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Project AXSX (Sonic Xtreme and SONIC CD REMIX A 2.5D game) AXSX New Years Video 12-31-2012! ! ! Happy new year!

#241 User is online synchronizer 

Posted 04 January 2012 - 06:04 PM

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I'd suggest making the camera less shaky when Sonic rotates the world. It's a tiny bit disorienting and non-fluid. Other than a view collision problems (I've gotten stuck inside the level geometry, particularly behind the waterfall with columns of rings in front.), this is a very fun piece of software you've created. (As I've said numerous times before)
This post has been edited by synchronizer: 06 February 2012 - 03:32 PM

#242 User is offline Andrew75 

Posted 04 January 2012 - 06:36 PM

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View PostMorph, on 04 January 2012 - 05:20 PM, said:

View PostW.A.C., on 04 January 2012 - 07:48 AM, said:

I don't know how to activate something that shows me the framerate


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.

View Postsynchronizer, on 04 January 2012 - 06:04 PM, said:

I'd suggestion making the camera less shaky when Sonic rotates the world. It's a tiny bit disorienting and non-fluid. Other than a view collision problems (I've gotten stuck inside the level geometry, particularly behind the waterfall with columns of rings in front.), this is a very fun piece of software you've created. (As I've said numerous times before)

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 ^__^
This post has been edited by Andrew75: 04 January 2012 - 06:44 PM

#243 User is offline Morph 

Posted 04 January 2012 - 08:26 PM

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Oh, I never ended up saying anything about the progress! Here it goes:
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 User is offline SteelBrush 

Posted 14 January 2012 - 05:26 AM

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I tried this out on my PC and managed to get an average of 53 FPS.

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 User is offline Hitaxas 

Posted 14 January 2012 - 11:05 AM

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61.99 FPS according to the in-game FPS counter. Awesome stuff. :)

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 User is offline Shadow Hog 

Posted 19 January 2012 - 10:29 PM

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Care to reupload this to a site that wasn't just taken down by the FBI? Really want to give this a shot, this is the most-complete-looking Sonic Xtreme fangame out there.

#247 User is offline Andrew75 

Posted 20 January 2012 - 11:11 AM

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Yeah,,, the next time its re-uploaded will have some fixes,, I won't have any time for a re-upload for maybe about a week or so.
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......
Posted Image


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 ! !
Posted Image
This post has been edited by Andrew75: 20 January 2012 - 11:30 AM

#248 User is offline Chimera 

Posted 20 January 2012 - 04:29 PM

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Two things

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 :specialed:
This post has been edited by Chimera: 22 January 2012 - 02:14 PM

#249 User is offline Hinchy 

Posted 20 January 2012 - 04:36 PM

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View PostChimera, 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.


View PostAndrew75, on 20 January 2012 - 11:11 AM, said:

Hmm.... you guys probably want a screenshot to go with your post huh ?
I haven't started the background yet......

This post has been edited by Hinchy: 20 January 2012 - 04:36 PM

#250 User is offline Andrew75 

Posted 20 January 2012 - 06:50 PM

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View PostChimera, on 20 January 2012 - 04:29 PM, said:

Two things

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.
This post has been edited by Andrew75: 20 January 2012 - 06:58 PM

#251 User is offline Chimera 

Posted 21 January 2012 - 01:48 PM

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My first point: sprry guys, I mist have missed that part. I blame my nonexistant dyslexia :specialed:

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 User is offline Andrew75 

Posted 22 January 2012 - 10:21 AM

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Finishing up the background here,,
The clouds scroll, everything is paralex, water and waterfall both animated by custom Color pallet cycling shader just like the origonal.
Posted Image
This post has been edited by Andrew75: 22 January 2012 - 10:42 AM

#253 User is offline Chimera 

Posted 22 January 2012 - 02:16 PM

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I must say that looks quite delicious. I can't wait for this to be finished up so I can get my mits on it :P

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 User is offline Andrew75 

Posted 22 January 2012 - 02:32 PM

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View PostChimera, on 22 January 2012 - 02:16 PM, said:

I must say that looks quite delicious. I can't wait for this to be finished up so I can get my mits on it :P

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 User is offline Andrew75 

Posted 12 February 2012 - 04:30 PM

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Joshman196 over on the AXSX forum re-uploaded the winter demo,
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)

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