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3D Sonic fangame engine test Mark The Echidna and Damizean show 'em how it's done

#16 User is offline Puto 

Posted 27 January 2008 - 08:22 AM

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The 3D Sonic games don't use sprites.

#17 User is offline Revival 

Posted 27 January 2008 - 08:56 AM

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Graphics are great, but physics fail in this fangame. It's got bad handling.

#18 User is offline Qjimbo 

Posted 27 January 2008 - 09:30 AM

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Yeah this is all very well, but I think they may get too caught up in the spin of what they've done so far when really they should just keep working solidly on it.

#19 User is offline Sik 

Posted 27 January 2008 - 10:26 AM

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View PostBibin, on Jan 27 2008, 04:44 AM, said:

Oh wait... it always kinda... was. Come on, mismatched walking/standing sprites? ...COME ON, SPRITES?

What do you expect? It was started even before Sonic Adventure :P Get an idea about how computers were back then. And anyways, SRB2 is really way easy to mod. I mean, there were lots of tries to make 3D Sonic fangames, there should be some reason for SRB2 to be played so much, and take into account this is the 10th aniversary. And it has a huge community behind it, and all the time new mods are made. Just think on it... Its main problem is the lag of the netgames, you need a very fast connection, otherwise...

Anyways, about the engine bugs, it seems it all has to do with level design, not the engine itself. In fact, the half sphere in the second stage has wrong normals, so the engine is really buggy in it due to reading wrong data. The engine is OK, what's wrong is the level data :P Well, the engine isn't very OK too, it's made in Blitz3D. Trust me, that lazyness from Damizean for not making his own graphics engine will cost later to him, either by making the game extremely slow or by limiting him later when adding extra capabilities (in fact, press F1 with something blocking you in the way from where you are to the start point and you'll see a really weird limitation from Blitz3D), not to mention it'll never get out from Windows.

#20 User is offline Shadow Hog 

Posted 27 January 2008 - 01:55 PM

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View PostPuto, on Jan 27 2008, 08:22 AM, said:

This looks great; make Sonic Robo Blast 2 look like a crappy game.

Oh wait... it always kinda... was. Come on, mismatched walking/standing sprites? ...COME ON, SPRITES?
Right.

Sure, gameplay-wise, this eclipses SRB2, but not because it uses models - more because it has slopes. :)

That being said, I'd rather not knock on what Sonic Team Jr. have been up to - their game's looking hotter day by day. Besides, until this engine is a full game, I'd say SRB2 might have this beat. And even when this is a full game, SRB2's still pretty damn competent.
This post has been edited by Shadow Hog: 27 January 2008 - 01:57 PM

#21 User is offline muteKi 

Posted 27 January 2008 - 01:59 PM

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Oh THAT'S why Chaotix was bad. Not because of an awkward control scheme, not because of awkward fast speed-immediate obstacle putting you at a dead stop-more speed level design, not because of a lack of variety in the levels, but because of THIS:

Posted Image

Of course, this also means that the Direct3D (hardware accelerated) version of Sonic R is leagues ahead of any other versions.
This post has been edited by The 無敵: 27 January 2008 - 02:02 PM

#22 User is offline Athelstone 

Posted 27 January 2008 - 03:03 PM

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Although the Retro Sonic project is my principal interest as far as Sonic fan games go, I must say that what you have here so far is very impressive indeed. Congratulations to you sirs.

#23 User is offline Sik 

Posted 27 January 2008 - 03:07 PM

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*sigh* Watch out with models in SRB2, their support is limited. I think they now animate in 1.1, but 1.1 hasn't been released, so you have to stick with the still models from 1.09.4 :P Besides they don't work in software mode if I'm not wrong.

But seriously, SRB2 lacks slopes but compensated that by taking advantage of the extra dimension and forcing you to steer so you didn't have to stop and hence break the flow. That's what Sega didn't figure out when they decided to make a crappy engine, they could have done that little trick and nobody would complain so much :P

#24 User is offline Lostgame 

Posted 27 January 2008 - 07:26 PM

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Bibin, I'm sorry, you just...fail. SRB2 is one of the only enjoyable 3D sonic experiences ever made, and I'd certainly love to see you do better. Certainly. Complaining about a game for the limits of the engine is rather pathetic.

#25 User is offline Sik 

Posted 27 January 2008 - 07:56 PM

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OK, something none of you pointed:

View PostBibin, on Jan 27 2008, 04:44 AM, said:

This looks great; make Sonic Robo Blast 2 look like a crappy game.

Oh wait... it always kinda... was. Come on, mismatched walking/standing sprites? ...COME ON, SPRITES?

Seriously, which character are you talking about? Because the sprites for Sonic and Tails were finished YEARS AGO. Man, SRB2 has upgraded since then :P If your version isn't 1.09.4, go and download it. Then talk again :P

#26 User is offline Quexinos 

Posted 28 January 2008 - 03:31 AM

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yeah... about the engine... >.>

I do like it but I want to jump the "This needs to be able to be controlled by the arrow keys" bandwagon. I just can't handle it with AWSD or whatever.

I like how you can run on the wall though, that's really neat.

#27 User is offline Chimpo 

Posted 28 January 2008 - 04:25 AM

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View PostQuexinos, on Jan 28 2008, 12:31 AM, said:

yeah... about the engine... >.>

I do like it but I want to jump the "This needs to be able to be controlled by the arrow keys" bandwagon. I just can't handle it with AWSD or whatever.

I like how you can run on the wall though, that's really neat.


AWSD is pretty much the exact same layout. Even goes on the hand that you use for D-Pads normally.

It's just not Fisher Priced Labeled with big bright symbols for you.

#28 User is offline Quexinos 

Posted 28 January 2008 - 04:32 AM

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which is probably the problem, I'm not used to playing with my left hand... maybe if I sat like this... and put my other hand over here... yeah NOW let's try it...

EDIT:
When you have the camera right behind SOnic and it follows him through the loop and you're upside down with him, that is badass. That's how I expected loops to be in Sonic 3D Either that or what the normal camera does

I know I can't help much but if there is ANYTHING I can do to help you guys, let me know. I like this a lot
This post has been edited by Quexinos: 28 January 2008 - 04:44 AM

#29 User is offline muteKi 

Posted 28 January 2008 - 05:05 PM

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Yeah, since I'm right handed, and there are no other buttons there to get in my way, I feel a lot more comfortable with arrow keys.
But to be honest, I find control difficult. I suspect that this would eventually be fixed, but at times for me it borders on unplayable. I cannot get Sonic to go up the loops properly.

#30 User is offline Quexinos 

Posted 28 January 2008 - 06:00 PM

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did you try hitting F2?... that makes the camera go right behind Sonic when he goes through a loop. It helped me

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