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Special Stage Development Discussion, concepts and coding foundations

#481 User is offline Hamneggs 

Posted 21 August 2010 - 06:14 PM

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QUOTE (SonikkuForever @ Aug 21 2010, 05:45 PM)
Here's an online flash game

I actually think we already have the background done...
Interesting find though, at least to me...


#482 User is offline Dude 

Posted 21 August 2010 - 08:30 PM

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QUOTE (Synergy @ Jul 1 2010, 08:02 PM)
As quite a few people seemed quite fond of the idea in principle, I took a brief detour into seeing how transparency would look if it were to be applied. This also shows the previously-discussed opacity fade at the end to mask the draw distance, along with the suggestion of setting the default draw distance to the "far" setting from the prototype; new pieces at the end fade gradually into view, so no more unexpected popping into existance.



Transparency test aside, it also still uses the distance scaling on the blobs as you can see, though I'll convert the blobs and decorations to just stay a constant size and fade in along with the tube as it looks more natural. However, I think the scaler should be kept (and set to an appropriate distance) for rings and mines because with the added draw distance, you can see them coming on a straight stretch from miles off. On a similar note about ease of seeing distant items or not, with transparency you can see even more such as roughly were items are around an oncoming bend, which may or may not be considered a good thing: just things to mull over.


Is this a running program or just a render?

#483 User is offline Canned Karma 

Posted 21 August 2010 - 09:36 PM

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It's a running program. Synergy has a functional engine he's working to refine currently.

#484 User is offline theocas 

Posted 22 August 2010 - 09:19 AM

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QUOTE (Synergy @ Jul 2 2010, 02:02 AM)
As quite a few people seemed quite fond of the idea in principle, I took a brief detour into seeing how transparency would look if it were to be applied. This also shows the previously-discussed opacity fade at the end to mask the draw distance, along with the suggestion of setting the default draw distance to the "far" setting from the prototype; new pieces at the end fade gradually into view, so no more unexpected popping into existance.



Transparency test aside, it also still uses the distance scaling on the blobs as you can see, though I'll convert the blobs and decorations to just stay a constant size and fade in along with the tube as it looks more natural. However, I think the scaler should be kept (and set to an appropriate distance) for rings and mines because with the added draw distance, you can see them coming on a straight stretch from miles off. On a similar note about ease of seeing distant items or not, with transparency you can see even more such as roughly were items are around an oncoming bend, which may or may not be considered a good thing: just things to mull over.

God, I think that look pretty nice so far! Keep the good work up!


#485 User is offline Dude 

Posted 22 August 2010 - 02:36 PM

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QUOTE (Canned Karma @ Aug 21 2010, 10:36 PM)
It's a running program. Synergy has a functional engine he's working to refine currently.

That's excellent! Has any 3d artwork been established aside from the obvious rings? Oh and I'd start adding lights to that scene if I were him, everything's a little bland.
This post has been edited by Dude: 22 August 2010 - 02:36 PM

#486 User is offline steveswede 

Posted 22 August 2010 - 03:41 PM

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QUOTE (Dude @ Aug 22 2010, 08:36 PM)
QUOTE (Canned Karma @ Aug 21 2010, 10:36 PM)
It's a running program. Synergy has a functional engine he's working to refine currently.

That's excellent! Has any 3d artwork been established aside from the obvious rings? Oh and I'd start adding lights to that scene if I were him, everything's a little bland.


Don't think so at the moment. Synergy's first release is just a proof of concept to show how it worked. And boy does it work great. It's going to look bland until the artists start properly working on it. There have been a bunch of concept pictures made up already. Just look a few pages back to see what was mocked up if you haven't seen them already.

#487 User is offline Canned Karma 

Posted 22 August 2010 - 03:42 PM

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Yes. I have a model of Sonic created in Softimage a few months ago that I'll be refining and rigging with scanline's help. As for lights, I'd like Synergy to give us more information on that; particularly if the engine supports dedicated lighting or just ambient lighting.

#488 User is offline Hamneggs 

Posted 22 August 2010 - 09:41 PM

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Hmm, a full TOD cycle in Endless Mode.


#489 User is offline Ayu Tsukimiya 

Posted 31 August 2010 - 10:25 PM

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Would the idea of having the final stages having a background that changes slightly the farther you go be out of the question? The area outside the tube would be in the air, with the clouds above everything in the distance. As you continue the tube "rises" higher and higher. Past the clouds, and eventually into space with stars everywhere when you reach the end.

Even with no idea of how programming works I know it would be a pain to do, though. I just wanted to know if the idea sounds good and if it is worthy of the time it would take to create.

#490 User is offline Canned Karma 

Posted 31 August 2010 - 11:25 PM

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I'll leave it up to him to correct me if I'm wrong, but my understanding of Synergy's engine is that he uses an algorithm to create the background based on the diamond pattern. I'm not sure if that can be adjusted or augmented, but that's certainly an interesting idea you have.

#491 User is offline ah2190 

Posted 19 October 2010 - 04:08 AM

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I really like the ideas here, but somehow, whenever I try to run it, I just get a blue screen. And when I press tab, it crashes. It might be because of the computer I'm using, (as I'm currently at college) but just in case, here's the log.

LOG: Log initialised.
KERNEL: Registering vertex type (p3n3t2).
KERNEL: Added handler for levels (0).
KERNEL: Added handler for models (1).
KERNEL: Added handler for materials (2).
RENDER: Vertex shader did not compile, but no error was reported.
RENDER: Vertex program did not compile.
MATERIAL: Error initialising shader program, material load aborted.
RESOURCE: Failed to load resource (sky.mat).
RENDER: Vertex shader did not compile, but no error was reported.
RENDER: Vertex program did not compile.
MATERIAL: Error initialising shader program, material load aborted.
RESOURCE: Failed to load resource (blob.mat).
RENDER: Vertex shader did not compile, but no error was reported.
RENDER: Vertex program did not compile.
MATERIAL: Error initialising shader program, material load aborted.
RESOURCE: Failed to load resource (blob.mat).
PLAY: Initialising tube node.
RENDER: Vertex shader did not compile, but no error was reported.
RENDER: Vertex program did not compile.
MATERIAL: Error initialising shader program, material load aborted.
RESOURCE: Failed to load resource (blob.mat).
PLAY: Initialising profile curve.
PLAY: Initialising base meshes.
PLAY: Initialising final tube mesh.
RENDER: Vertex shader did not compile, but no error was reported.
RENDER: Vertex program did not compile.
MATERIAL: Error initialising shader program, material load aborted.
RESOURCE: Failed to load resource (tube.mat).
RENDER: Vertex shader did not compile, but no error was reported.
RENDER: Vertex program did not compile.
MATERIAL: Error initialising shader program, material load aborted.
RESOURCE: Failed to load resource (ring.mat).
RENDER: Vertex shader did not compile, but no error was reported.
RENDER: Vertex program did not compile.
MATERIAL: Error initialising shader program, material load aborted.
RESOURCE: Failed to load resource (mine.mat).
RENDER: Vertex shader did not compile, but no error was reported.
RENDER: Vertex program did not compile.
MATERIAL: Error initialising shader program, material load aborted.
RESOURCE: Failed to load resource (mineSilver.mat).
RENDER: Vertex shader did not compile, but no error was reported.
RENDER: Vertex program did not compile.
MATERIAL: Error initialising shader program, material load aborted.
RESOURCE: Failed to load resource (mineRed.mat).
RENDER: Vertex shader did not compile, but no error was reported.
RENDER: Vertex program did not compile.
MATERIAL: Error initialising shader program, material load aborted.
RESOURCE: Failed to load resource (chaos.mat).

However, I looked at the YouTube vid posted earlier, and I must say, it's looking good.

#492 User is offline Synergy 

Posted 19 October 2010 - 07:09 AM

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Looks like you need the latest DirectX, but as you're on a school computer that probably won't be an option. I'm working towards eliminating the dependency on D3DX by compiling the shaders offline in advance, which should alleviate some of the version problems already seen, though it's always worth making sure you're up-to-date smile.png

#493 User is offline ah2190 

Posted 19 October 2010 - 07:33 AM

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QUOTE (Synergy @ Oct 19 2010, 01:09 PM)
Looks like you need the latest DirectX, but as you're on a school computer that probably won't be an option. I'm working towards eliminating the dependency on D3DX by compiling the shaders offline in advance, which should alleviate some of the version problems already seen, though it's always worth making sure you're up-to-date smile.png


Well, if I manage to get onto my computer during the next week (as it's half term next week, and it's one of the few times when I could get onto it) I'll see if I can play it then.

But still, I can't wait to try the demo version of the Special Stages. Heck, I might even try and make a few myself when I can.

Speaking of that, once the engine for the Special Stages has been completed, how are you going to go about making them? Will they be made exactly like the Sonic 2 counterparts, or will there be completly new ones? Although I guess the later would happen if it allows for full 360 degree loops.

#494 User is offline Synergy 

Posted 19 October 2010 - 07:52 AM

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The stage format isn't set in stone so I wouldn't make anything too elaborate as it won't be the exact same format in future smile.png It will come with the original stages which will be built using the editor, and if this is integrated into S2HD then obviously these are the ones you will play during the game. I'm not sure what the Sonic 2 HD team plans to make customisable or not, but at least as a standalone program we can then look at extra piece types and so on for the editor.

#495 User is offline ah2190 

Posted 19 October 2010 - 09:11 AM

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QUOTE (Synergy @ Oct 19 2010, 01:52 PM)
The stage format isn't set in stone so I wouldn't make anything too elaborate as it won't be the exact same format in future smile.png It will come with the original stages which will be built using the editor, and if this is integrated into S2HD then obviously these are the ones you will play during the game. I'm not sure what the Sonic 2 HD team plans to make customisable or not, but at least as a standalone program we can then look at extra piece types and so on for the editor.


Well, I look foward to seeing this get better. It's just a shame that I'm more of a technical person than an art person, otherwise I would try and help with regards to the art style of the stages.

But, looking at what has come before, I really like Hamneggs's idea of textured glass for the floor.

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