Shut up, man, or I'll haunt you.
.
All of these replies sound like excuses to me; if you want to modify the code and need hints, then just ask me! UnrealScript is an "easy" language in its own way, you don't have to care about memory management or multi-threading, it's very similar to Java and C++ which are mature languages, any serious programmer should feel comfortable. I think the main problem is the difficulty of understanding the UE3 game engine architecture, but with UE4 and Unity you have the same problem.
Ell678 is right, most of the new stuff you would add to a level can be solved with Kismet and matinee, which are often underestimated. Plus SonicGDK has tons of configurable parameters for each type of object, including gameplay, controls and camera. Again, if you need to figure out something, ask me for hints, I have used Unreal for 11 years.
The
Sonic Souls fangame has its flaws, but it's a somewhat good example of what you can achieve with SonicGDK, I gave the maker Doky good hints, although he didn't use some nice features like destructibles, little Sonic, or more complex Kismet stuff.
Azukara, on 19 April 2015 - 02:39 PM, said:
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.
It's better to start from scratch, since UE4 offers more features and flexibility than UDK.
This post has been edited by Xaklse: 21 April 2015 - 12:26 PM