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Xaklse

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Everything posted by Xaklse

  1. SOURCE CODE -- 1.20.109 -- 09/Nov/2014 -- (requires UDK July 2013) Sponsored by Andrew75 from Project AXSX Improves stuff for Sonic Incursion and Sonic Souls This release has better AI and shooting options for enemies, more configurable properties for GenericProjectile, new Kismet nodes, dummy classes for characters, unlockable levels and other fixes/improvements; check the readme file for more technical details.
  2. Aha, I also think the level is pretty dark. I noticed you don't have red rings properly configured in all levels; "Hud Order Index" is the property (select object > F4 key) you have to change, the first one should have 0, second one 1, third one 2...
  3. That's the default camera, it's up to game makers to spend time adjusting the camera per zone. That Doesn't Even Help, Make Sure You Meet The System Requirements
  4. I can't add characters and enemies if I don't have models and their related resources, and I try to not use ripped assets. That doesn't mean that you can't create new enemy behaviours with Kismet and add your models; I can't do everything for you people. Only time will tell... I think that using a professional game engine is tough for most people, it takes a lot of time to create something decent, so people needs to get used to the tools first and make levels... that you can find in my SAGE booth.
  5. Pretty good, what can I say? I can't be objective about it though. I found a little glitch, check your PMs.
  6. I finally decided to create a site for people to keep track for updates, and I hope it becomes a hub to gather news and information. I chose IndieDB because it's a great place for all the features it offers and the community. If SonicGDK catched your interest, drop by and say hi in the new forums, or visit the page dedicated to fangames. SAGE 2014 Act 2 is almost upon us, so new playable versions will be available to download.
  7. At least try to see if the game boots. SonicGDK should be compatible with any post July '13 UDK version; keep in mind that once you upgrade, your packages won't be opened by older UDKs. Also, the newer UDKs only have mobile improvements.
  8. New SonicGDK version is up, it only includes bug fixes due to SAGE (fixes for special stage, save slot #3, and BumperActor), thanks for reporting them. Source Code Patch (1.20.066 to 1.20.072): LINK Source Code Full (requires UDK July 2013): LINK Anybody here has a Mac? Could you please test THIS?
  9. I'll probably do something related to character movement for UE4, but I may not share the code. And no, no public projects/engines are planned.
  10. I'll keep improving the documentation of the wiki, and updating the first post with playable levels. I'm moving to Unreal Engine 4; what will I do with it? I don't know yet. Oh, and check my new game, hope you try it if you can. .
  11. New 1.20.066 version is up! Source Code (requires UDK July 2013): LINK What's new? In short: Added configurable footsteps and other sounds of the character. Finished stats screen with optional ranks. Improved interaction with various objects for low framerates. Added configurable invulnerable parts and weak points to enemies. New Kismet nodes: OpenNextMap, QuitToMainMenu and ToggleEnemyData. Created the HomingTargetActor and HomingTargetActor_Movable objects. Improved sounds played for rings drop, rings pickup and classic jump. Added lock-on sound for homing attack. Restored warning graphics for having no rings. Better code for the music played by extra-life monitors. Modified invulnerability monitor so that it displays an icon on the HUD. Added MaxEmeralds configurable field to ChaosEmeraldActor. Now cheats are disabled by default. Don't expect any more code updates guys, I consider SonicGDK finished!!!
  12. http://www.youtube.com/watch?v=gMuqt6civvs It's a shame he used that level, bottomless pits which need precise jumps are evil. An unrelated note for other people developing with SonicGDK, be sure to check the last 2 questions/answers of this FAQ.
  13. No, SonicGDK would need to be rewritten, and there is the fact that very few people are using my framework.
  14. Highwire, you have your PM inbox full! (I also did)
  15. Try to experiment with "Camera Offset Vector", which may change camera facing and zoom; also, select the CameraInfo, copy it and paste to Notepad and here to check which values you're using. Camera system has so many configurable values... I understand that you get lost.
  16. Very very good level, it was fun to play. I used some debug commands and noticed why are you having so many troubles with the 2D splines, you would be surprised if I tell you that you need to use very few of them. The free-roaming sections are screaming for the existing custom cameras, and the boost sections need 3D splines with rails enabled. I'd like to lend you a hand, if you let me we can collaborate.
  17. No, there is no cheat command to give an amount of rings to the player, you'll have to rely on Kismet; let me know if you need help, it's easy.
  18. You're welcome guys; btw, I'll link to your booths from mine once I figure out the web addresses. Hmm? Do you want to add ring items to a level via a command? Or grant an amount of rings to the player via a command? There is a new "Give Rings" Kismet node now.
  19. New 1.20.036 & Packaged Release 8 versions are up for SAGE! Source Code (requires UDK July 2013): LINK Windows standalone .exe (requires nothing): LINK What's new? In short: Lots of new Kismet nodes: AddScore, GiveShield, HasRings, ReverseGravity, ToggleAntiGrav, ToggleMiniSize... ForceVolumes can push along splines. MonitorActors can drop. New PlatformActor with many options. Redone the title card. Better end of level screen with bonuses.
  20. Play a tech demo of the most complete and flexible game engine for 3D Sonic games! Give it a try, you can lower the graphics quality this time. Uploaded a standalone .exe for Windows (Packaged Release 7; requires nothing to work): 1F / BU / Cr / GF / UB New since Packaged Release 6: 3D runways with QuickStep. Improved Sonic Physics. Graphics quality presets. Red star rings. Saving/loading system. Opening cinematic. Main menu & pause menu. Loading movies. Hyper Sonic. 14 special stages. Orbinaut badnik. Spiked ball obstacle. Underwater sound mode. Better visual effects.
  21. New 1.20.000 version is up! Source Code (requires UDK July 2013): 1F / BS / BU / Cr / FS / GF / UB / UI / ZS This is a major revision! What's new? In short: Split SonicGDKPackage.upk file into several files for easier modification and distribution. Fixed problems related to the generation of installer files to distribute fangames. Created a new badnik: Orbinaut. Added a new obstacle: giant spiked balls. Completed Hyper Sonic with the addition of the hyper flash. Added underwater sound mode, with muffled sounds, ala Generations. Created optimal movable variants of bumpers, dash rings and speed boosters. Removed all DecalComponents; if you're using a pawn template for Sonic in your map, delete it and re-add it. Added more configurable options to simple destroyables. Added the possibility of using custom loading movies per map. Created the "Extreme" graphics quality setting. Fixed pain causing water volumes. Added collision options to cameras. Fixed the GenericProjectile, it lagged the game when exploding. Added optional flash of lights to rings, used when picked up. Redone some visual particle effects for Sonic's special moves. Added lights to flame shield, magnetic shield and invincibility powerup. More bug fixes. Special thanks go to Andrew75 for his Orbinaut and spiked ball models, and Tee Lopes for the background music for menus.
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