# SonicGDK 1.30.000

Discussion in 'Fangaming Discussion' started by Xaklse, Feb 10, 2010.

1. ### DigitalDuck

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Well, if you can think of another reason Sonic can run on the ceiling...

2. ### Phos

Going for the high score on whatever that little b Member
It doesn't let him ignore gravity, just "defeat" it. When he tries to run up a wall, gravity is going to slow him down there, but as long as he can stay on the ceiling, gravity isn't going to slow him down because he isn't opposing it.

Pretty sure the Genesis games just check if he's above a certain speed. If he is traveling faster than that speed, then he sticks to whatever he's on.

3. ### DigitalDuck

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Correct, but that's because it's simpler than trying to calculate downforce based on certain coefficients, and it has exactly the same effect.

4. ### RGamer2009

True Blue Member
To all those arguing on why Sonic can stay on the ceiling, I offer my simpler explanation.

Normal people can't run on the ceiling because the opposing forces are far too great.

Sonic can because he is running so fast, that the air flow going under his feet is literally suctioning him to the ceiling like a vacuum. That coupled with the above stuff relating to inertia, gravity, and acceleration, is why Sonic can run on the ceiling if he is moving fast enough.

At least, thats how I perceive it.

5. ### Aerosol

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That doesn't make any sense. Downforce is the simplest explanation there is. Don't get confused, downforce doesn't force you down to the ground. It forces you onto whatever surface you are on. Given enough force, even gravity can be beaten. This is why Sonic is able to run straight up walls. When you have speed shoes, you can run straight up walls in the games. Infact, if you're able to glitch the game into thinking you're on the ground when you're on a wall (possible in some levels) while playing as Super Sonic, you can, in fact, go as high up as you want.

It's all about the downforce baby.

EDIT:

From Wikipedia:

The same principle that allows an airplane to rise off the ground by creating lift under its wings is used in reverse to apply force that presses the race car against the surface of the track.

Assuming Sonic is the "car" in this explanation...you get the drift.

6. ### Fred Wood

Oldbie
This engine is fantastic and amazing and the Sonic 3 & Knuckles 3D video should totally be remade in a playable form by someone more talented and with more time and dedication than I.

7. ### Xaklse

Member
New video about Preview Release 3 is up; courtesy of my new rig: YouTube

Current changelog for next release:
Do you have an ATI X1000 series graphics card? If not, why did you try this? Also, why don't you post more details about the error?
(No, a "UDK.exe has encountered a problem and has to close" message doesn't help)

8. ### Namo

take a screenshot of your heart Member
Eh... well, there's not much to say really, besides that. What's odd is my system specs are very similar to the ones in this video:

9. ### RandomXF109

Looks pretty awesome. Are models and animations changeable? And with what program?

Also, why does he just stand upside down on a loop? If you want to make it a real Sonic engine, make the physics of the loops momentum based.

10. ### Volpino

Things are looking up! Member
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A secret. >:3

*Any plans to make lower system requirements? The ons you have now are really high, or at least make it take up less RAM? Or make a low-poly version for crappier computers? I want to see what this is about, but I couldn't hope to try it on any computer anyone I know owns.

*Any plans to make other characters and to make flying physics from Sonic 3 in 3D? Alwys wanted to see that.

*Any plans to make an online play? I don't expect that but I always ask.

11. ### Aerosol

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He had the magnetic shoes on. There is a box in the engine that turns that on for you. Usually, standing on loops would be impossible.

12. ### TheUltimaXtreme

Breaking logic since whenever Member
The system requirements are defaulted by the engine creators. Therefore, only Epic Games can change the requirements .From what I know, as long as you have a decent graphics card (preferably a 2004 to 2006) with shader effects, and a decent amount of RAM (I've heard that 1GB works) and a processor of 2Ghz or more, You should be able to play this. Granted, the framerate will be shit, but you can at least run it. I'm also sure settings can be changed via a .INI file in one of the deeper folders. Once a menu is implemented by Xakles, you should be able to lower the graphics and run the game well, if at all.

Yet again, once a menu is implemented, as well as more models are animated and put in, there may be more characters. What exactly do you mean by "flying physics" though? Can you refer me to a video showing off these physics?

Just because SRB2 does it doesn't mean this game has to. If anything though, if Xakles does that, I hope makes it SA2B style multi-player.

13. ### Techokami

For use only on NTSC Genesis systems Researcher
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I think he means Tails' flight ability from Sonic 3 translated into 3D, rather than the implementations in the official 3D Sonic games.

14. ### Covarr

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Derp derp that flat spring bounced him straight up instead of working with his momentum even though there was a wall in the way this is turning into sonic 4 lol derp derp.

But seriously, this is looking damn nice. One question, though, as nice as this looks for 3D, is there any progress for 2.5D stuff yet?

15. ### Liliam

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SRB2 emulates this properly. There are just a few simple rules to follow:
• When flying, Tails slowly accelerates downwards.
• Pressing the jump button will cause Tails to gain some vertical speed, causing him to slow his descent/gain some altitude. When this is done, though, Tails' horizontal speed is lowered.
• After a certain amount of time has elapsed, Tails becomes tired, which is reflected by a different animation playing and the jump button become unresponsive.
• Normal air physics apply at all times.

16. ### Volpino

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A secret. >:3
Well I can never run this game, I've only got 400 something RAM and a really terrible graphics card, so... Never mind.

Yeah I meant Tails' flying physics, I don't like how SRB2 did it, they did most things right but it's much harder to stop when you start speeding up in one direction than it should be. There was a mod that fixed that, but it also screwed up the vertical ascent, making him literally skyrocket when you tapped jump once. I don't have complaints with that mod but I wouldn't mind seeing someone really put good physics in like from Sonic 3.

Well, SRB2 doing it has little to do with me asking, it's just something I've always wanted in a Sonic game... And do you mean that we should only have VS multiplayer? I was thinking more along the lines of co-op like Sonic 3.

But don't take this too heavily, the project looks really good so far, but I could never hope to play it, I couldn't afford something that could run it. :v:

17. ### Xaklse

Member
After the game crashes, open the file ...\SonicGDK\UDKGame\Logs\Launch.log and send me the contents of it through a personal message.

Models and animations will be changeable, as long as you have a 3D modeling program -3dsMax, Maya, Blender...

No plans to do other characters, since I don't have models & animations nor the will to find them.
No plans for online play.

Any progress? Do you mean that you don't like the way 2.5D is now?

18. ### Aerosol

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It's up to the map maker to make 2.5d work as smoothly as possible. The only thing is that there is no way to jump onto platforms in the background as of yet (that I know of), so remaking Green Hill Zone or any of your other favorite Genesis levels is impossible (as far as I know). I dunno if that's what you specifically meant, Covarr.

19. ### Azu

I must be stupid. Member
Do you plan on adding any new gimmicks?

20. ### Aerosol

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Like what, for instance?

Gimmicks are pretty much all up to the creators creativity. If he added one gimmick, there'd basically be no end to people requesting more gimmicks be bundled into the engine. The only other "gimmick" he might need to include is 2.5D S-Tunnel support.