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Sonic Unreal Worlds Open Source release

Discussion in 'Fangaming Discussion' started by StreakThunderstorm, Oct 10, 2014.

  1. StreakThunderstorm

    StreakThunderstorm

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    I'm not doing 3D. Sonic Worlds is 2D and I'm keeping Sonic unreal Worlds as a sidescroller.
     
  2. Andrew75

    Andrew75

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    Hell yeah ! 2.5D here we come ! This way you can concentrate on less and get more in a since.
     
  3. winterhell

    winterhell

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    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.
     
  4. DrewMatK

    DrewMatK

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    You guys are right. I guess I'll just work on the project by myself.
     
  5. StreakThunderstorm

    StreakThunderstorm

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    Good luck bud. I wish you leaps and bounds of progress/success.
     
  6. StreakThunderstorm

    StreakThunderstorm

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    Sonic Unreal Worlds 0.2.2 Test
    http://youtu.be/4VEuaPb3KgM
    https://www.mediafire.com/?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.
     
  7. Falk

    Falk

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    Didn't realize up till now how much I want a 2.5D Sonic game with (approximately) classic physics.
     
  8. StreakThunderstorm

    StreakThunderstorm

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    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.
     
  9. StreakThunderstorm

    StreakThunderstorm

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    Sonic Unreal Worlds 0.3.0 Test
    https://www.mediafire.com/?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.
     
  10. Azu

    Azu

    I must be stupid. Member
    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.
     
  11. StreakThunderstorm

    StreakThunderstorm

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    Sonic Unreal Worlds 0.4.0 Test
    https://drive.google.com/open?id=0B9UvgAy9rgxSQ0ZqV09IT2pDQWM&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.
     
  12. StreakThunderstorm

    StreakThunderstorm

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    http://youtu.be/prM2plVZ4U8
     
  13. Azu

    Azu

    I must be stupid. Member
    Not bad, not bad,Streak.
     
  14. StreakThunderstorm

    StreakThunderstorm

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    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.
     
  15. SF94

    SF94

    Tech Member
    Have you tried Damizean's HkxReader thing? IIRC, it was the most successful method I tried the one time I even bothered.

    There's some instructions here, and I've mirrored the original archive on my site here.
     
  16. StreakThunderstorm

    StreakThunderstorm

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    Maybe I'm just having horrible luck. I can't get any good results from this either.
     
  17. StreakThunderstorm

    StreakThunderstorm

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    https://drive.google.com/file/d/0B9UvgAy9rgxSbXBaNFc5d1pVWkU/view

    Test 0.6
    Added moving platforms, swinging platforms and treadmills. They're all 1 blueprint and have easy settings.
    Added prototype swing that you can jump on, swing left or right and jump off with proper physics.
     
  18. Azu

    Azu

    I must be stupid. Member
    Streak, would the level sets from Sonic colors be good enough to play around with?
     
  19. Andrew75

    Andrew75

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    Why not set all the animations on a single timeline than use unreal to playback the frames for that specific animation? for example run is frames 1 - 100 and jump would be 101-200 ect ect.
     
  20. StreakThunderstorm

    StreakThunderstorm

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    Yes they would. In fact, I may change to the Sonic Colors model because it's the only one I can reliably export from the game itself.

    That's not my problem at all. I just cant seem to import the generations model into maya/3dsmax.