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EGGEN (The EGG-Engine) Random test (24/01/12)

#31 User is online Mr Lange 

Posted 28 January 2012 - 11:09 PM

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View PostDamizean, on 28 January 2012 - 04:36 PM, said:

To be honest, I don't know for now. I don't really want another BlitzSonic to happen. It's kinda sad how it completely deviated from it's original purposse and ended up being another corridor simulator :/ If Pelikan doesn't get to work on SFR again or I see the engine is getting dust on my HD, I'll probably release it.


Well here's to hoping you and/or pelikan get lazy and then people don't have stupid fun experimenting with it.

#32 User is offline RGamer2009 

Posted 28 January 2012 - 11:36 PM

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Just tested it on my rig. Perfect FPS ratings on Fantastic most of the time. Only times I get noticeable slowdown was at that one bottom section with the sphere you can run around and the spikes. Not too sure why it happened there, when I went to the same place in the Web Player, I didn't have that issue.

I'll also note that when I went to Beautiful (this was the default I realized), when I did a Spin-dash, the yellow part of the path would somehow disappear. When I spin-dashed again it would return again.

Here are my specs:

Intel HD Graphics
8 GB RAM
Windows 7 Home Premium 64-Bit
Intel Core I3 CPU 550 @ 3.20 GHz
This post has been edited by RGamer2009: 28 January 2012 - 11:37 PM

#33 User is offline Greg the Cat 

Posted 28 January 2012 - 11:45 PM

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View PostRGamer2009, on 28 January 2012 - 11:36 PM, said:

I'll also note that when I went to Beautiful (this was the default I realized), when I did a Spin-dash, the yellow part of the path would somehow disappear. When I spin-dashed again it would return again.

This was also present in the Chemical Plant stage, in that when you spindash you change camera angles. I must admit, it's also kind of odd.

Wow! This may very well be better than the aforementioned level you guys released. You guys still have better physics and level design than Sega does. And that was quite an interesting alternate route that you had to slow down for, despite not having much in the route once you've gone down it. The only problem is not seeing the actual map clearly due to it all being textureless blue and yellow building blocks. I can't help but feel it's for a far better, much anticipated release in the future.

You have an incredibly solid engine here. Just fix the camera toggle in the spindash and the textureless (or more comprehendable) maps and we're good.

#34 User is offline Morph 

Posted 29 January 2012 - 12:37 AM

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View PostGreg the Cat, on 28 January 2012 - 11:45 PM, said:

View PostRGamer2009, on 28 January 2012 - 11:36 PM, said:

I'll also note that when I went to Beautiful (this was the default I realized), when I did a Spin-dash, the yellow part of the path would somehow disappear. When I spin-dashed again it would return again.

This was also present in the Chemical Plant stage, in that when you spindash you change camera angles. I must admit, it's also kind of odd.


I noticed this, but it only happened when using the D key, IIRC. Simply doing it again changes it back. On that note, have fun pressing up and any of the jump buttons. =P

#35 User is offline BlazeHedgehog 

Posted 29 January 2012 - 11:52 PM

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I kind of liked what happened to BlitzSonic, I just wish there were more real "levels" instead of "hey check out this huge environment I made with basically nothing in it!"

#36 User is offline StreakThunderstorm 

Posted 15 March 2012 - 05:59 PM

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I found something that would make the egg engine easier to program in. Its a state machine thing. It would make programming similar to the MMF2 version of Sonic worlds. Its called playmaker.

#37 User is offline Damizean 

Posted 24 March 2012 - 10:54 AM

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The issue with PlayMaker is that it isn't free. Otherwise I would implement it :)

So, I've been thinking of making a public release of the engine, seeing I don't have the time to work on it, at least not until summer. Who would actually be interested on playing with it?

Also, great news, now that I have an Android phone I was able to test Unity Android, here's a pic of a quick & dirty test running on my Galaxy S2 :)


Posted Image
Posted Image

#38 User is offline P3DR0 

Posted 24 March 2012 - 11:03 AM

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Nice, Damizean. I guess I would like to take a look on the engine, seems promising and stuff. Not sure if I would make something for it though, but who knows...

Also, I Galaxy S2 you too.
Spoiler


#39 User is offline Relick 

Posted 25 March 2012 - 08:17 AM

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View PostDamizean, on 24 March 2012 - 10:54 AM, said:

So, I've been thinking of making a public release of the engine, seeing I don't have the time to work on it, at least not until summer. Who would actually be interested on playing with it?


I'd be very interested, mainly as a learning tool into unity (I not having a great deal of luck with what I'm doing) and possibly some sort of Sonic fan game.

And it's multiplatform :D

#40 User is offline Morph 

Posted 25 March 2012 - 09:25 PM

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I'd probably mess around with it if I was given the chance. Can't say I'll make anything special, but I would probably have some fun with it.

#41 User is offline Azu 

Posted 25 March 2012 - 10:56 PM

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I would take a gander at it. Also, why not try UScript, it's like PlayMaker, but more along the lines of Kismet for Unity.
http://www.detoxstud...cript/download/

You have the register. You can buy or download a Learning version. I'm not if it has limitations, but hey, the learning edition is free.
This post has been edited by Azu: 25 March 2012 - 11:00 PM

#42 User is offline Lobotomy 

Posted 27 March 2012 - 09:43 PM

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View PostDamizean, on 24 March 2012 - 10:54 AM, said:

Also, great news, now that I have an Android phone I was able to test Unity Android, here's a pic of a quick & dirty test running on my Galaxy S2 :)



WHOA WHOA WHOA. Now you've caught my attention!

#43 User is offline Raz 

Posted 07 April 2012 - 01:22 PM

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View PostDamizean, on 24 March 2012 - 10:54 AM, said:

So, I've been thinking of making a public release of the engine, seeing I don't have the time to work on it, at least not until summer. Who would actually be interested on playing with it?


Sweet goodness yes. Yes yes yes yes yes. Yes-yes-yes-yes-yes PLEASE.

The fan gaming community needs a modern base like this to work on.

#44 User is offline Foxeh 

Posted 12 April 2012 - 02:55 PM

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View PostDamizean, on 24 March 2012 - 10:54 AM, said:

So, I've been thinking of making a public release of the engine, seeing I don't have the time to work on it, at least not until summer. Who would actually be interested on playing with it?


I'm really surprised only a few showed interest in playing with this engine. I've been floating around these forums for a few years now and I rarely say anything because I normally agree with everyone's opinions on topics.

Since only a few people showed interest in playing with this engine, I want to raise my hand and give that engine a try! there's been quite a few classic zones I'd like to model out, which in turn gives me an awesome reason to use Maya. Like badnicks or anything sonic 3 related. there's way too many things I'd like to model into this engine
This post has been edited by Foxeh: 13 April 2012 - 12:00 AM

#45 User is offline Raz 

Posted 12 April 2012 - 06:52 PM

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I think a lot more people would be interested than this forum topic has exposure to, that's just me though >.>
This post has been edited by Raz: 12 April 2012 - 06:53 PM

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