Sonic Unreal Worlds Open Source release Unreal Engine 4 port of Sonic Worlds
#61
Posted 21 October 2014 - 05:42 PM
I'm not doing 3D. Sonic Worlds is 2D and I'm keeping Sonic unreal Worlds as a sidescroller.
#63
Posted 22 October 2014 - 05:25 AM
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
Posted 22 October 2014 - 02:24 PM
winterhell, 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
Posted 22 October 2014 - 03:03 PM
Good luck bud. I wish you leaps and bounds of progress/success.
#66
Posted 22 October 2014 - 10:29 PM
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.
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
Posted 24 October 2014 - 12:05 AM
Didn't realize up till now how much I want a 2.5D Sonic game with (approximately) classic physics.
#68
Posted 24 October 2014 - 12:37 AM
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.
I just added fully modular springs that automatically send you in the right direction/speed based on the angle you rotate them.
#69
Posted 24 October 2014 - 02:24 AM
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.
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
Posted 25 October 2014 - 05:03 AM
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
Posted 26 October 2014 - 07:42 PM
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.
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.
#74
Posted 30 October 2014 - 09:14 PM
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.

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