Posted 05 April 2015 - 01:26 PM
- Am I Annoying You?
-
-
Posts:
2090
-
Joined:
07-August 08
-
Gender:Male
-
Location:Barrow, England
-
Project:Sonic: Incursion
-
Wiki edits:6

00
Quote
This release has better compatibility with splitscreen mode
Awesome update.
Posted 05 April 2015 - 01:49 PM
- We're enemies. Rivals. Opposites. Reverses of one another.
-
-
Posts:
487
-
Joined:
06-March 14
-
Gender:Male
-
Location:Pale Blue Dot
-
Project:College

04
*Clicks download button*
Been waiting for something as fleshed out as this for a while. Really excited to play it.
Posted 07 April 2015 - 12:25 PM
- Am I Annoying You?
-
-
Posts:
2090
-
Joined:
07-August 08
-
Gender:Male
-
Location:Barrow, England
-
Project:Sonic: Incursion
-
Wiki edits:6

00
How would one go about activating split screen? I doubt I would make it a feature in Sonic Incursion, but I'd love to play about with it.
Posted 07 April 2015 - 01:13 PM
-
Posts:
271
-
Joined:
02-February 10
-
Gender:Male
-
Location:Madrid, Spain
-
Wiki edits:11

00
Via console commands:
PlayerAdd
PlayerRemove
PlayerSwapControls
PlayerConsoleCommand
Keep in mind that splitscreen mode has many issues, and I won't support it or improve it significantly.
Posted 07 April 2015 - 06:21 PM
-
Posts:
20
-
Joined:
24-December 14
-
Gender:Male

00
What happened to the development of Ashura Dark Reign
Posted 12 April 2015 - 04:34 AM
- Technical Artist
-
-
Posts:
1529
-
Joined:
12-December 09
-
Gender:Male
-
Project:Project AXSX(Sonic Xtreme) + Misc Projects

00
I'd like to See Xak do a Sonic GDK 2 in Unreal 4 coded in C++, and with support for online gameplay!
Screw the split screen crap !
This post has been edited by Andrew75: 12 April 2015 - 04:35 AM
Posted 12 April 2015 - 07:00 AM
- I'm not a furry.
-
-
Posts:
965
-
Joined:
04-October 10
-
Gender:Male
-
Project:TOO MANY. BUT ONE LESS.
-
Wiki edits:5

05
Would be better than what I'm attempting.
Posted 12 April 2015 - 02:00 PM
- Technical Artist
-
-
Posts:
1529
-
Joined:
12-December 09
-
Gender:Male
-
Project:Project AXSX(Sonic Xtreme) + Misc Projects

00
Chimera, on 12 April 2015 - 07:00 AM, said:
Would be better than what I'm attempting.
What you got going on ?
Posted 14 April 2015 - 02:03 PM
-
Posts:
271
-
Joined:
02-February 10
-
Gender:Male
-
Location:Madrid, Spain
-
Wiki edits:11

00
Andrew75, on 12 April 2015 - 04:34 AM, said:
I'd like to See Xak do a Sonic GDK 2 in Unreal 4 coded in C++, and with support for online gameplay!
Don't insist Andrew, that won't happen. And blueprints would work just fine (if you take my arbitrary gravity contribution to the engine).
Posted 17 April 2015 - 11:37 AM
- Am I Annoying You?
-
-
Posts:
2090
-
Joined:
07-August 08
-
Gender:Male
-
Location:Barrow, England
-
Project:Sonic: Incursion
-
Wiki edits:6

00
Considering nobody is really using SGDK on Unreal 3 to it's maximum potential, an Unreal 4 version wouldn't be worth it. Doesn't matter which engine SGDK is on, it's still going to be a lot of work making anything.
Posted 17 April 2015 - 05:15 PM
- I'm not a furry.
-
-
Posts:
965
-
Joined:
04-October 10
-
Gender:Male
-
Project:TOO MANY. BUT ONE LESS.
-
Wiki edits:5

05
It doesn't help that UE3's learning curve is a bit steep, and unrealscript can be a bit hard to understand especially to the people who /want/ to make fangames, many of them entirely non-programmers. UE4 would be a lot better for prototyping purposes, not to mention the workflow in it is vastly superior.
Also consider Epic's basically depreciating UE3, and something like GDK in UE4 would be great for general third person gameplay functionality, instead of JUST Sonic gameplay. For instance, I've always thought slower Generations gameplay would be perfect for a skating/racing game..
Posted 17 April 2015 - 07:37 PM
- Technical Artist
-
-
Posts:
1529
-
Joined:
12-December 09
-
Gender:Male
-
Project:Project AXSX(Sonic Xtreme) + Misc Projects

00
Ell678, on 17 April 2015 - 11:37 AM, said:
Considering nobody is really using SGDK on Unreal 3 to it's maximum potential, an Unreal 4 version wouldn't be worth it. Doesn't matter which engine SGDK is on, it's still going to be a lot of work making anything.
There are a lot of issues, and limitations regarding doing things with unrealscript in UDK, The gameplay could not be perfected because of these limitations.
especially in regards to collisions. Sad face!
This post has been edited by Andrew75: 17 April 2015 - 07:38 PM
Posted 18 April 2015 - 04:46 AM
- Am I Annoying You?
-
-
Posts:
2090
-
Joined:
07-August 08
-
Gender:Male
-
Location:Barrow, England
-
Project:Sonic: Incursion
-
Wiki edits:6

00
The learning curve is pretty steep. There are tonnes of tips and tricks you need to know in order to get working gimmicks in your game, and Badniks are a different beast entirely. Regarding Unrealscript, none of my custom Badniks or bosses in Incursion use Unrealscript, they're all Kismet or Matinee driven. You can get some awesome results without scripting, but it's all about having the time to experiment and play with it.
Posted 19 April 2015 - 02:39 PM
- Don't let's start!
-
-
Posts:
2807
-
Joined:
17-October 07
-
Gender:Male
-
Location:Meowth's party
-
Project:Sonic World Runner
-
Wiki edits:27

00
The difficulty behind using UnrealScript I believe is the number one reason GDK isn't being used that much, and why alternate projects made in Unity and UE4 are arising.
It's a wonderful base engine that's had crazy amounts of work, and I can't help but respect how much effort has gone into making it a thing, as well as how long it's been going with decent updates. UnrealScript is just proving to be for many programming-savvy people I've talked to as way too much bullpoop to want to fiddle with, whenever they find there are easier means to making games. And considering how much is built and ready to work off of from the get-go with GDK, it's a dang shame.
Really puts into perspective the amount of work / effort it must've taken to make this engine happen, though. Mad props.
And although I'm sure it's not impossible, wouldn't it be a lot of work to try to convert whatever code is from GDK to C++ and/or Blueprint? Once again, not a programmer guy, so I'm going on guess-ish work considering what I've talked to others about.
Posted 19 April 2015 - 03:56 PM
- Am I Annoying You?
-
-
Posts:
2090
-
Joined:
07-August 08
-
Gender:Male
-
Location:Barrow, England
-
Project:Sonic: Incursion
-
Wiki edits:6

00
Azukara, on 19 April 2015 - 02:39 PM, said:
The difficulty behind using UnrealScript I believe is the number one reason GDK isn't being used that much, and why alternate projects made in Unity and UE4 are arising.
Again - you can get around this problem when you know how to use Kismet and Matinee properly. Custom Badniks, bosses, gimmicks
are possible without using a line of UnrealScript. When I get around to it, I guess this will have to be a topic for a tutorial, because it isn't that difficult, it just takes a nudge to put people on the right path.