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Fangaming Discussion (257 posts)
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User is offline Jul 15 2015 04:25 PM
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  1. In Topic: "Sonic Exodus" Development Thread

    23 June 2015 - 01:04 PM

    View PostNickonAquaMagna, on 23 June 2015 - 09:04 AM, said:

    With Xalse's permission, we're aiming to release this new Sonic model (once Plum returns from his trip to Italy and finishes the remaining animations) for Sonic GDK/UDK/whatever users to download for their own fan projects.
    That would be great, knowing that most people hates the stock model.

    Level looks nicer; I agree with Ell678's suggestions; and let me know if you need extra info about configuring stuff.
    Take your time and don't give up!
  2. In Topic: SonicGDK 1.20.131

    28 April 2015 - 04:30 PM

    View PostAerosol, on 27 April 2015 - 12:23 PM, said:

    View PostXaklse, on 21 April 2015 - 12:25 PM, said:

    All of these replies sound like excuses to me; if you want to modify the code and need hints, then just ask me! UnrealScript is an "easy" language in its own way, you don't have to care about memory management or multi-threading, it's very similar to Java and C++ which are mature languages, any serious programmer should feel comfortable. I think the main problem is the difficulty of understanding the UE3 game engine architecture, but with UE4 and Unity you have the same problem.
    I dunno man, "most fangamers aren't programmers" sounds like a perfectly valid reason to me. Unless you have the time to teach people some programming concepts as well as UE3's architecture?
    Of course that's a valid reason; I was talking about those "programmers" that join a fangame project and give up after their first attempts with UnrealScript.
  3. In Topic: SonicGDK 1.20.131

    21 April 2015 - 12:25 PM

    Shut up, man, or I'll haunt you.

    .

    All of these replies sound like excuses to me; if you want to modify the code and need hints, then just ask me! UnrealScript is an "easy" language in its own way, you don't have to care about memory management or multi-threading, it's very similar to Java and C++ which are mature languages, any serious programmer should feel comfortable. I think the main problem is the difficulty of understanding the UE3 game engine architecture, but with UE4 and Unity you have the same problem.

    Ell678 is right, most of the new stuff you would add to a level can be solved with Kismet and matinee, which are often underestimated. Plus SonicGDK has tons of configurable parameters for each type of object, including gameplay, controls and camera. Again, if you need to figure out something, ask me for hints, I have used Unreal for 11 years.

    The Sonic Souls fangame has its flaws, but it's a somewhat good example of what you can achieve with SonicGDK, I gave the maker Doky good hints, although he didn't use some nice features like destructibles, little Sonic, or more complex Kismet stuff.

    View PostAzukara, on 19 April 2015 - 02:39 PM, said:

    And although I'm sure it's not impossible, wouldn't it be a lot of work to try to convert whatever code is from GDK to C++ and/or Blueprint? Once again, not a programmer guy, so I'm going on guess-ish work considering what I've talked to others about.
    It's better to start from scratch, since UE4 offers more features and flexibility than UDK.
  4. In Topic: SonicGDK 1.20.131

    14 April 2015 - 02:03 PM

    View PostAndrew75, on 12 April 2015 - 04:34 AM, said:

    I'd like to See Xak do a Sonic GDK 2 in Unreal 4 coded in C++, and with support for online gameplay!
    Don't insist Andrew, that won't happen. And blueprints would work just fine (if you take my arbitrary gravity contribution to the engine).
  5. In Topic: SonicGDK 1.20.131

    07 April 2015 - 01:13 PM

    Via console commands:
    PlayerAdd
    PlayerRemove
    PlayerSwapControls
    PlayerConsoleCommand
    

    Keep in mind that splitscreen mode has many issues, and I won't support it or improve it significantly.

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