Project AXSX (Sonic Xtreme and SONIC CD REMIX A 2.5D game) AXSX New Years Video 12-31-2012! ! ! Happy new year!
#378
Posted 02 December 2012 - 10:01 AM
Some Wallpaper to help tide you guys over, Afterall the wait must be hell for whoever is waiting.

And for all you Retro PIXEL and CUBE bangers out there,,, a real treat !
OMG! My eyes are goint to burst! (Please enjoy the papers guys)

And for all you Retro PIXEL and CUBE bangers out there,,, a real treat !
OMG! My eyes are goint to burst! (Please enjoy the papers guys)
This post has been edited by Andrew75: 02 December 2012 - 10:28 AM
#379
Posted 08 December 2012 - 10:41 AM
Hey guys, bad news , I lost 10 days of work to a power outage, a real set back,
and yes there was a lot of work done in that time,,,,, sigh......
Over 1600 dollars in SSDs, a raid card controller and standard hard disks may be busted.
least I made some backups 10 days ago. This is very annoying.
Sorry I wont be able to make the December public release this year.
there were 8 levels ported over from the DEF file leaks that were planned for this years demo.
The 3D bridge system was almost complete as well ( the ones that expand and contract, thanks to Nekit for making a path vertex point exporter for the def files)
and yes there was a lot of work done in that time,,,,, sigh......
Over 1600 dollars in SSDs, a raid card controller and standard hard disks may be busted.
least I made some backups 10 days ago. This is very annoying.
Sorry I wont be able to make the December public release this year.
there were 8 levels ported over from the DEF file leaks that were planned for this years demo.
The 3D bridge system was almost complete as well ( the ones that expand and contract, thanks to Nekit for making a path vertex point exporter for the def files)
This post has been edited by Andrew75: 08 December 2012 - 10:50 AM
#380
Posted 10 December 2012 - 03:46 AM
Sorry to hear that, man - must be quite upsetting to lose significant progress on something you've been working so hard on. Is there no way of potentially recovering the data to save yourself having to redo that 10 days' work?
If not, don't stress yourself out trying to get it done qiuckly - take your time. I'm sure people will be extremely pleased to see any demo version whenever it's ready for release, but don't rush yourself trying to meet their expectations of a deadline that's no longer possible.
If not, don't stress yourself out trying to get it done qiuckly - take your time. I'm sure people will be extremely pleased to see any demo version whenever it's ready for release, but don't rush yourself trying to meet their expectations of a deadline that's no longer possible.
#381
Posted 14 December 2012 - 05:57 PM
Will be doing some live streams, showing the development process for Project AXSX and Sonic CD remix from time to time.
This includes Modeling, UDK Shader building, and any other processes I use to produce the assets for my projects.
Beware, there are lots of boring cubes and pixels! ! !
you can view the stream @
http://www.livestream.com/tuxmask75
What do you guys think of this idea.
I wont be doing many requests as I'd really like to just work on the game and get as much done with the little time that I have.
When it comes time to show gameplay, I'll be saving the streams for future viewing,
However I'd like to kind of stay away from the gameplay aspects while streaming to keep some surprises as surprises.
Mainly this stream is to show a true realtime workflow for all the crap I have to do in order to get the game finished.
Keep in mind it will be super dull and super boring. May play music from time to time to help keep us sane. lol
This includes Modeling, UDK Shader building, and any other processes I use to produce the assets for my projects.
Beware, there are lots of boring cubes and pixels! ! !
you can view the stream @
http://www.livestream.com/tuxmask75
What do you guys think of this idea.
I wont be doing many requests as I'd really like to just work on the game and get as much done with the little time that I have.
When it comes time to show gameplay, I'll be saving the streams for future viewing,
However I'd like to kind of stay away from the gameplay aspects while streaming to keep some surprises as surprises.
Mainly this stream is to show a true realtime workflow for all the crap I have to do in order to get the game finished.
Keep in mind it will be super dull and super boring. May play music from time to time to help keep us sane. lol
This post has been edited by Andrew75: 15 December 2012 - 06:41 PM
#382
Posted 15 December 2012 - 07:41 AM
This week I'll mostly be working on cleaning up the DEF files that were converted over to 3D studio.
Also up for streaming is my collection of Sonic and retro 90's music. Some of which inspired the music of the early Sonic games.
Also up for streaming is my collection of Sonic and retro 90's music. Some of which inspired the music of the early Sonic games.
#383
Posted 15 December 2012 - 06:40 PM
Ok guys, there are now some saved videos available at the latest videos area.
http://www.livestream.com/tuxmask75
Feel free to drop by and also don't forget if you have any music that you'd like to show off live than link it over to me. Preferably from Youtube.
http://www.livestream.com/tuxmask75
Feel free to drop by and also don't forget if you have any music that you'd like to show off live than link it over to me. Preferably from Youtube.
This post has been edited by Andrew75: 15 December 2012 - 07:09 PM
#384
Posted 15 December 2012 - 06:59 PM
Felt the need to break this combo of yours. I've been interested in getting some insight into how you do things, so thanks Andrew.
#385
Posted 15 December 2012 - 07:18 PM
AerosolSP, on 15 December 2012 - 06:59 PM, said:
Felt the need to break this combo of yours. I've been interested in getting some insight into how you do things, so thanks Andrew.
Make sure u check out the saved video called (Modeling and a little tour of other finished levels....)
you can see my speed navigation skills in Max, nothing has been sped up here.
Besides that there is nothing super special going on till the end,
It's to bad that the chat cant be archived along with the video, as I gave some tips here and there.
keep an eye out for when I slowed down to show whats going on without using shortcut keys in a few instances.
This post has been edited by Andrew75: 15 December 2012 - 07:20 PM
#386
Posted 16 December 2012 - 01:17 PM
A look back on this project before I come over to retro.
http://www.senntient...TML/000111.html
http://www.senntient...TML/000111.html
This post has been edited by Andrew75: 16 December 2012 - 02:47 PM
#387
Posted 16 December 2012 - 02:24 PM
New stream video archived called (AXSX Modeling and CD remix Shader Technologies)
Besides the usual level model clean up.
A quick gameplay segment from one of the AXSX levels is shown, along with some (work in progress) Sonic CD remix shader Technologies near the end.
some of this stuff may blow your minds.
http://www.livestream.com/tuxmask75
Besides the usual level model clean up.
A quick gameplay segment from one of the AXSX levels is shown, along with some (work in progress) Sonic CD remix shader Technologies near the end.
some of this stuff may blow your minds.
http://www.livestream.com/tuxmask75
#388
Posted 19 December 2012 - 08:30 AM
Here are a few screens on GALAXY1 in the game engine with fish-eye (yes yes The fish-eye parameters are off, they will be tweaked later, (after more levels are brought into the game.)
The rings have not been set into position for this set of screen shots. and shadows are non existent here as all the materials currently use an emisive, I'm working on a custom shader to allow whole polygon faces to darken if they fall into a shadow zone.
If that fails I'll do it by hand with textures or try the udk's shadow baking tech just to see how it looks.
Currently I have around 3 def files left to clean up, before texture work begins. ( there are over 35 levels, and test stages making it over from the def files)

The rings have not been set into position for this set of screen shots. and shadows are non existent here as all the materials currently use an emisive, I'm working on a custom shader to allow whole polygon faces to darken if they fall into a shadow zone.
If that fails I'll do it by hand with textures or try the udk's shadow baking tech just to see how it looks.
Currently I have around 3 def files left to clean up, before texture work begins. ( there are over 35 levels, and test stages making it over from the def files)

This post has been edited by Andrew75: 19 December 2012 - 08:59 AM
#389
Posted 19 December 2012 - 04:31 PM
Set up a new Live video feed using youtube.. err I think maybe its just google+hangouts or something. ( kind of confusing lol)
Anyhow, join in, watch AXSX modeling in real-time, play / or listen to music, or just hang out with other sonic fans.
https://plus.google....ae7?authuser=0#
EDIT:
Hmmmm,, I need to find a better way to announce streams ,, maybe I'll open a twitter AXSX account.
anyways im off for the night no more streams. lol
Anyhow, join in, watch AXSX modeling in real-time, play / or listen to music, or just hang out with other sonic fans.
https://plus.google....ae7?authuser=0#
EDIT:
Hmmmm,, I need to find a better way to announce streams ,, maybe I'll open a twitter AXSX account.
anyways im off for the night no more streams. lol
This post has been edited by Andrew75: 19 December 2012 - 05:35 PM
#390
Posted 19 December 2012 - 06:18 PM
Damn. I was busy trying to move a llama to a different pen, or else I would have showed up. I really wanted to see how this worked.
Those pictures look really neat, by the way. I'm a bit curious, how do they look if you don't have the fish-eye effect at all? I mean, if the original idea behind it was to allow you to see farther ahead so you could build up speed without being blindsided, how important was the feature in practice? Would it have hurt things any if the fish-eye camera wasn't in?
Those pictures look really neat, by the way. I'm a bit curious, how do they look if you don't have the fish-eye effect at all? I mean, if the original idea behind it was to allow you to see farther ahead so you could build up speed without being blindsided, how important was the feature in practice? Would it have hurt things any if the fish-eye camera wasn't in?
