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Ricardo Raiohardt

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Everything posted by Ricardo Raiohardt

  1. The beach level is great. Original and interesting, and while have many trees and rocks, I think they fit very well and made that cool rock structure something very interesting. Unfortunatelly SGDK isn't perfect, and the areas where you finish a ramp there are those strange physics that detracts the attention while you look that sonic is flying without gravity. The other levels look cool, even more the redish level with the blur effect. And even using udk assets and speedtree(I guess, the trees are too basic, I think) it still interesting. I really like to see this completed.
  2. We see a lot of levels made with UDK assets, but this level really looked like a true creative way to use then. Mixing the materials of beams on different objects and even on trees really was shocking cool. Besides that, the level is too dark, I suggest you use the same mindset you used on the effects for making a good light for the dark areas, or at least not let then completelly black, since is not total back because we can still see sonic and not the scenario, which is weird. What would goes next is put the enemies too.
  3. Sorry, but how water isn't blue? (Of course is transparent) I mean, by the place, light reflection and refraction, angle and etc, water looks blue or green or it can be seem that is transparent as well. But in the case of the level It can be a stylized water, or a cartoon look - even I dont agreeing sonic been cartonish but rather stylized or abstract realist. But still not disagreeing with anything you said here. on the contrary. It need more work, variation and then polish. But the scene looks and feel idea still are interesting.
  4. They been doing a sonic game with udk+sgdk for some time, 2 years, and I can say that both of their skills grew up a lot. and since they just starting, I guess we have to wait and see where they will get. But will be very high if they continue as they are. I will keep providing then help because I just want to see they get as high as they can.

  5. There are some good level design ideas going on. But what probably some people will say is that the use of too much UDK content. The water look like a shaking plastic, and seem to be scaled up a lot and got the uv messed. you could try fix in the material or using several water planes. But I really think the level have already a solid build and amazing ideas, like those flying pillars and gardens, really cool! BTW I not going to just say the same that I hear every time when someone do a sgdk level, I want to see people doing better and interesting stuff. So If you want, we can talk about it, also I have several models for games that I made myself, I can share some with you if you like, some tricks I know in softwares taht may allow you to get the results better and faster and give any help I can to make you improve you designs. Plus is great to talk to people interested in the 3d game making. PM me in any case if you wish. Keep up the good work!
  6. I always tried to simplify what music I like by a genre, but I can't, but I like a lot power metal and classical music, so is more by these: https://www.youtube.com/watch?v=WYJCI9eoJLI
  7. The skydome vibrance was one of the last things I did, it was very dark before, I was able to increse the ambient light a bit, but the skydome not, because more bright start to making hard to see the clouds and a lot of light came of it. And the fog was really low, so that is was not appearing. But it look like the walls need more color like one of the feedback I got, when I fix this, peraphs the washness will be gone completelly. Thanks.
  8. Sonic 06, really? hahaha. Why do you think that, because it looks somewhat realistic? I thought about pushing the rocks and patterns into detail while still making something abstract to real world. Actually always thought about the classic sonic games art style as realistic in an abstract way, like, for me, was definitelly not a cartoon style, nowdays is starting to getting more to this cartoon feel. Now the colors, I really never was good with it. And look that I tried many improvements after hearing feedback to make color and light better. Maybe is really a whimsy of the original as you said, still, seems that it was the result I was trying to achieve and cant be changed at this point.
  9. Sorry for the late reply, thanks for the appreciation and votes. I hope this project also helps incentive people into 3d fan gaming. Who knows?
  10. Ah, great! Anything else, you can talk to me and I'll see a way to help you. I hope to see how things go well soon.
  11. Sorry for ask, but when you was trying to import the characters into UDK, have you followed the documentation steps? Those can be found here: http://udn.epicgames.com/Three/FBXPipeline.html Since it uses FBX format, any autodesk software or other softwares with an FBX exporter updated can do the work. Now, if you suceeded to import things and had trouble inside UDK, there are some basic stuff to do to make animated objects and characters work there, and a setup for making characters. If you need any help to try again I can try to help you with it.
  12. Hey, glad to be of help! Already was worth to make the topic!! And thanks for the appreciation, I really put a lot of effort in my works - like many people do. I saw that Nemox is doing some great work in Unity, if is this the case you interested, I really incentive to try if he release it. What I want is to see many great 3d sonic games look great the same way many 2d games done by the years, completed or not. 3d may seem a bit overwhelming at first, and with UDK not helping in the beginning, people only make simple games with just terrain and stock assets, so it really require some interest and study, but sometimes even with this things done right is possible to make a decent level at least. I dont remember how unity works anymore, and I know it have the marketplace advantage, but when you get the hang of the things with UDK, I must say that most complaints about it seems unfounded. Other engines like blitz sonic and variants I think is not even convenient to compare unless the person is interested in learning computer graphics programming and shader programming, and a lot of script tweaking. If you have any more questions that I can be of assistance, just say.
  13. I kinda not work with character animation, but what I can say apply to any animation: When you plan an animation, try to outline the main elements of the animation before doing anything in the software, like,for example, if is a character moving an arm, make an study of the animation using a doll, drawing or yourself making the movement, and try to see all the movements of each part involved to outline then. This will finish with a list of more detail, that would mean a more definided animation, although there are rules for that. Also in the principles of animation, there is an interesting principle that is "Follow though and overlapping action", that means more realistic movements by giving the impression of making the character or object follow the laws of physics. I looked and there is a basic description about this in wikipedia under 12 principles of animation, but is also good to get a video tutorial of any teaching company. I have seen myself one of 3dMotive with this exact same name, and in volume one have this exact technique. That would be cool to you see. There is also some free videos in youtube on this topic. Another principle for realism is "Slow in and slow out", but the best way to get the best results is making many test studies with some of these basic principles. And hey, I noticed in your profile that your current project is a game called Sonic and Shadow, coincidentally mine too is the same name! Although I call by the codename project SSH. Can you tell me more about it? You plan to use this knowledge to this project? Anything else, you can PM me.
  14. Hey everyone. I been using forums for not so long, but since I know, there where not so many 3d fan games. For being myself making some remake levels sometimes, and a full fledged project, I was considering what I can do to help others to make more 3d games - by giving advice to the ones already working with, or give a few pointers to those who want to go through this way. I love 2d style and art a lot, and if the day had 48 hours, I would definitelly making a pre-rendered 2d game in sonic worlds. But that's for another time for now. Is not like I know a lot, but I been using UDK continuously for 2 years and a half - and I research and make tests an prototypes of ideas a lot - so at least have a consistent general grasp of udk, and I work with 3ds max professionally, so is a lot of time making normal work plus levels in 3Ds max, 'sometimes' 15 hours per day - ugh. So I want to make this post to try to help as much people that I can, that is, if there are interested people, and I know there is. So if you have any questions pertinent to modelling and udk use, just ask!
  15. That game would fit perfectly in an arcade machine in the 90'! It remembered me the shooters that I played a lot like Sonic Wings and Aleste mixed with Streets of Rage. The cool thing that I noticed is that you guys published it already completed. How long the game took to complete? What are you plans after this one - another fan game or something more serious like an indie or other? I bet anything you guys do will look cool as this one.
  16. Hey people! I just finished the version 1 of the remake of Sonic World. Here below some pics and a small video footage. After some feedback, I could track and correct some stuff needed before posting a topic. Unfortunatelly I coudn't go after all issues now. But they will be in list for version 2, with the interiors, missions and some small things that I coudnt do now, since I have some imediate work to do this month and go back to my official project, SSH, that will be footaged still this year and will be in next year Sage with some levels. Everyone can expect something big in this other project, since it is a big headache to make it! If I not go with Sonic World to this Sage, is due to some inexplicable problems to make executables in my PC, I tried everything, formatting, reinstalling UDK, several configs, I must be doing something wrong. Well, here it goes:
  17. Amazing so far! I dont use unity and already got locked in unreal for using for some years. But I would love to see a Unity Sonic Engine, so more people could start making 3d fan games. Since UDK is not so friendly sometimes, and some people really dont like or dont get accoustumed with its eccentricities. I really hope you suceed in doing it.
  18. Thank you for your feedbacks LiBi, I will keep then listed and see what I can address. The colors of the buildings were to follow the original colors, while other stuff where quite different. I just finished the montains, in place of that checkerboard, so is one less thing to the colors clash with. I been putting some desaturation on the reflections, but I'll see if I need to desaturate more things after rebuild the lighting again. The blend between grass and the grounds of the buildings originally had some grass around then,but I removed. I liked the idea of break then to blend more. I'll see if I can do it now or if it will wait to the last version. The gallery have tiles and the textures are very well blended into pieces in the edges, I will try to follow this in the others. The water I already correted a little. I knew it would have to be redone. But I was really trying to figure out what needed to change, so the things you pointed out will help a lot. thanks again!
  19. Some images of the Sonic World Remix I've been working in the last 2 months. A friend is helping with the scripts. To release this next Sage the first version without the interior galleries, flyckies and Tails. I'll be making a topic with a video when I finish here the last stuff and rebuild until next week. The montains textures and atmosphere arent complete yet.
  20. I dont remember if the information is cooherent about not need to pay every month after some time, but without support and updates. Also ue4 is still in the beggining of commercial life opened to all people, these subscriptions can change, and maybe a more UDK style licence could be released. Well, and I personally would pay for it, because is a hobby, and I get more stuff for my portfolio and training. Not to say I am plannign to use it for work too.
  21. Xalkse, just for knowing, there is any chance that your work with UE4 be another engine or at least one or two things of sgdk like the character or a generic character? I wanted to move my project to ue4 but I not having time to try to recreate at least the character from the basis of sgdk. Even been more easier now.
  22. Maybe can be possible to port parts to UE4, some main classes, like pawnsonic, the physics and some gimmicks using the Blueprint system only, thats is why I am learning it (I have programming knowledge, at least the basics), and then port things over, since the engine is much more easier to use(really), faster, reliable, and with more resources, it may be worth of the time wasted in udk problems and lack of some stuff from importing basic jpg images(waste of time converting to tga to take a lot of space and time importing) to the browser and other stuff not been that friendly, compiling times along others problems(aside that, I still like udk). At least I think is worth a shot. Unfortunatelly, people seems to not been very focused in 3d games, aside from the ones made in blitz. And most people dont have the computers powerful enough and dont want to have to learn things. I guess.
  23. Well, for example, most people will buy ready made computers, so we can say that a good graphic detail range would be suported by computers from that and on, of course some supositions are made, like, is expected the computer have at least 2gb of ram and if is a computer a little better will have at least a low end graphics card. For me I prefer to do stuff from this and onward because limitations would not be acceptable, depending on the project. Since Sonic R tracks are small, probably most will do fine.. What is bad is the comunity dont have a big number of people making 3d games, opposed to 2d. Would I like to know the reasons, maybe just a preference for the 2d really. All that feeling and interesting art... If you think in going in sgdk, you can pm me to talk, I been using it for some 2 years now, I may know one thing or other, but primary UDK, modelling, and sgdk resources. I think is possible to see stuff I posted in my posts if you want.
  24. Hey guys, I have more shots of another level and the render concept of the one I posted above(some posts before). Also, I would like to know if I can make a topic of my own game with this content. I think is better idea. The first is a render from the first level, just an idea. And the others are the draft from a cave level. http://s1155.photobucket.com/user/raionhardt/media/DeathRelicBDraft_zps5c3c9909.jpg.html?sort=3&o=20
  25. Hey, your idea is very interesting indeed. A friend of mine ripped the sonic R levels to UDK to test in sgdk for fun in HD. So I fing this idea really interesting. But why think in redoing, or make a closer one to run in slower pcs? Isnt the original good for it? Also the Psp and N64 specs and development are quite different. What is the platform range you thinking in aiming, like, a Pentium 4 generation, Dual core/Athlonx2? Is a little difficult people have pc older than these, and these would be a good spec for most (almost all) fan games. If you plan to keep going, is best to start from a already made engine than make one, than do the necessary modifications in the character controls. Unless you have a very good team of coders determined to make from scratch. Also, ther is SGDK, that is made in UDK, that have the scaleform support, using flash to make screens and Hud, like the one you did, works very well without need to code. Despite the obvious chalenges, I would like to help any project like that if proved to be able to sustain itself. But only if aim at more modern computers range, from core 2 duo to foward. Best of luck!
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