SonicGDK is a codebase, a collection of source codes, which allows anyone to create 3D platformer video games based on the Sonic the Hedgehog franchise. It can be freely modified and is integrated with the UDK, providing you with a modern game engine in which to develop your game. Unreal Development Kit (UDK) is the Unreal Engine 3, a complete professional development framework used to create games on the PC. Visit www.udk.com for more information. The custom assets bundled with SonicGDK were created by several contributors and supplied for testing purposes. - System requirements: • Windows XP SP2, Vista, 7, 8, or 10 • 2.0 GHz single-core processor • 2 GB system RAM • Shader Model 3.0 compatible graphics card (Nvidia GeForce 8600GT or better, ATI Radeon X1950Pro or better) - Download links (choose source code or standalone): • Source Code (1.30.000; requires UDK February 2015): LINK • Windows standalone .exe (Packaged Release 10; requires nothing): LINK • MacOS standalone .dmg (Packaged Release 6; requires nothing): LINK - Installation, keyboard/gamepad buttons, featured moves: Read the readme file, or visit the wiki. - Website with forums: - Media: Preview Release 5 Trailer (2011) - Tutorials: HERE - Other playable games done with SonicGDK: HERE [hr]
Brilliant, simply brilliant. I love how the momentum works in this engine, especially when running around that giant sphere.
Xakles! Was wondering when I'd see you bring this here. Running on water was a nice little touch I didn't expect, and the fact that you actually have to have momentum to run through loops and the like is pretty neat. All in all, a far superior physics system in comparison to the UE2 incarnation. Edit: To satisfy iojnekns: I KNEW ABOUT THIS AGES AGO YOU KNOW.
I'm not really feeling it. What you have now is certainly impressive, no doubt about it, but I don't really get the same sensation of speed that I did with Blitz Sonic. It's very stiff and the momentum just doesn't seem to really build up or there's some sort of cap on the thing that doesn't let me go any faster to clear even some of the basic loops. It feels more like I have a max standard running speed and a max dash speed that slowly depletes once I start running into the more complicated shit and a slight left and right adjustment pretty much makes fall off anything. Of course, this is still WIP so it obviously doesn't reflect the final, so I'm excited to see how far you get with this thing. Also, this controls way better than Blitz Sonic.
Okay, so I just tried running this. Here's what the game looks like for me: The strip of pixels at the bottom is the viewing area. How am I supposed to fix this? I tried messing around with setres like the readme suggested, but it has absolutely no effect whatsoever. I think I'm going to cry.
Hey this is what you've been using for Ashura: Dark Reign, right? I've been following that mod for aaaages, and this looks to be a great 3D Sonic project.
If it's been a long time that can't be right since UDK is relatively new. Previously it looks like it was running on Unreal 2.5 technology where this is the significantly better looking (and easier to develop for) Unreal 3 engine. Speaking of which, how long did it take to develop what you have so far? If UDK is fairly easy to get into I might give it a go myself.
ADR started as a mod for UT2K4, they've only recently started to make it standalone. I'm also the voice of Knuckles and I've owed them some small line work for a good 2-3 years now.
Thanks people! Hi there again -running on water was already in the UnrealEngine2.5 incarnation :v: The test level scale is huge, so sensation of speed is low compared to more decent maps. Speed caps do exist, which can be easily removed (or their values rised), but they exist to avoid ultra-high speeds. About adjusting the run direction on complicated shit, use mouse turning; gonna have to rethink what to do when players try to move sideways. That's a really weird error. Reinstall and retry; if you get the same error, send me a PM and we'll try fix it. I guess you meet at least the basic system requirements. It is, although this version is cleaner and faster. 3 years for UE2.5 version; 2 months for UDK . Converting the old code to the newer engine and improving it was fairly easy. Heh, and you'll have to wait more time. ADR is a complex and time-consuming project.
I don't see how anyone could be complimenting the physics on this. Most of the time, you run too slow to complete loops (What's with the speed cap? One moment it's on, the next Sonic's going at several hundred kilometers per hour), and end up falling off them before they're done. Some of the loops you can't even run up in the first place - the only real way to get around them is to boost through them - ironic, really.
Of course! Unreal Engine 3.x isn't ancient You used the Speed Dash movement, right? Anyways, I realize now that the speed cap isn't a good idea for Sonic physics crazy stuff... will remove it and may keep it for platforming parts of levels.
I think Rox and I went into this expecting the same thing as Blitz Sonic. We would go in, try to get some momentum on some of the obstacles around the level in order to build up some speed and clear some of the bigger and more complicated areas. Instead we never build up enough speed because of the cap and we fell off even the most basic obstacles. The only way to get through them was to use the speed panels, or the boost mode, two options we kind of were hoping not to use at all as we wanted to earn our speed not obtain it with a touch of a button. That's something Blitz Sonic was able to accomplish quite well and it was a lot of fun just seeing what sort of shit we can zip through after going down a huge slope. When I saw the series of loops and the corkscrew lined up I thought I could totally clear it all if I can build up speed at the loop section and hit the corkscrew running. Sadly I found out that the only way to do it was to hold down on the dash button, and even then that wasn't a guarantee that I would stay on the thing.
It's ok, now I understand why you two are complaining and I got some ideas about how to make Sonic movement and physics better. Also, you don't need to hold down Special move key to remain in "Mach Speed" mode; just press and release the key to get the speed boost.
Preview Release 2 is up; check first post for more details. - Download links: FileFactory / MediaFire / SendSpace - What's new: * Much better Sonic Physics and momentums. * Revamped test map. * Added rolling on ground and SpinDash. * Gamepads are supported. Spinball looks like shit because I can't add new animations to the Cathode robot model. Reports about bugs and suggestions to improve are welcome. Also, I would really like to know how do you feel about basic controls. - Help needed: Someone who wills to rig and/or animate this Sonic model or another one. Someone who wills to model crazy static meshes (like these ones) to test Sonic physics.