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Project AXSX (Sonic Xtreme and SONIC CD REMIX A 2.5D game) AXSX New Years Video 12-31-2012! ! ! Happy new year!

#391 User is offline Andrew75 

Posted 20 December 2012 - 09:03 AM

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View PostKharen, on 19 December 2012 - 06:18 PM, said:

Damn. I was busy trying to move a llama to a different pen, or else I would have showed up. I really wanted to see how this worked.

Those pictures look really neat, by the way. I'm a bit curious, how do they look if you don't have the fish-eye effect at all? I mean, if the original idea behind it was to allow you to see farther ahead so you could build up speed without being blindsided, how important was the feature in practice? Would it have hurt things any if the fish-eye camera wasn't in?

I think Xtreme without the fisheye would look like the game Bug on Sega saturn. ( at sonic's speeds I think bug would have been very hard to play)
Having the fisheye does seem to help to see what obstacles are coming up next, although it takes some getting used to.
I may include an option in the game that will allow players to adjust fisheye strength on the fly.
This post has been edited by Andrew75: 20 December 2012 - 09:09 AM

#392 User is offline Blivsey 

Posted 20 December 2012 - 10:27 AM

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View PostAndrew75, on 20 December 2012 - 09:03 AM, said:

I may include an option in the game that will allow players to adjust fisheye strength on the fly.

Reminds me of an old game called Safrosoft RoX, I like it!

#393 User is offline Andrew75 

Posted 20 December 2012 - 10:11 PM

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Any musicians out there?
I'm looking for some custom tunes to go with the custom levels that will be produced after the AXSX def version game is released.
Yes thats right ! ! !I've desided to make 2 versions of Xtreme,

#1 (AXSX Light)
Exclusively DEF file version containing all of the official Levels and test levels,
( doing this so that it weeds out bad layouts from the main game) ( think of this more as a huge tech demo, as thats how far the official game got, at least in my opinion looking at the assets )

#2 (AXSX)
Game containing the boss engine and custom zones.
(I'll be attempting to expand on the existing content that I've re-created in the past from magazine scans, video's, and incorporate + Expand on some of the def files making them longer zones.)
(The light version will also be in here as an optional bonus or un-lockable err or something)



Anyhow, I'm officially done cleaning up the Ported Def file models ( Thanks to SANiK for the tool), And man was it a real bitch ,
(Some of you may have caught my live feeds, if so than you could probably see how tedious it was to clean up over 35 levels by hand poly by poly.
Most levels had between 2000 to 4000 polygons each) thats a hell of a lot of clicking !

Next step is to texture the ported def files, this is where we will have to get creative as textures were never ever assigned to most of the levels.
( not all the def files were texture-less mind you, don't worry these will stay intact.
You can read up on this over at http://www.senntient...pic.php?id=1870

After Texture work is done , than the winding 3D Path bridges as seen the Youtube videos will be worked on,

( thanks to NeKit for the tools used to get the path vertex point locations exported)
This tool is a real break-threw as it shows basic rough shape before subdivisions.
Points are missing from the shapes, it seems the non leaked official game engine added a sort of subdivision to the paths( basic shapes) that we can not see in the def files.
therefore much of this will be guess work. however it will visually be very close.

Well maybe we can see them in the def files as in HEX dumps, but no way to see how the engine would have used the data. since we don't have the engine

After the winding path crap is done , comes bringing the levels into the game engine, setting up udk materials, programing enemies and gimmicks,
finally beta testing, than releasing,,, not sure how long this is going to take....
sigh,, it may be a little longer than what I want to spend on this light version of the game.
This post has been edited by Andrew75: 20 December 2012 - 11:28 PM

#394 User is offline Andrew75 

Posted 31 December 2012 - 05:07 PM

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Happy new year ! !

A quick peak at some progress, Moving sonic slowly through a few areas, Check out the animated environmental textures!

Video in 1080P.

This post has been edited by Andrew75: 31 December 2012 - 05:11 PM

#395 User is offline Feanor 

Posted 31 December 2012 - 05:24 PM

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Hello, I talked to you a bit on the stream some time ago, I really like your work.

After watching this video, the game makes me think of minecraft even more, it has the same blocky-pixelated retro touch. ^^

Keep up the good work and happy new year!

#396 User is offline Andrew75 

Posted 31 December 2012 - 06:00 PM

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Thanks man, Was nice chatting with you on the live stream.
Adding textures and seeing the levels in game with fisheye really make a difference huh?

#397 User is offline Feanor 

Posted 31 December 2012 - 06:28 PM

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Yes it does, I think it looks really nice. I'm still skeptic about the gameplay though, it looks like some of the game is 2D and sometimes you move in 3D. I guess I'll have to play it to see how it works. Still, it's different from most fan games and you're really dedicated to it, so it's worth praising.

Edit: I just paid attention to your rig and what the hell is this computer from space?! 3 GTX 680 SLI??? Why do you need so much?
This post has been edited by Feanor: 31 December 2012 - 07:04 PM

#398 User is offline dsrb 

Posted 01 January 2013 - 05:43 AM

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View PostFeanor, on 31 December 2012 - 06:28 PM, said:

Edit: I just paid attention to your rig and what the hell is this computer from space?! 3 GTX 680 SLI??? Why do you need so much?
I know he does intensive 3D modelling, so quite a bit of power is needed for that, but yeah, I'm surprised that machine hasn't gone 4D by now. :v:

#399 User is offline Andrew75 

Posted 01 January 2013 - 09:39 AM

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Not shown in the signature I also have a Quadro 6000 that I like to swap in and out for extreme modeling situations that gaming GPU's can't handel.
Besides the 3D hobbyist, and overclocker,
I'm also a systems builder, its always good to have top models to show off to costumers when they come to your office. (even if they don't buy them)
It really helps makes sales when you can demonstrate something that shows what one can do.
Most people I've met never even imagined that computers could be overclocked or run on water cooling.
You'd be surprised.
This post has been edited by Andrew75: 01 January 2013 - 10:01 AM

#400 User is offline Andrew75 

Posted 21 January 2013 - 11:33 AM

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Hey guys,, there will not be any updates on the projects for a while, I'm setting them both aside. (hibernating them)
As I have a lot of home renovations to do, including adding a new room to the house here.
I'll be doing all the work myself to save money, this leaves little or time for anything else.

When I finished, I'm coming back full time to get the next playable out.
Thats a promise.

#401 User is offline Andrew75 

Posted 28 January 2013 - 08:45 PM

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First enemy officially in the game.
Even works with fisheye.
Posted Image
Posted Image
This post has been edited by Andrew75: 28 January 2013 - 08:46 PM

#402 User is offline Aerosol 

Posted 28 January 2013 - 10:37 PM

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I can't wait until I have a home to renovate. Aren't you excited?

#403 User is offline Andrew75 

Posted 29 January 2013 - 08:11 AM

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View PostAerosolSP, on 28 January 2013 - 10:37 PM, said:

I can't wait until I have a home to renovate. Aren't you excited?


Yeah its exciting, bank (not back) breaking, and fun working on my house!
Not as much fun as working on sonic games, but close enough.

Kind of going off topic here,
I can't resist the temptation to work on AXSX , maybe it's to much of an obsession, am I crazy ?
perhaps I am crazy to want to continue,

This project has always had so many hair pulling technical hurdles slowing it down, its not as easy as compared to making your standard sonic game.
We are still facing many technical problems, with collisions, cameras, and a few small random issues that even a some pro programmers have become stumped over.
(mainly because of the nature for system combinations such as World rotations, Rotating gravity system, fisheye and how udk handles collisions vs the previous mentioned)
I've been in contact with various professional programmers in the game industry who could not help salve some of the issues. (one from Lionhead studios, EA games and Raven software to name a few)
Some programmers simply looked at the code and said some things are impossible given the complexity of the requirements and the way UDK is set up.
I'm actually thinking to pay someone in the future to help finish programming for this project.
I think its a burden, and a real pain for Xak, Xeniczone, and a few others who did the main programming, having me on there heals requesting fixes all the time.
Its not a simple project by any means, and right now I have the feeling to quit in frustration. Always seems to be some new issues popping up.
(but you know what? the other side of my conscious says I really should keep going to finish what I started)
By the time the game is finished, I have the feeling only a hand full of you will even be interested in playing this game, since it does not follow the traditional Sonic formula.
This post has been edited by Andrew75: 29 January 2013 - 08:48 AM

#404 User is offline Ell678 

Posted 30 January 2013 - 12:39 PM

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I really hope you don't quit due to frustration. Everything you have done is really good, it's certainly inspiring.

#405 User is offline Aerosol 

Posted 30 January 2013 - 12:43 PM

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Nah, don't quit Andrew. Just take a break!

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