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

#91 User is offline Azukara 

Posted 06 November 2014 - 11:06 AM

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Loving this to death so far. Watching progress of it like a hawk.

Quote

(Speaking of which those classic jump sounds have to go if you're using the modern aesthetic. The disconnect is too much :(/> )


Eh, I'd say it's more the choice of the "bwoop" rather than the actual idea of the sound. Generations' classic jump is.. uhh, weird to say the least. Another "bwoop" from another game would be great to me, as long as we never go to the "thok" of the current games. Blegh.

#92 User is offline Azu 

Posted 07 November 2014 - 05:52 AM

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I sent sreak some stuff he could use for testing. So, hopefully, he got it.
This post has been edited by Azu: 07 November 2014 - 05:53 AM

#93 User is offline Azu 

Posted 13 November 2014 - 07:54 PM

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So, how's it going a long? =E

#94 User is offline StreakThunderstorm 

Posted 13 November 2014 - 11:25 PM

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I started getting sick of it so I took a break. I am trying to incorporate 3D movement though... I have it done in theory and a few prototypes have gotten really close but I'm having some issues in terms of camera and player rotation.

Also, 3D sonic movement does NOT lend itself to having a deceleration factor like in the classic physics. That just doesnt work. Now I'm beginning to understand the directions ST took Sonic in 3D.

#95 User is offline Azu 

Posted 16 November 2014 - 07:06 PM

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Ah, well, breaks once in a while never hurt. Best thing to do is not burn yourself out.

#96 User is offline Chimera 

Posted 29 November 2014 - 06:14 PM

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Always good to lay off so you can look at things later with fresh eyes :p

Regarding 3D movement, what do you mean when you say classic movement doesn't work the same in 3D? Like, does the deceleration make your movement too slippery, too stop and go, something else? I'm intrigued. (I never knew why we never saw class physics just in 3 dimensions)

#97 User is offline StreakThunderstorm 

Posted 29 November 2014 - 08:32 PM

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Sonic controls like a truck if he has the same 2D physics in 3D.

#98 User is offline Chimera 

Posted 29 November 2014 - 08:42 PM

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I'm guessing that's more of an issue with him turning/steering... maybe you could find a cheat method of making his steering acceleration different than his front-back? Probably not effective but :V

Sad how some playstyles just /do not/ shift into 3D that well :/
This post has been edited by Chimera: 29 November 2014 - 08:43 PM

#99 User is offline Dude 

Posted 29 November 2014 - 10:52 PM

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Yeah, for 3d movement you're going to want your starting point to be as similar to Sonic Adventure as possible. Camera will be the biggest issue, since the camera-relative controls make the camera's perspective that much more important. Easing times will need to be finely-tweaked (too slow and players will fly off course or get slowed down but too quickly and you will disorient players who do not have that specific camera tween memorized), and you'll want to make sure that the camera positioning and rotation are set up so that the major 'routes' of the level are at the major controller positions (90 and 45 degree angles). Adventure Sonic decelerates very quickly, and has a very small turning radius. 3d Sonic absolutely necessitates a custom trigger layout in the level - attempts at having an entirely level-agnostic camera system *will* fail.

There are a wide variety of things that can be experimented with, but as SEGA has shown with their attempts to constantly 'innovate' 3d sonic, it is best to build off of what is known to be good.

#100 User is offline Candescence 

Posted 30 November 2014 - 12:43 AM

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You could also implement a Lost World-style 'gear' system except with actual acceleration, as an optional thing. This is especially helpful for non-analog control setups such as keyboards, it would help immensely for regulating speed, Lost World just didn't do it right because there wasn't any proper momentum acceleration.

And I'd say a mouse-based camera that's close to the player as a default (think Cloudbuilt) is probably ideal, but a more varied setup is better for controllers.
This post has been edited by Candescence: 30 November 2014 - 12:45 AM

#101 User is offline Xaklse 

Posted 30 November 2014 - 05:21 AM

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View PostChimera, on 29 November 2014 - 06:14 PM, said:

Regarding 3D movement, what do you mean when you say classic movement doesn't work the same in 3D? Like, does the deceleration make your movement too slippery, too stop and go, something else? I'm intrigued. (I never knew why we never saw class physics just in 3 dimensions)
People forget/ignore that the Classic Sonic of SonicGDK has classic movement, as shown in the Green Hill Zone 2.5D tech demo. Try to play with that character in any 3D environment if you're still curious about the matter.

#102 User is offline StreakThunderstorm 

Posted 01 December 2014 - 11:23 AM

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Dat shameless plug doe, lol.

As a side note, I think I'll continue my initial plan of only going 2.5D. I'd rather have worked hard and got a near perfect movement style than to half ass 2 different ones and get 'em both wrong.

#103 User is offline Azu 

Posted 10 December 2014 - 11:58 AM

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I think it would be better if you did. Since it was your initial plan after all.

#104 User is offline Andrew75 

Posted 10 December 2014 - 07:17 PM

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Yeah keep going as you were would probably be best. only add new features when you reach your initial goals.

#105 User is offline Azu 

Posted 03 January 2015 - 06:52 PM

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Still working on this? Or is it still in hiatus?

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