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Endri

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Everything posted by Endri

  1. It would be a shame if Sonic Attitude would die. I mean, developing an entire suit for game creation, and, creating no game in it... ...because, Attitude Engine is a SDK before anything. Not a game.
  2. Sorry, but I know very well that saying what the game will feature or not is kind of pointless and doesn't proof anything. That's why I preffer to let the very playable demo to talk by itself. Also, my intentions where to release the game at this year's SAGE without previous notice, but, I felt like letting people know that progress has been made AND that I did NOT give up on this project, specially because 3D fan games tends to have the fame of never getting past of the tech-demo stage of development. Another point is, my ideas are well founded, and, I know I'll never be able to please everyone in my creations. For that reason, I simply choose to please only my own self. I belive most of the fan games developers base are people who develop in their spare times as a hobby. I'm included in this base as well, so I do the games for my own enjoyment. It might sound a little too egoist, but, don't take it to this level. That been said, I'm not making something that doesn't pleases me, but, unfortunately, it might not pleases everyone else as well. Everyone has a recipie of how Sonic games should work, and so do I. I'm more biased to the classic Sonic games, since I started with then, and I try the most to capture the feelings of that era in a completly new dimention. As very well observed by LarkSS, the pallete color choice and 3D model for Knuckles are that of the classic old Knuckles, but in a brand new prespective. Gimmick creation is one of the most tricky parts of the development. I, right now, am having a little hard time sorting out an interesting gimmick for a certain level of the game, although the main gimmick for the second act of the same level is very well developed, and is very original and interesting. Although my game might lack or not good and new gimmicks, one thing I can assure is that the levels are not a recipie of: * Hold right. Finish the level. * Hold right. Jump a couple of times. Finish the level. * Hold right. Battle the level boss. Next level... ..and so on. I belive that games must have variety in every context. One more thing. Streak is NOT helping out in the project development. I'm working solo. But that doesn't prevent me from hearing suggestions. I ask for suggestion from technically experienced programmers in 3D development, as Damizean, Mark Echidna, or LarkSS, for ideas of what might or might not work well together. The engine, the game itself, are all the concretization of my own thoughts. EDIT: Streak posted while I was typing! XD
  3. The use of SSAO (Screen Space Ambient Occlusion) is the closest approach to dynamic real-time global illumination effect. This post-proccess effect, by itself alone, is enough to achieve a good looking illumination effect. Although not necessary, I use SSAO in conjuction with a bloom effect (not present in the screenshots) in the same pixel buffer as the SSAO, resulting in a radiance, mental ray effect. That's why it doesn't use (read: ALMOST) no pre-calculations at all. The are still some other secrets, though... Hey! Streak! Long time no see pal! I'm still sad that you discontinued MechaMeadness... u_u Sure buddy, gimme a call anytime. But why do you only want to talk to me AFTER SAGE? Why not during SAGE as well? XD And, for the sake of all that is holy, I promisse the gameplay won't suffer from the "hold right" syndrome. But, I think I'm talking too much and not showing anything at all. I actually preffer to show more tangible proof than just a handful of screenshots. I'll eventually record a video as the time to SAGE comes near. While a video is still not enough to me, it is, indeed, worth more than just words and images.
  4. The gameplay is highly focused on the classic Sonic games and heavily focused on newtonian physics. I wouldn't put myself above the team that developed Sonic Rivals, because it was an entire team composed of lots of professionals. In my case, I'm solo. I'm just a guy doing an entire game all by myself in my spare time. But I hope the gameplay turns out to the enjoyable by most players. I can also tell that Sonic Fusion was one of the project that inspired me to start this one in the first place. I updated this thread mostly to show that this project is not a vaporware, is not dead, and I'm actually working hard on it. It's just evolving slowly, because I don't have much spare time lately. But I'll finish this project. Also, I'm talking about the PC version here, since the DS version is already done by the way... Also, aparently I'll have to scrap the development of the iPhone version, since I'm having some difficulties with the actuall .IPA file of the game, since aparently the game could only work in iPhones with "hacked" firmwares... I've been working in this project for a while now, and, seeing progress been made is a great achievement for me, since 3D fan games tends to have the fame of never getting finished.
  5. I tried to record a video yesterday, but the recordings didn't go as expected. I'll ask Damizean to see if he can record a video, as the preject evolves. ...also, I would like to change the topic's title... have no idea how though...
  6. "Sonic Attitude is NOT dead" Update Thread!!! Warning! Not 56k friendly!! 720p screenshots!! Greetings, everyone It's been a while since I last posted progress over this project. I would like to announce that the project is NOT dead, and progress has been made. One thing that I would like to note is that I redefined the engine for the PC version. The PC version will now feature a brand new engine entirely customized by me myself. I like to call it, "Attitude Engine". It's an entire SDK for developing Sonic games for PC. In fact, you can you it to develop other types games but Sonic games, but the main sources included are for Sonic in general. The main features in the engine I belive is SSAO and almost-with-no-pre-calculations-at-all Global Illumination <3 Demo will be playable at SAGE2k9. So... Let's wait until then! P.S.: Now with 100% more parallax mapping! Yay!
  7. Oh, what a shame... now this was an unfortunate suprise... D:
  8. LOL, Sorry, but I couldn't help but laugh when I watched this movie! XDlike everyone said, my advice for you is to make something easier than a 3D game... start with something more basic, and try to build up your skills in game development, because that movie surely show that you're not ready for such a mind-blowing project as a 3D game...
  9. P.S.: I'm making lots of peoples sad! XD
  10. Oh, it is... developing for PSP... Since I'm coding the game mainly in C and C++, it would be a "BLINK-OF-EYE" to put it on the PSP... *ahem*
  11. I, for one, love water-levels... but to avoid people cursing me for the entire of my days with life in this earth, I choose to swap the stages... the demo was supposed to be like this: BEACH-LEVEL -> KNUCKLES -> EASY WATER-LEVEL -> TAILS -> MEDIUM SPACE-LEVEL -> SONIC -> HARD Now, I just changed everything... and swapped the water-level to a snow-level... also, now you can play with whatever character you want in the stage you want and in the difficult-level you choose... the only level that will remain the same is the prologue... but I'm not spoiling the surprises XD
  12. Okay, okay people, it's been a loooooooooooooong time... SAGE sure got us all busy! I, for one, have been all busy trying to put a new demo of Sonic Attitude altogether for SAGE. But now SAGE is over. That means I don't have anymore deadlines... (and seriously, I hate deadlines... X_X) I have corrected some bugs in the engine... some bugs that make the characters walk everywhere... I've created a completly brand new level for the supposed SAGE DEMO (a full, complete level, I mean...) ...but thanks to Slinger's advice: "<Slingerland> If you release a full game with a water level in it, people might even be forgiving on you... but releasing a demo with a water level... it's suicide!" So, thanks to these wise words, I took away my dear water-level, and started modeling a brand new one, one that shows the capabilities and integration of both sceens of the DS, and the seamless transitions between 2D gameplay and 3D. What I'm trying to say is, I didn't release the SAGE DEMO because I thought better to replace that level with something better that people might enjoy more... like snowboards... ... The level I'm currently modeling is a snow-level... kinda an ICECAP-like level (couldn't take the water off... but I put it in a lower height, so people don't need to go in the underwater paths if they don't want...) The level is a little far from completness, but it will before you know it Also, regarding exclusively to the DS version, now I'm using both the ARM7 and ARM9 processors in conjuction, so the game's capabilities had increased drastically! yay! I'm also re-writting the DS API... so better graphics, less memory consuption and less z-buffer errors. Also, the 3D moviment is completly implemented, and the use of the "stylus" to move the character in the touch screen is more accurate than ever! Also implemented 3D Special Stages. Regarding to the iPhone version, I could check it, and it is running flawless! Also, for MacOsx users, you will only need the iPhone version, since it works on both PC and iPhone (that little add wasn't my fault, it happenned ocasionally!). iPhone resolution is higher, and widescreen (480,320?... almost the standard widescreen ratio 1:6) For iTouch users, couldn't check it yet... maybe someone can? 8D And, regarding to Windows users... since I don't have anymore deadlines... following Mark_Echidna's suggestion, I'm fully re-creating the engine for the Windows version, that means it will have better 3D models, sounds and music! yay! I'm even thinking of coding it in shader-level... So, for the win ver, it will be at least in a higher resolution... (notice that I said "at least") Well, that's all I have to say for now. Be tunned, I might release the actual DEMO in a week or two... I only have to give for a few people to test before I release it here. (just need to finish modeling the SNOW-LEVEL, and we are off to go!) And don't forget kids... STREAK IS SOOOOOOOOO CASUAL!!!!!! XD
  13. Thanks, ClassicSonicRules! Actually, I'm rewritting the engine, because it's been hard to readapt the engine from DS... This demo uses the old test engine... Thank you very much, BlazeHedgehog! IIRC, when I was into rom-hacking, I saw about it. These are the "collision tiles", wich are stored in a collision array. In SonED2 you can edit them and enable the collisions layer, so you can actually "see" the collision boundary. The main issue here is that we are trying to figure out how the original classic Sonic engine keeps the characters placed on the ground at high velocities, even when the path happens to have slopes... In currently too busy to figure it out. So I'll try the rendering tweening technic suggested by Damizean, if I don't come with another method first
  14. Thanks, Jsonic! Every help is welcome! I've add you to my MSN account. I hope you don't mind Oh! Great! a C++ engine! Also, you're using mapping for the angles, huh? Pretty interesting... I was doing something similar, but it was for a rom hack... Yes, yes. Add me on your MSN, so we could chat better. Oh! Legal! I could almost tell by your profile: "Brazilians can't speak english properly!" LoL That was funny! Any brazilian help is welcome! (as the rest of the world, too )
  15. Now, with all this info, I'm quite ready to release the next demo... I hope I can finish this demo before the demo I'm setting up for SAGE, with the pathfind implemented and with the Special Stages (ops, spoilers!)
  16. There's also http://www.freeplaymusic.com/ It has a good variety of musics, they are all for free, they have no vocals, and are available for download in .mp3 and .aac formats. The metal/hard rock sections are pretty huge. You might find good sounding musics there. Hope I helped
  17. Well, I'm trying to figure out a good way for doing it, in a 3D environment... Currently, the engine is pretty smooth... but only at medium to high speeds...
  18. Most likely. Maybe even Taxman of RetroSonic (I bloody love that game...)... I think it used similar concepts to the originals... Yeah. He might know something. But I'm really curious to know the method Damizean uses in his engines Also, I posted the logo for Sonic Attitude
  19. Perhaps saxman with his ProSonic project would know something?
  20. That's what I've been using in my engine. Move the character downwards in the direction of it's vectors normals, using the character's speed as reference. If his speed = 5 then move downward in his normal vector 5 units. But it sometimes gave that instantly "snap" effect, so I changed it for something like this: move downward (speed*0.5) units. So it happenned to be: If his speed = 5 then move downward in his normal vector 2.5 units, to reduce the "instant snap". But it also reduces the speed threshold... But I found the tweening control a really good idea! Is this the method you use in your engines? Also, do you know the method used in Sonic's original engine? And, Damizean, tell me more about your collisions problems. I know that UpdateWorld don't get along very well with RenderWorld. Also, I have reports of FastImage lib and decls changing the behavior of some collisions elements... I don't know what FastImage have to do with collisions, and I don't know why it has issues with UpdateWorld either... so, most the time, avoiding using it solved most of my collision problems. If you use it I'd recommend you to make tests without it. Thanks, Blue Frenzy! I love your level design skills! It would be a great help! EDIT: Also, how many people noticed the twisted platform from Sonic 2 ?
  21. Since the engine is mainly programmed for DS using C++, I'm adapting the source-code for use with other languages, as basic for Blitz3D. I'm using the sphere-to-polygons collision method. I'm trying to picture off your problem, but I quite didn't get it at all. But, most the time, all collisions issues is due to UpdateWorld. So, in my engine, I generally put the moviment section before UpdateWorld, them I put some checks after UpdateWorld but before RenderWorld, so, if it behave correctly, I've just to render everything, else, the routine corrects the collision before rendering. So basicly, avoid using UpdateWorld just before calling RenderWorld, or using more than one UpdateWorld. Also, I have a question. In most of your 2D engines you use trigonometry. Them, uppon collison, it checks the angle and move the characters along the adjacent and opposite of the triangle in accord to the hypotenuse. But, how do you make the character walk in the wall if he is too fast? As you can see in this example, the character (blue ball) is in an 45 degree slope (an smooth slope). The slope is really curvy. The character is going in a constant speed of 5 units. But, as seem in the image, he is too fast, and his last position after the moviment is going to be out of the collision range. In other words, he will be in the "air". But in your engines I see the characters running in a pretty high speed, but yet they keep running from the floor to a downward wall smoothly and without setting off the ground. How do you accomplish that?
  22. Thanks everyone! I've submitted the project to SAGE already! Just waiting for approval now... Oh look! Lots of questions! Actually, it was a mistake commited by a friend of mine: So, basicly, he confused everything and started spreading humors... and it spread quite quickly throughout the internet... Damizean, actually I'm using pathfinding. I just forgot to set the waypoints in this Tech Demo... The game will play like the Advance/Rush series. Since the gameplay gonna be like the 2D Sonic games, there will be layer transitions (from the back layer to the front layer, also, as you can see, the upper path you noticed is in the back layer... if the player misses that path the player will end up in the next front layer and so on). The transitions from layer to layer will be so seamless that it will look like the game is completly 2D Que bom! Um brasileiro! Nossa! Mark the Echidna, eu não sabia que você é brasileiro! Assim podemos conversar melhor! I'm working on it right now. I'm setting up the textures and animations for Sonic's 3D model. Also, I'm updating the engine a little and trying to adapt it to fit the Windows environment... Hey, The ParadoxX, could you give me more details so I can help you, like, wich OS you're currently using, or, the machine specs, or any other useful information? Both I-Phone and I-Pod Touch will be held horizontaly. The game will play like the DS/PC version, the main diference is that the interactive parts will be played in the same screen (in other words, the game will change from 2D to 3D and you will be able to "touch" the screen to move from left to right, and quickly touch the screen to jump)! Pretty cool!
  23. Thanks for the hint! I'll give it a try! Exactly! There will be three versions actually. The main version is for DS, but I'm adapting it for both Windows and celphones. I'm using C++ and the homebrew kit for developing the DS version. Them, in adapting the source-code for LUA to develop the PC version, since I want it to run not only in the Windows, but in the Linux and Mac as well. But for now I'll be using Blitz3D for the Windows version. And for the Mobile version I'm adapting the code for use withing Java3D, but currently the only mobiles platforms that run it is the I-Phone and I-Pod Touch...
  24. Well, about the bottom screen, it's something I put in order to hold place until I implement the complete engine. The bottom screen will be used to play the tridimensional parts of the game, using the stylus. The camera will change to the backs of Sonic, and as soon as the 3D part ends, it will go back to that panoramic view! I'm glad you liked it! YEEEEEESSS. Also, thanks. Since we are into it... could you tell me how do I submit the game to SAGE?
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