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  1. 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, Windows Vista, Windows 7 or Windows 8 • 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 (1.20.109; requires UDK July 2013): LINK • Windows standalone .exe (Packaged Release 9; 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
  2. So I've been meaning to get into using SonicGDK for a while, since I have my own fan game project that goes in and out of the woodwork (Sonic World Runner), and I know I should at least learn some stuff in order to really get the ball rolling; but I have some questions about it, and could use some assistance. I guess I really like GDK and how it seems to be a great template for making a Sonic game, but at the same time I'm not too big on the player physics themselves. They're fine and all, its just that I wanted to figure out if I can make them a bit (how do I say this without it sounding bad)... floatier? I know it's following the physics guide pretty closely but Sonic feels really heavy in jumping and steering, and while I would want him to have traction I also don't really want to have him feel like he tugs all that much. Something closer to Sonic Adventure I guess is what I'd be aiming for. Is there any way to edit those variables in the engine without it being a massive hassle to work with? And for another question, is there any sort of preset camera option that allows the camera to follow Sonic in 3D movement, but not vomit-cam style? And if not, how much work do you think it'd take to construct something like that? Never been too keen on the vomit-cam myself. I have more things I'd like to do with the engine (such as figuring out how to handle adding animations, action-button mapping, editing other small variables to Sonic's movement such as jump dash distance, etc) so while I want to learn how to do these things, I guess this is also a casting call for anyone willing to help jump on board with the project.
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