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- Can't catch me ya bastard!
- 24 years old
- November 3, 1988
- Sonic Shift
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Posts I've Made
30 March 2012 - 01:33 PMOkay, so there's not much I can add to all the drama that's already been said. DRM sucks, it's even more retarded than usual in this case, and its ridiculous that it's a big part of what's been holding this fan project up. Now, I know people have suggested the artists leaving and finding another programmer, but why the fuck hasn't anybody suggested we just get a bunch of other artists and programmers together and do it all to the original intent? There quite really is nothing from stopping any of us from making a competing Sonic 2 HD, or going even further beyond that.
Its just fucking hilarious that we're all taking all this time and energy to criticize the S2HD team in much the same way we all criticize Sonic Team and DIMPS, yet we're stopping there just because its a fan project. Hypocrisy at its finest from both sides. Just because its a fan project means we need to respect it enough not to make a copy? Bullshit. If we can create all sorts of Sonic clones and remakes from official sources, what makes the unofficial ones different? Damnit Retro, when we find something to bitch about with Segas games we start tearing them apart, 'fixing' them, and remaking them, there's no difference here.
And for fucks sake, all of you, on both sides, get off the "Physics/graphics not pixel perfect, raaaagggeee~ " thing that you all get so stuck on. Be willing to tweak the graphics and physics in ways that make them BETTER. Theres a key word there that everyone, fans and SEGA, seem to miss all the freaking time. The physics changed between Sonic 1, 2, and 3&K, as did the graphical style. There was nothing wrong with that then, and there isn't anything wrong with doing it now. Street Fighter 2 HD Remix is probably the true inspiration for this game, far beyond that Death Egg pic, and they changed up plenty. Some levels had graphics changed and altered for more depth, the characters had extra detail, and startling enough they altered and changed a number of the games mechanics to improve the game. There is nothing wrong with it, and it still looks and feels so much like the game it is re-making without feeling like a waste of time and money. There is nothing 'sacred' about the games, they're just games and need to be treated with the recognition that, hey, maybe those guys 20 years ago didn't know what they were doing either.
01 March 2012 - 02:52 PMI'm sort of biased because its what I'm making Sonic Shift in, but Blender works rather well if you're looking for something thats not as complex as diving into Unity or other bigger SDK's. You can create a basic enough game with just logic bricks very similarly to GM, but its highly expandable with Python code. Blender has a basic physics engine in place but I've found it rather easy to abuse so your gravity issues shouldn't be too big a deal. I mostly chose it for its simplicity and ease of multi-platform use. However Blender does lack most of the cool features and tools of more sophisticated SDK's, and is a little slower than them in real time rendering at that.
I chose it for its simplicity, my experience, and the ease of multiplatform support, but I did eye several other SDK's such as Irrlicht and Unreal before I chose Blender. Both more capable, but not as simple as I wanted for a project for me to work on off to the side of school/life. Just do a lot of research based on what you want out of your SDK, look over example codes from each, and then roll the dice. There's not too much else you can do.
27 January 2012 - 12:27 AMThe shots look astounding.
I'm glad to see your not using the Sonic Jam/3D Blast SS model.
When I read that the polygonal model look is what you're aiming for, that look of Sonic was the first thing that came to mind.
Looking forward to hear if Knuckles and/or Tails will be in.
I'd like to see what you can come up with.
The model is still the one seen in the early videos, however I have contemplated remaking it as there are parts of it I'm not that happy with and I want to give it a little more of my own flare that's missing because I used the orthographic artwork that's on the wiki as the base for building the model. No intention to use the the Jam or Racing models, I would rather have as much of this project being my own work as possible, thus why I built my own engine in Blender and didn't use something like Worlds or GDK.
Only Sonic will be playable. Knuckles and Tails are not planned for any gameplay or story right now, so I doubt they will be around, but if I come up with something that really works for them I'll consider it.
26 January 2012 - 02:27 PMI am glad to hear that it has a Saturny feel in many ways. As I said about Crabmeat, I don't have the time or capabilities to produce something Generations level, on top of that Blenders game engine wouldn't like that very much. So in response I wanted to give the game very much a look and feel as if Sega had figured out the 2.5d Sonic concept in the 90's and continued the classic style then. Albeit I'm not trying to take a 100% classic Sonic presentation on the game either, but that's the sort of vibe I do want to give off.
I will take a look at breaking up the tiles a bit. The paths are shown entirely by just darker sections of checkerboard, and that is admittedly too little. I should work at a new path texture of some sort, and add some more ledge detail. As for the blocks, I tweaked their shaders a little the other day to make them better shaded, but I might have gone a little overboard, so I'll look back at those again to get them fitting back in again. Been wanting to add some more plants too, but I'm not quite sure what sort of plant to add whether or not some flowers or shrubbery would fit better. Any thoughts?
26 January 2012 - 01:11 PMAlright, I've found an artist to do the music for Golden Gulch Zone, Andy Tunstall, also known as Ristar on SFGHQ forums. You can check out some of his work here. His work is amazing and really worth checking out and he's agreed to make the song for the first level. I'm not sure what will happen as the game continues as he is quite a busy artist and is looking for more work, but I'd rather not put the weight of an entire project on him, or ask him to do a bunch of work for a project that may not see completion (As most fan games tend not to) So I'll deal with the music on a case by case basis.
Anyways, not to just advertise an awesome musician, I'll also give you a glimpse of some actual in game screenshots of GGZ Act 1. The layout is done, but I'm still working on enemy graphics and code so I've not placed anything but the item boxes in the level. Hoping for the first proper demo in the next couple of months.