What are you using to interface your PS2 controller with your PC? I can't really test with my PS3 controller anymore as I no longer have a bluetooth dongle and my PS3 controller is broken (Need a trace pen to redraw a trace on the flexi-PCB for the buttons) Just had a quick zoom around the GDK, lots of nice stuff in there, lots to be added too imho and a few bugs to be quashed.
I figured it out. I use a XInput emulator. Hell, If I knew how to code, I'd add a crap load (grinding, enemies, a "npc_bullseye" homing target). This would become the 3D Sonic Worlds. =P I wish someone would do Uscript tutorials, video tutorials that is.
http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=292838127fecccd8b151c72003546386 Unfortunately most of those focus on Kismet for game modding. Usually the best place for information and tutorials is the UDN (Unreal Developer Network) http://udn.epicgames.com/Three/TechnicalHome.html and there are plenty of user-made tutorials etc at http://udn.epicgames.com/Three/UDKCommunityLinks.html For tools I use VS2010, nFringe and UnCodex
I've been considering downloading and using this myself. How steep a learning curve is there for this? Do you need extensive programming knowledge for this, or would any random person be able to read a tutorial/manual/help file and figure out the basics? I only know very VERY simplistic BlitzBasic programming ("Hello, World!"), and I can read some simple programming/scripting where a handful of comments can help me figure out what it does (RPG Maker VX - Inserting a damage cap of 9999, and a minimum damage of 1). I'm going to college for a degree in game design, but I'm still working on my AA Degree right now. I want to know if this would be worthwhile, or if I would be better off waiting to learn how to program games through my college courses. Personally, if it's a reasonable goal, I would really like to throw together a Sonic level or two of my own - see if I'm any good from a purely design standpoint.
For level design the nice thing about UDK is the new Kismet editor which means you can sequence scripted events without touching any script. Depends what you want to do really, my view is alot of stuff is overly complex, but probably for a reason. My take is that SonicGDK does the job, but it is a bit of a mess. Here's what the test level looks like in the editor: As for level design, I've found making levels in UnrealEd easy even in UT2004 before we had so many of these features, and there is now a ton of resources for creating levels in UDK/UT, Adding basic geometry, importing and adding static meshes, adding collision/effects volumes, texturing and texture/material editing, creating and adding particle systems, using actors etc...
SonicGDK isn't dead and I would like to have full control over it for now. You're free to start a fork; this way I can evaluate your code, we can merge stuff later too. What would you expand? Well, bugs won't be magically fixed if nobody tells me about them. Would you mind to mention them? As Pyrii said, you can use Kismet in your maps which is mainly designed for non-programmers so I guess it isn't hard to master it. You also have a lot of videos and tutorials to learn everything UDK related. I'm all ears if you know of a way to simplify this.
I think I sort of figured out the chase scene in Colors and Unleashed work. I think it's just a really long piece. As for the boss, it's a giant ring. In some case, there maybe a "endless level" segment. Problem is, the controls get reversed. left be right, right becomes left. (when you rotate the view full 180). Also, is there a way, or is it possible to add a kismet event where you can disable total input or individual input? Also, I'm try to get an object to move, but its' not moving...
I recommend zone portals to create a looping segment. You can have a detailed background in a skybox and then have any moving objects or close up objects in the track zone itself.
I never said it was dead, you said you were gonna take a break for a bit :3 I want to make the playerpawn more customisable in physics. I'd prolly move rings to their own variable instead of health and make it possible to have other characters. Also: lives. While I don't like them, choice. I'm like to make it more generic platforming library that would allow creators to customise the gameplay. You may have done that already, I dunno yet. Currently momentum feels very wrong and falls off sharply when trying to go round loops or making it up even gentle slopes. SO far I've come across a really complicated system/array of values for momentum in different circumstances. But I'm still acquainting myself with all your scripts and the inheritances.
My bad, they were originally called Actor>Info>ZoneInfo>WarpZoneInfo I found a EU3 tutorial to do the same thing http://forums.epicgames.com/threads/746329-The-tutorial-of-the-really-working-WarpZone-in-UT3-UDK
I think there is no need on leaving the Health variable as useless. Looking forward to it, I guess you're leaning to modern-type gameplay.
So, I was trying to do a Rail and it sort of worked, using splines. Problem is that it goes to 2D in when using splines, but that can be fixed using the camera. The other issue is that it can't "snap" to the rail. If he's slightly off, he'll fall. http://www.youtube.com/watch?v=cAkn0-L95mQ So, I need to fine a way to make Sonic get his grinding animation, the sparks, switch and jump off rails and keep him a constant speed when his not boosting. So, would it be possible to add a "grind spline" or something?
Grinding isn't an easy matter, plus you can't do it with Kismet alone. It's possible to add a "grind spline", but who would do that? :v:
You could, if you don't mind that is. :v: Hell, I'll even model you some rails, even though they are freaking easy to do.
Hey everybody. I'm not sure exactly where this would go, but I figure that this thread will work being a GDK thread and all, and I have GDK-related things to post! I've been working for about a month or so (maybe 3-4 weeks now) on a new level for Sonic GDK. The end goal for me is to try and create large, fleshed out levels with huge amounts of freedom to explore at your own pace. I was really bothered by how Sonic Unleashed had these huge, beautiful 3D environments, but they never let you cut loose and explore them. Generations did a lot to explore that concept and pushed the 3D multi-pathways really well in my eyes, but it still didn't live up to my desires for providing large explorable worlds. Thus, having found GDK to be a lovely environment for crafting such worlds of wonder, I've made it my goal to show others my concept of a truly free Sonic game, filled with expansive landscapes to run through and explore. Considering this is my first level in GDK (and the first time I've seriously tried to finish and release something!), I decided it proper to take something familiar to Sonic fans and try and render it in a form that they've never before experienced. I've taken to calling this level 'Green Hill Paradise', and though it can't represent the full nature of my idea, I'm hopeful that this screenshot will at least get people interested in my vision for Sonic.
My goodness, what a Viewtiful first post! Almost literally Green Hill Zone as I imagined it. Also, Welcome to Sonic Retro!
Looks really good; hope you finish it. Unfortunately I do mind, I dislike grinding. You have to convince me with good reasons if you really want it coded.