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Posts posted by Biggerboot
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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?
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If we registered to act 1 do we get automatic access to act 2?
If not that's fine, because I don't have that much to show yet. Just curious. -
I have released a new preview for project endless:
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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.
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Thank you thank you thank you thank you.
I'm gonna update my game like the wind before Sunday comes. XD
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Smash Bros 4 roster (notrly)
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@Biggerboot: Whoa, that looks pretty cool. You thinkin of adding in more details later on? I think the wall material you're using right now is fine, but it could do with some variation and maybe a little bit more specularity to make it look like its glimmering or damp which could add a lot of character to it. As for the lights, I dunno what you're tryin to go for in terms of mood but its looking pretty spooky to me with lighting the way it is right now, but maybe you could have lanterns hanging from the wooden beams and make those your light source? Could be pretty cool if you get a yellow/orange light and have it contrast with a bluish rock wall.
@InfinityAlex: Is that the final level design for the tutorial level or are you just testing out graphics? Cause if thats the final level design I've got words to say about it. The graphics looks sharp though, nice job on em. One thing that I think that the signs could benefit from is having the symbols on the buttons be a darker shade to really make them clear and easy to recognize since I think they're a bit soft atm.
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.
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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.
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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).
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Its something I've wanted to do since I started this but I have no clue how. You know how to do this?
EDIT: Nvm, found it and I'm tweeking it as we speek. I'm just blind ahahahaha
It's cool, I felt derpy too when I finally found out how to tweak those settings.
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You may already know to do this, but increase your top speed a little...
Looks good otherwise.
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There are tutorials for that up on Sonic Retro. Getting it to work along with animations however is an entirely different story.
I've had luck swapping the model, but had zero luck swapping animations or getting animations to work in general. Probably something I'm doing wrong.
I do recall a version of this that used the sonic colors model and animation, but any download links I can find of it are all to a mega upload mirror which doesn't exist any more so thats a bummer.
But yeah. I'm not too fond of the emotionless soulless terminator sonic any more than you are but I am happy that the engine provides a decent one.
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.
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Hello again SFGHQ! I just released the first demo if you want to check it out.
http://www.fileswap.com/dl/XZ0WI25xxd/ -
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:
Original Question:
I'm getting compiler errors in Flash CS6 when I try to edit the main menus - all the "gfx.controls.---" say they can not be loaded.
Should I be trying to edit them with CS6 (are they meant to be edited)?
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ORBINAUTS!
Thank you Xaklse.
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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).
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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.
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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:
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Point taken. I'm on Windows 7 Ultimate 32 bit, I have an AMD Athlon X2 64 (I think that'd be my processor) and an ATI Radeon X1250 graphics card. It's been a while since I tried UDK but it does say something about my computer not being 64 bit, so yeah...
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.
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Anyone in Playstation All Stars... that is all. :3
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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.
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- What abilities are Sonic going to have?
- Are there going to be other playables?
- Will there be other modes?
- What is the story behind the game?
- Will there be any fan made characters?
- Will this support online play?
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.
...and now for some suggestions...- Don't go overboard with the gimmicks (if there are any).
- The bosses should not be to hard to beat (unless your losing advances you to the next level).
- If there are voices, then hire some good voice actors.
- Grant the beginners a Tutorial.
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).
- What abilities are Sonic going to have?
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Xaklse, if someone were to add additional features to the GDK would you consider putting it in an official release?
SonicGDK 1.20.109 (along with playable levels inside)
in Game Project Showcase
Posted · Edited by Biggerboot
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.