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SonicGDK 1.20.131 Along with playable levels inside

#1201 User is offline Ell678 

Posted 05 April 2015 - 01:26 PM

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Quote

This release has better compatibility with splitscreen mode


Posted Image

Awesome update.

#1202 User is offline Xeal 

Posted 05 April 2015 - 01:49 PM

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*Clicks download button*
Been waiting for something as fleshed out as this for a while. Really excited to play it.

#1203 User is offline Ell678 

Posted 07 April 2015 - 12:25 PM

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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.

#1204 User is offline Xaklse 

Posted 07 April 2015 - 01:13 PM

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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.

#1205 User is offline Jcaraballo 

Posted 07 April 2015 - 06:21 PM

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What happened to the development of Ashura Dark Reign

#1206 User is offline Andrew75 

Posted 12 April 2015 - 04:34 AM

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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

#1207 User is offline Chimera 

Posted 12 April 2015 - 07:00 AM

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Would be better than what I'm attempting.

#1208 User is offline Andrew75 

Posted 12 April 2015 - 02:00 PM

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View PostChimera, on 12 April 2015 - 07:00 AM, said:

Would be better than what I'm attempting.

What you got going on ?

#1209 User is offline Xaklse 

Posted 14 April 2015 - 02:03 PM

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View PostAndrew75, 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).

#1210 User is offline Ell678 

Posted 17 April 2015 - 11:37 AM

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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.

#1211 User is offline Chimera 

Posted 17 April 2015 - 05:15 PM

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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..

#1212 User is offline Andrew75 

Posted 17 April 2015 - 07:37 PM

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View PostEll678, 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

#1213 User is offline Ell678 

Posted 18 April 2015 - 04:46 AM

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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.

#1214 User is offline Azukara 

Posted 19 April 2015 - 02:39 PM

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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.

#1215 User is offline Ell678 

Posted 19 April 2015 - 03:56 PM

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View PostAzukara, 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.

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