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Biggerboot

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Everything posted by Biggerboot

  1. I got the infamous "this application won't work with this version of OS X" error. I'm on OSX 10.4 (Tiger) which is pretty old. I probably need 10.6 (Snow Leopard) or later because that's the oldest version that works with the Mac Store, where I could update to 10.9 (Mavericks) for free. Buying the OS itself would cost me money I think. It probably works with Mavericks but I'm in no position to test it right now, sorry.
  2. My Mac only has a core 2 duo and on chip graphics but I could try to see if it will run. Also, should this be good on post July '13 UDK?
  3. Must get back to work on game. @_@

  4. MMF2 was the first game making program I used (I had it as The Games Factory 2), but I'd only go back to it if I was going to use Sonic Worlds. I think I looked at GM a long time ago and never really got it down. And this is the first time I'm hearing about Construct.
  5. Thank you thank you thank you thank you. I'm gonna update my game like the wind before Sunday comes. XD
  6. Thanks and yes I am going to add the lanterns and make those one of my light sources (I've been looking at rl mine references for ideas). I'm also going to add other little details like a mine rail that progresses through the level... you'll see when I post a video.
  7. I have a suggestion too, in the 2D section especially, I think if you use physics volumes on the platforms you'll avoid that issue where sometimes Sonic doesn't stick to the platform when he should.
  8. Endless Mine- ish looking level, but I'm not sure on the wall material I'm using (I want to fix the lighting first before I toy around with that).
  9. You may already know to do this, but increase your top speed a little... Looks good otherwise.
  10. Here's a link I found for it: http://www.mediafire.com/download/psmit5oayoc8bcb/SonicColorsGDKPackage.upk You would import the package and reference all the animation sets in the Sonic Pawn actor. I'd eventually like to figure out how to make my own animation sets as well. Get Knuckles up in this thing.
  11. Hello again SFGHQ! I just released the first demo if you want to check it out. http://www.fileswap.com/dl/XZ0WI25xxd/
  12. Edit: NVM, I found out I was suppose to install a scaleform plugin for flash. This video helped me, incase anyone is trying to figure out how to edit the flash menus for SGDK: http://youtu.be/MvjfTBJ96z4
  13. Chaos Mural in Shadermap pro. Not exactly sure where I'm going to use this in my game yet (a Hidden Palace-ish segment?), but I'm having fun with it. Sonic Adventure textures are sweet.
  14. Hello again. This project is still going. Lost Lake has gone through some changes - new materials, higher and steeper slopes, tweaked physics, and just more fun to play in general. Screenshots: http://projectendless.tumblr.com/post/63790158181/screenshots-taken-10-11-13-project-endless-is Trailer coming soon, demo will be out in the winter (as I previously stated, there will be multiple demos; I'll release the stages as I go).
  15. Ahh, sorry about that. I wasn't sure if it belonged here or not because it's not really my game or about the development of it, but whatever.
  16. Since the SAGE2012 page is down and the rapidshare link doesn't work anymore, I'd figure I'd keep it alive because it deserves a place in the internets. (I'll also see about promoting it on youtube later or getting SuperSonic68 to add this link to the release trailer, if he still exists) http://www.fileswap.com/dl/WQpOB91F9H/Sonic_GDK_Green_Paradise_BETA.zip.html If you haven't seen it yet - it's a fan game based off the SonicGDK framework: http://www.youtube.com/watch?v=yHMaHN0DiYQ
  17. A few things to try: Update Drivers: make sure you have latest graphics drivers and Windows SP3. Reinstall UDK, test UDK alone, then install SonicGDK. If you still have the error, screencap your error msg. I also think your graphics card is going to be a little slow, but try it anyway.
  18. Thanks P3DRO. I was going to address the UDK default assets at some point when I start a devlog. Some textures are definitely going to be either modified or replaced, and the tree models might be placeholders if I can find good modelers. Right now I'm not too concerned with that, first I'm focusing on the levels. But the other thing you mentioned, the Terrain tool. I am going to look into alternatives to the terrain tool, because I did find out recently (a week ago maybe?) that it's a bit dated, but right now it's all I really know. I think for this first level I'm going to let it be and possibly increase the tessellation for more smoothness, but I'm also aware that drains performance. I don't think the slight bumpiness kills this level, but might be an issue in later levels. I think what's going to set this apart from other SonicGDK projects (no offense to those, they all inspire me in some way) is that... well I don't wanna spoil too much yet, but I want to actually get this game out into the player's hands before they do. There will be things that I'm going to put in that will set it apart.
  19. I'm undecided on some of these, but there will definitely not be multiplayer or fan characters. Whether or not there is a story or other characters depends on how smoothly development goes. It would probably mean getting more people on the project. Sonic will function a lot like he does in the classics, but in 3D. There currently is a boost but I may either remove it or nerf it significantly. There are elemental shields in the game right now. I'm definitely staying away from gimmicks. I'm going to try avoiding automation too. Bosses are currently not planned, but I may want to put them in later. I'm more concerned with finishing the levels themselves first, then implementing the level transitions, which is where the bosses may come in. I don't think there will be voice acting. There will be text hints (like a tutorial).
  20. Xaklse, if someone were to add additional features to the GDK would you consider putting it in an official release?
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