Discussion in 'Fangaming Discussion' started by Xaklse, Feb 10, 2010.
Specialstage layout is handled with unreal script. check the folder located at:
(your UDK folder dammit) \Development\Src\SonicGDK\Classes
look for the board actors like
The stage layout should be within BoardSpecialStage
and looks something like this
I wonder if I can whip an editor in MMF2 or Construct. I just need to know the grid spacing (like is it 20x15, or 12x20, etc) and the what value = what colored ball.
I'm assuming "0" is the blank space.
Edit: I got the grid. It's 32x32
There is a BoardSpecialStage object at the bottom of the test map, it manages and creates on-the-fly the distinct boards with sphere layouts. It has 2 fields that you could modify: Boards and Rings; there are 7 boards layouts, 1 for each Chaos Emerald, and the last one is the hardest.
From the Windows Control Panel.
^ doesn't really do anything, Sonic always appears at the center of the board, so I just visually marked the place in each board.
3 is bumper, 4 is yellow sphere, 5 is ring.
6 is a very special type of blue sphere; this example has 8 of them.
Also, I found a bug. If you keep dashing into the big ring, the boost sound will continue to play. When you come back from the special stage, the boost effect will stay on Sonic, even when he's not boosting. Also, do I need splines for 3D.5 mode, or can I just do it with the camera?
I managed to reproduce the bug and fixed it, thanks for the report.
You need the splines to constrain Sonic's movement, the camera doesn't have influence over controls.
New 1.00.330 version is up!
Source Code (requires UDK January 2012): 2S / Cr / DF / FS / Or / PL / Sh / RS / Up
What's new? In short:
3D runways (defined by a spline) with QuickStep support.
I want to discuss something with you all since I'm pretty much done with "Modern" gameplay; it's the typical problem of "Classic" gameplay in a 3D environment with targets like enemies, monitors, springs... Classic Sonic doesn't have an aerial special move like Insta-Shield or Homing Attack (aside from shield moves), if you press jump or crouch when jumping/falling nothing occurs.
I'm thinking on adding a special function that slightly moves Sonic towards a nearby target in midair without any sudden acceleration. Would you like it? And how would you activate it? While holding Jump (the first or the second time) or holding Crouch? Any other idea?
I think that that is outside of the scope of what your project is trying to accomplish, but then that's for you to decide, isn't it? I don't feel any particular way about adding in new moves, but I would like you to remain cautious of adding in too many functions. Something like that would be better left off to the people using your engine right?
I love how SGDK is set up for having both modern and classic sonic gameplay with multiple options.
It's a good 1 stop shop if you will, ( you don't need to learn more than 1 game engine to make multiple game types.)
its all here !
also for the classic 3D type gameplay idea with lock on you've mentioned above.
personally id keep it clean and not implement any type of lock on for classic type gameplay unless threw a power up shield or something similar.
If you wanted to enable the move without a powerup , than perhaps a checkbox option within the player pawn's properties would work.
You're right, but I would like to fix 3D Classic Sonic gameplay... maybe it isn't worth the hassle.
Of course it would be a configurable setting, maybe I would leave it disabled by default.
AH, so I could use that for the chase parts. Awesome addition. Anyway, I guess I better look into UScript so I can add rails, but tutorials are few, at least ones I find. I'm looking for in depht, start to finish. Like looking at a C++ book, but for UScript.
UDK Game Programming with UnrealScript: Beginner's Guide
This. I can't think of anything better than this.
That books looks interesting.
Really, the best way to implement a Homing Attack for Classic Gameplay is to go the Sonic 3D Blast route and keep it confined to a special shield which level designers can place in their levels. That's just my opinion, though.
Woah. Way off course for SonicGDK, guys. Can we reel it in?
Well there is this type of problem.
Note: not my video.
New 1.10.000 version is up!
Source Code (requires UDK January 2012): 2S / Cr / FF / FS / Or / PL / RS / Sh / Up
What's new? In short:
Better code for movement constrained to splines.
Bug fixes and misc improvements.
With this crucial release, and after two and a half years of development, UDK plus SonicGDK stands as the most complete and flexible game engine for 3D Sonic games. I'll write some tutorials to prove this statement.
SonicGDK now enters the "maintenance phase"; only bug fixes and minor improvements will be included in future releases, if there are any. One exception though: Andrew75 will try to improve the materials used in the Special Stage.
What tutorials would you like to see about using SonicGDK?
This is what I'm planning to write about for now:
Create a map file.
Place a Sonic type.
Configure Sonic params.
Change camera type.
Place star posts and goal ring.
Create 2.5D/3D paths.
Place environment meshes.
I'd like to see 4 and 7. I also noticed the Splines has rails options in them. I'd like to see adding animations as well. I'm trying to import an animations for ta skydome, but it won't stay when I add it. Also, is it possible to add a save/load system for variables? I tried the save system by Crusha but I doesn't even show up.
Separate names with a comma.