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3D Sonic fangame engine test

Discussion in 'Fangaming Discussion' started by Shadow Hog, Jan 24, 2008.

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  1. muteKi

    muteKi

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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:

    [​IMG]

    Of course, this also means that the Direct3D (hardware accelerated) version of Sonic R is leagues ahead of any other versions.
     
  2. Athelstone

    Athelstone

    Oldbie
    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.
     
  3. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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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
     
  4. Lostgame

    Lostgame

    producer/turnablist. homebrew dev. cosplayer. Oldbie
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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.
     
  5. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    OK, something none of you pointed:
    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
     
  6. Quexinos

    Quexinos

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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.
     
  7. Chimpo

    Chimpo

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    Atomic Sonic Part II
    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.
     
  8. Quexinos

    Quexinos

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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
     
  9. muteKi

    muteKi

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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.
     
  10. Quexinos

    Quexinos

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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
     
  11. muteKi

    muteKi

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    It doesn't seem to do anything except remove the shader effect from the water.

    EDIT: Got it fixed. Apparently my Media Pro Keyboard isn't 100% compatible, but my laptop keyboard works well enough.
     
  12. nineko

    nineko

    I am the Holy Cat Tech Member
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    Agreed.
     
  13. Guys, seriously?
    WSAD has been standard FPS control for ages. You're many years behind if you're complaining about it now.

    That being said, even going straight from Garry's Mod to this demo the controls took a bit of getting used to; I had trouble controlling the camera while moving.
    In addition, I'd strongly prefer analog joystick-style movement, but I didn't bother plugging in my X-Box 360 controller and trying it, so I don't know whether it's already included or not.

    That's not to say that I didn't have fun!
    It just took me a bit to get adjusted to moving the camera.
    Perhaps some sort of setup with a dual-joystick control, with the left joystick controlling movement and the right one controlling the camera would be optimal?
    I've seen it done quite nicely in other games, and I think it could work in this one as well.
     
  14. ICEknight

    ICEknight

    Researcher Researcher
    I really love that 3D model, but there's something wierd about the animations... =|
    Yeah, and it makes going through the loops actually possible without the auto-boosts from the official 3D Sonics (although it would be a little easier if they were bigger like in Sonic R)... I wish SEGA would have thought of this for Sonic Adventure and the following games.



    The first time I pressed F2 and went through a loop I was like HAHAWOWOMFG.
     
  15. Quexinos

    Quexinos

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    I haven't played any First Person Shooters and a Sonic game is NOT a First Person Shooter

    It took some getting used to but I did get the hang of it. Once the camera gets all set I think this game will blow Sonic team out of the water
    I just hope it doesn't end up on the sidelines like most great fan games.

    EDIT
    maybe they should just make configurable controls. You never know, with their luck someone will be using a dvorak keyboard or something:
    http://www.theworldofstuff.com/dvorak/dvorak2.gif
     
  16. muteKi

    muteKi

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    Yeah, and first person shooters only use ASDW because the right hand is likely using the mouse to aim and shoot; it's quite a reach with the left hand to use the arrow keys. As I said before, I think it would work better with arrow controls or customizable ones.
     
  17. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    You all must surrender to vomit mode (F2) :P

    Anyways, Damizean tried to port GFz1 from SRB2 to the engine. Obviously he did it by hand because he missed a lot of details and I don't talk about missing FOFs but really wrong areas. And he added a slope. But there he failed miserably >_> Now, what would happen if SRB2 gets ported to this engine? (this question goes to Bibin mainly)
     
  18. Quexinos

    Quexinos

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    I have all ready surrendered to vomit mode =D
     
  19. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    Oh, I just reread the topic, and I think you're all missing the updates o_o' There's a newer version with customizable controls. Not the nicest way, but you can do it, and the gamepad now works (except for POV, which forces me to not use the digital controls).
     
  20. Quexinos

    Quexinos

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    yeah just got it, not quite sure how to customize stuff though

    don't yell at me I got it
     
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