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Sonic Unreal Worlds Open Source release Unreal Engine 4 port of Sonic Worlds

#61 User is offline StreakThunderstorm 

Posted 21 October 2014 - 05:42 PM

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I'm not doing 3D. Sonic Worlds is 2D and I'm keeping Sonic unreal Worlds as a sidescroller.

#62 User is offline Andrew75 

Posted 22 October 2014 - 05:07 AM

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View PostStreakThunderstorm, on 21 October 2014 - 05:42 PM, said:

I'm not doing 3D. Sonic Worlds is 2D and I'm keeping Sonic unreal Worlds as a sidescroller.

Hell yeah ! 2.5D here we come ! This way you can concentrate on less and get more in a since.

#63 User is offline winterhell 

Posted 22 October 2014 - 05:25 AM

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Yeah, porting the 2D gameplay to 3D is a project of its own. Its no easier than the step from Super Mario Physics to 2D Sonic Physics.

#64 User is offline DrewMatK 

Posted 22 October 2014 - 02:24 PM

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View Postwinterhell, on 22 October 2014 - 05:25 AM, said:

Yeah, porting the 2D gameplay to 3D is a project of its own. Its no easier than the step from Super Mario Physics to 2D Sonic Physics.

You guys are right. I guess I'll just work on the project by myself.
This post has been edited by DrewMatK: 22 October 2014 - 02:25 PM

#65 User is offline StreakThunderstorm 

Posted 22 October 2014 - 03:03 PM

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Good luck bud. I wish you leaps and bounds of progress/success.

#66 User is offline StreakThunderstorm 

Posted 22 October 2014 - 10:29 PM

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Sonic Unreal Worlds 0.2.2 Test

https://www.mediafir...nssiwakt1zlnvxk

Added scrolling camera.
Added Spindashing.
Added keyboard input.

console commands:
` - Open console
t.maxfps (number) - Lets you unlock the FPS. I've implemented Delta Time so the physics will work at all fps ranges. They break at anything below 40 though.
t.setres (number)x(number) - Lets you choose your desired resolution.

#67 User is offline Falk 

Posted 24 October 2014 - 12:05 AM

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Didn't realize up till now how much I want a 2.5D Sonic game with (approximately) classic physics.

#68 User is offline StreakThunderstorm 

Posted 24 October 2014 - 12:37 AM

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Soon it'll be completely possible!

I just added fully modular springs that automatically send you in the right direction/speed based on the angle you rotate them.

#69 User is offline StreakThunderstorm 

Posted 24 October 2014 - 02:24 AM

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Sonic Unreal Worlds 0.3.0 Test
https://www.mediafir...a13buzqngcec2cf

Added scrolling camera.
Added Spindashing.
Added keyboard input.
Added modular spring placement system. Allows you to place springs anywhere and with as little as 1-4 clicks, the spring will works completely as intended.

console commands:
` - Open console
t.maxfps (number) - Lets you unlock the FPS. I've implemented Delta Time so the physics will work at all fps ranges. They break at anything below 40 though.
t.setres (number)x(number) - Lets you choose your desired resolution.

Next on the list, running loops. Whether doing it by spline locking or changing collision layers, I'm gonna get it done.

I NEED the generations animations. I'm trying my best to get things done but I cant visualize things properly without some working animations. If anyone can help me out, I would definitely appreciate it.

#70 User is offline Azu 

Posted 25 October 2014 - 05:03 AM

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The animations are bit hard to import into max. They use 2011 Havok physics and I think you need that version of max to use the scripts, However, if I can Damizean again. He might be able to help me out with something.

#71 User is offline StreakThunderstorm 

Posted 26 October 2014 - 07:42 PM

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Sonic Unreal Worlds 0.4.0 Test
https://drive.google...DQWM&authuser=0

Added a few effects.
Added HUD elements
Added some debug commands (Controller only)
YButton - add 16 rings
BButton - Initiate ringloss

console commands:
` - Open console
t.maxfps (number) - Lets you unlock the FPS. I've implemented Delta Time so the physics will work at all fps ranges. They break at anything below 40 though.
t.setres (number)x(number) - Lets you choose your desired resolution.

#72 User is offline StreakThunderstorm 

Posted 28 October 2014 - 11:32 PM

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#73 User is offline Azu 

Posted 30 October 2014 - 08:03 PM

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Not bad, not bad,Streak.

#74 User is offline StreakThunderstorm 

Posted 30 October 2014 - 09:14 PM

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Still desperately need those animations. I've exported some myself but I had a huge issue importing one of the more important ones (Spinning) so I havent changed the model to the one I've been working on yet. If anyone knows how to get the animations to import properly, I would definitely appreciate it.

#75 User is offline Morph 

Posted 30 October 2014 - 09:34 PM

  • AKA SonicFreak94.
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Have you tried Damizean's HkxReader thing? IIRC, it was the most successful method I tried the one time I even bothered.

There's some instructions here, and I've mirrored the original archive on my site here.

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