (needs replacing)
OS: Windows 7 Ultimate 32-bit
So yeah, it works perfectly well. Nice work, I hope to see this expand into a full blown game.
#246
Posted 19 January 2012 - 10:29 PM
#247
Posted 20 January 2012 - 11:11 AM
As, at the moment I've switched over to finishing up a Mini project that I started a long long long while back,,
A Retro styled 3D Greenhill level,
Resumed doing this because of 2 game engines, Xak's Sonic GDK(which AXSX game runs in) and Damizean's Egg Engine (fan remix engine)
I started this level back in around 2007ish for use in the old AXSX engine which was on Game Maker with Ult3D Plug-in for rendering.
The original purpose for this level was to make a playable environment to visually gage how accurate our physics systems were to the original sonic 1. ( apples to apples compression)
The current purpose is still the same ... hopefully it will help improve AXSX as an end result.
EDIT:
Hmm.... you guys probably want a screenshot to go with your post huh ?
I haven't started the background yet......

AND YES!!!!
If you have UDK (SONIC GDK) you will be able to build your own levels just by snapping the pre-built chunk pieces together with-in the UDK world editor, even non programmers can do it ! !
#248
Posted 20 January 2012 - 04:29 PM
1) If you're going to stop using fog and/or not put in any background scenery, stop using that ugly-ass sky sphere and use a sky dome texture instead. It'll be MUCH more appealing in the end, trust me.
2) I actually don't suggest using 3D chunks... I asked Damizean a while back about a similar method versus a single mesh, and he said chunks will add extra draw calls, which can slow down a video card pretty bad if it's in excess. So I guess the chunk system could be used as a template, and then all the meshes could be aligned accordingly and made into a single static mesh... No?
EDIT: Whoops, spelling error that made me look retarded/self obsessed/something bad. Sorry
#249
Posted 20 January 2012 - 04:36 PM
Chimera, on 20 January 2012 - 04:29 PM, said:
Andrew75, on 20 January 2012 - 11:11 AM, said:
I haven't started the background yet......
#250
Posted 20 January 2012 - 06:50 PM
Chimera, on 20 January 2012 - 04:29 PM, said:
1) If you're going to stop using fog and/or not put in any background scenery, stop using that ugly-ass sky sphere and use a sky dome texture instead. I'll be MUCH more appealing in the end, trust me.
2) I actually don't suggest using 3D chunks... I asked Damizean a while back about a similar method versus a single mesh, and he said chunks will add extra draw calls, which can slow down a video card pretty bad if it's in excess. So I guess the chunk system could be used as a template, and then all the meshes could be aligned accordingly and made into a single static mesh... No?
1. The background isn't made yet. It's coming don't worry !
I didn't think anyone would nitpick something so trivial as including the default sky in a WIP screen.
2. yeah what Damizean says is correct.
However performance shouldn't be to much of an issue. even with the additional draw calls.
The chunks are for people who want to build there own layouts who don't know how to model or program but want to have some fun.
Edit:
Originally the zone was a single mesh. I just wanted to do something special for you guys. which took a fuck-ton of extra work.
hope it will be put to good use.
#251
Posted 21 January 2012 - 01:48 PM
My second one: alright, that sounds good. That's actually not that had an idea. Was just trying to make sure you guys weren't going TOO retro now xP
#252
Posted 22 January 2012 - 10:21 AM
The clouds scroll, everything is paralex, water and waterfall both animated by custom Color pallet cycling shader just like the origonal.
#253
Posted 22 January 2012 - 02:16 PM
Shouldn't the trees be behind Sonic though? Unless you want to shake things up, which is fine. PROPS for making the trees look so much like the originals only in 3D, though. Really nice accuracy :D
#254
Posted 22 January 2012 - 02:32 PM
Chimera, on 22 January 2012 - 02:16 PM, said:
Shouldn't the trees be behind Sonic though? Unless you want to shake things up, which is fine. PROPS for making the trees look so much like the originals only in 3D, though. Really nice accuracy :D
It depends on the tree and building chunk, some trees are behind while others are in front , I followed the original layouts for this.
#255
Posted 12 February 2012 - 04:30 PM
thanks to him since I didn't have the time.
Part 1: http://www.mediafire...q2370qdqef03hln (95.78MB)
Part 2: http://www.mediafire...19d5l11688yp6j3 (95.78MB)
Part 3: http://www.mediafire...bxa3hoz4bllw4cu (56.32MB)
