Posted 29 May 2015 - 06:10 PM
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MotorRoach, on 26 May 2015 - 11:08 PM, said:
synchronizer, on 26 May 2015 - 06:35 PM, said:
I don't remember the source, but I think that Tiara B. might have had strictly 2.5D level design just as it is shown in the .gif. Knuckles has a similar .gif that shows overhead maze-like gameplay, which leads me to believe that each character would have had a different gameplay perspective.
I had read about that, and honestly, it feels like a silly way to treat a character. It pretty much feels like "This character runs only in a straight line, and this other character pretty much goes wherever he wants to go". Something like that should be saved for a different game, not a different character, that's just... dumb.
That sounds familiar... oh wait.
Posted 19 June 2015 - 02:27 PM
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Sorry guys I'm probably not going to do anything with AXSX for awhile. The motivation just isn't there.
Posted 19 June 2015 - 05:41 PM
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Don't force yourself to work on anything that you don't feel motivated to work on, and always keep in mind that we support you and this project and want both to succeed.
Posted 20 June 2015 - 12:26 AM
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Atendega, on 19 June 2015 - 05:41 PM, said:
and always keep in mind that we support you
Excuse me. This is the worst thing you can say to a guy like Andrew. What support would that be?
Nobody is 'supporting' him. There are bugs in the engine persisting since before the 2011 demo(which was also delayed because of them but nonetheless eventually released with them) that are still unresolved. Many programmers have looked at them and not a single one has been able to do anything about them.
When you have multiple problems for 5+ years that have no progress, how do you expect him to not be sick of it all?
This post has been edited by winterhell: 20 June 2015 - 12:28 AM
Posted 20 June 2015 - 09:02 AM
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winterhell, on 20 June 2015 - 12:26 AM, said:
Atendega, on 19 June 2015 - 05:41 PM, said:
and always keep in mind that we support you
Excuse me. This is the worst thing you can say to a guy like Andrew. What support would that be?
Nobody is 'supporting' him. There are bugs in the engine persisting since before the 2011 demo(which was also delayed because of them but nonetheless eventually released with them) that are still unresolved. Many programmers have looked at them and not a single one has been able to do anything about them.
When you have multiple problems for 5+ years that have no progress, how do you expect him to not be sick of it all?
He was only trying to encourage the man, and acknowledge his nigh-superhuman endeavor and perseverance in this awesome project so far. No need to jump down anyone's throat because they can't solve a programming issue. To say that 'nobody is supporting him' is a bit of hyperbole, no? Though I'm not physically involved in this project (due to both lack of time and the necessary prerequisite skills needed) the least I can do is offer words of encouragement.
Posted 08 July 2015 - 07:21 PM
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TheInvisibleSun, on 20 June 2015 - 09:02 AM, said:
winterhell, on 20 June 2015 - 12:26 AM, said:
Atendega, on 19 June 2015 - 05:41 PM, said:
and always keep in mind that we support you
Excuse me. This is the worst thing you can say to a guy like Andrew. What support would that be?
Nobody is 'supporting' him. There are bugs in the engine persisting since before the 2011 demo(which was also delayed because of them but nonetheless eventually released with them) that are still unresolved. Many programmers have looked at them and not a single one has been able to do anything about them.
When you have multiple problems for 5+ years that have no progress, how do you expect him to not be sick of it all?
He was only trying to encourage the man, and acknowledge his nigh-superhuman endeavor and perseverance in this awesome project so far. No need to jump down anyone's throat because they can't solve a programming issue. To say that 'nobody is supporting him' is a bit of hyperbole, no? Though I'm not physically involved in this project (due to both lack of time and the necessary prerequisite skills needed) the least I can do is offer words of encouragement.
Andrew, it seems to me that the idiosyncrasies of Unreal Engine 3 were keeping you from doing the game in the way that you wanted. If or when you get back to this, it might be a good idea to rebuild the game in Unity or UE4; maybe code it from scratch in C++ if you have to.
Posted 10 July 2015 - 09:08 AM
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Thousand Pancake, on 08 July 2015 - 07:21 PM, said:
TheInvisibleSun, on 20 June 2015 - 09:02 AM, said:
winterhell, on 20 June 2015 - 12:26 AM, said:
Atendega, on 19 June 2015 - 05:41 PM, said:
and always keep in mind that we support you
Excuse me. This is the worst thing you can say to a guy like Andrew. What support would that be?
Nobody is 'supporting' him. There are bugs in the engine persisting since before the 2011 demo(which was also delayed because of them but nonetheless eventually released with them) that are still unresolved. Many programmers have looked at them and not a single one has been able to do anything about them.
When you have multiple problems for 5+ years that have no progress, how do you expect him to not be sick of it all?
He was only trying to encourage the man, and acknowledge his nigh-superhuman endeavor and perseverance in this awesome project so far. No need to jump down anyone's throat because they can't solve a programming issue. To say that 'nobody is supporting him' is a bit of hyperbole, no? Though I'm not physically involved in this project (due to both lack of time and the necessary prerequisite skills needed) the least I can do is offer words of encouragement.
Andrew, it seems to me that the idiosyncrasies of Unreal Engine 3 were keeping you from doing the game in the way that you wanted. If or when you get back to this, it might be a good idea to rebuild the game in Unity or UE4; maybe code it from scratch in C++ if you have to.
Would be nice if I could move from UDK to Unreal 4 and have someone program the gameplay mechanics over again from scratch, But yeah I don't see that happening. Restarting would also be a major setback for asset management, Because all the assets would take many months to re-integrate into Unreal 4 alone. There are 1000s of materials and material instances that need to be recreated from scratch, 1000s of models needing re-importing, over 100 level layouts that would need materials re-applied. everything would need to be named 1 by 1, asset by asset. No way in hell am I going threw that again.

/>
Anyways , I may come back in a few months, depending on if my 2 programmers want to continue helping out. ( Nekit and Josh)
This post has been edited by Andrew75: 10 July 2015 - 09:15 AM
Posted 13 July 2015 - 06:10 PM
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It sounds to me that you work so intensely on a project that after a while you get burnt out, I do this too. Take a break, work on something else entirely and gather some inspiration!
Looking forward to when you pick this back up
Posted 14 July 2015 - 11:50 AM
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High Fidelity, on 13 July 2015 - 06:10 PM, said:
It sounds to me that you work so intensely on a project that after a while you get burnt out, I do this too. Take a break, work on something else entirely and gather some inspiration!
Looking forward to when you pick this back up

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More like ,,, just 0 time to work on AXSX at the moment, and near - mid future, I predict I'll return to it in a few months time.