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BeNeVoLeNcE

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    Sonic EP

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  1. Alright, thanks, man. Seeing that I don't have any "official" gaming technical experience, it makes it easier for me to just modify or work with duplicates. It's funny because code doesn't really intimidate me, it just confuses me until I know what each line does--then, it isn't much of a problem. But, I'll probably seek some coding help, though--that way, I can get this project moving along a bit more smoothly. Thanks, again, man. BeNeVoLeNcE
  2. Alright, cool. But, is it possible to just make duplicates of the Sonic GDK badnik class, and modify them from there? I'm thinking to change the skeletal meshes, their behaviors, lifespans, speeds, and stuff. Even if I could just use the code for the badnik class as a base for new classes and tweak them a bit here and there to make my own. That would really help. I think I'm going to mod the UDK bot so that I can fight it with Sonic. Yeah, that sounds nice... Lol BeNeVoLeNcE
  3. @Xalse Ah, lol--sorry about that. In my first question, I was meaning to ask about the method of changing the enemy "bots" (or whatever they're called) to enemies that are Sonic GDK compatible. Or in other words, turning them into badniks, but with the same behaviors (attacking, movement, etc.) that they use in the default UDK engine. Or in other words--I want them to shoot Sonic and blow up when attacked. I tested out if one would attack me by placing it in a stage--but he acted like Sonic was a ghost and he wouldn't respond to any physical contact, lol. Ah, and something just came to mind--I'm thinking about doing a score system--and/or hit counter (for kicks)--I want to have Sonic brag once he gets a certain amount of chained hits or gets a certain amount of points (maybe even rings and mach energy). Thanks a bunch for answering my questions. I think I have what I need to get this game moving forward. I may go into the forum to look for some voice actresses (for Sally, Amy, Bunny, Julie-Su?) if I don't get anyone that I know that would be willing to help. As for the rest of the voices, I have some friends that'll be willing to help (but who knows? I may need more--especially for the classic Dr. Robotnik and Antoine, lol). BeNeVoLeNcE
  4. @Xalse Either way's fine with me, man. I figured it would better to send messages privately so that I wouldn't give any "hinted spoilers" or anything like that. Lol Anyway, first thing's first: How can I rig the skeletal meshes and animations that already on UDK to be badniks? How do I use custom skeletal meshes and animations to replace the default badniks? (I saw you give a reply to a guy who had the same question, but I think I'll need more direction in that area, lol.) How can I add projectiles to the badniks? How can I add to the endurance of a badnik to create possible boss enemies? Is it possible for me to add the badnik meshes and animations from Ashura's Reign to SGDK? If so, how can I gain access to them? (As of now, I'm at this point where I'll do almost anything to replace those "lego-like" default badniks, lol). How can I add support for multiple characters and game types (if possible)?--I figure that the file(s) used for the enabling of the Sonic GDK game style is what I'll need to be looking at for this. I want to try adding a playable Knuckles, Tails, Sally, Amy, and Bunnie Rabbot. I also want to add a mini-game where the player has the privilege of shooting down flying Swatbot ships with a large cannon that Tails and Rotor built. Maybe even another "Sky chase" type stage. I figured out how to tweak Sonic's speed and all of that, but I couldn't find how to change the distance of his side-step--I figure it's in the same file, but I can't find it for some strange reason--where is it? Lol Where can I find the files and programming used for the level introduction hud (or level title card-is it called?)? I want to disable it for the initial running of the game so that I can add my own title screen menu, but I want to be able to manipulate it so that I can make it show up whenever I trigger it. My game's going to have a "seamless" world with "core" levels (like Sonic Adventure's "adventure fields) that have paths connecting to action stages. But, for that, I'll need to be able to trigger the levels' title huds as I'm entering them. Also, I can't seem to figure out how to add the titles of the levels to the huds like in the example test map--what's up with that? Lol For most of this stuff, I'll probably just need to direction on what files and code I'll need to look at, what part of the code I'll need to add to or modify, and/or maybe even what sort of commands I'll need to add to the coding (if that's not too much). I think that's it, but if I have more later on, I'll let you know and if I do, they'll probably just be relating to the questions already here if I need help in one area. I'm not really trying to get any exclusive assistance or anything--I was actually planning on just putting it all together myself like "Qwerty" (or that guy who's doing the Sonic Nebulous and Sonic CB series). But, something told me that I wouldn't find these answers just by browsing some forum questions and answers, lol. Thanks, man. BeNeVoLeNcE
  5. Hey Xalse, I'm working on a bit of a "complex" Sonic game using the Sonic GDK/UDK engine, but there are a few things that I'm a little stumped on. I would've just PM'd you, but the site wouldn't allow me until I posted (I've also tried contacting you through Moddb, but it doesn't look like I can contact you directly). I have everything I need to get things working and I've already started and taught myself a handful of useful things about the engine the way it works, along with other things like "scaleform" and what-not. But, there are a few questions I have that I'm sure that only you can help me with. If you don't mind, can I email you? It's nothing too complex, so I'm sure it won't take too much of your time--and if you'd like, I can tell you all about the project--it's quite different. Here's my email address: [email protected] Thanks. BeNeVoLeNcE
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