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Posts posted by Xaklse
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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...
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That's the default camera, it's up to game makers to spend time adjusting the camera per zone.The only thing I dont like about the engine is the camera. It feels abit sluggish. Especially with a controller.
That Doesn't Even Help, Make Sure You Meet The System RequirementsI Installed Sonic GDK, It Worked fine In The Menu But When The Level Loaded My Game Stopped Responding
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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.Will you add additional playable characters, enemies, and whatnot to Sonic GDK?
The lack of variety is what puts me off about the engine, which is otherwise the best fan-made Sonic engine out there.
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.Really love the engine, but I feel like it has the same problem as Sonic Blitz, with 95% of the games being lifeless tech demos which will never see the light of day. I feel like people are hyped for them only because of the graphics. Only Sonic Lost Adventure and Project AXSX look kinda cool.
Sonic GDK has a lot of potential and I hope won’t share the same fate as Sonic Blitz.
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Pretty good, what can I say? I can't be objective about it though.
I found a little glitch, check your PMs.
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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. -
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.
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This may be useful for you, it is for me:I have a bit of a problem. I didn't save the description before SAGE act 1 closed, is it still available somewhere?
https://web.archive.org/web/20140228080123/http://sagexpo.org/
You can select other site snapshots, depending on date.
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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.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.
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My plans? What plans? Related to what?
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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.
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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!!!
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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.
Where can I modify the playable characters of the main menu?
Open DefaultGame.ini file of \UDKGame\Config folder and go to the bottom part.- To add a new character, clone one of the lines that start with "AvailableChars" and change the "ClassName" and "ReadableName" fields.
- To remove a certain character, put a semicolon at the beginning of the related line.
Open DefaultGame.ini file of \UDKGame\Config folder and go to the bottom part; clone one of the lines that start with ";MapsSequence", remove the semicolon and change the associated value of the field. Repeat the process for each level; the order matters.- 1
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I updated the first post:
- Download links:
MacOS standalone .dmg (Packaged Release 6; requires nothing): LINK
- Tutorials:
Download & preparation | Level creation | Advancing your level (videos, by Handepsilon)
Installation, building levels, game distribution | FAQ | Tips & tricks | Configuring modeling programs (text+images)
- Other playable games done with SonicGDK:
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No, SonicGDK would need to be rewritten, and there is the fact that very few people are using my framework.
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Highwire, you have your PM inbox full! (I also did)
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Nah I figured out kismet thanks to Handepsilon's tutorial, thanks for the offer though!
Although I could do with a bit of help setting up a 2.5D camera. I added a CameraInfo and got it working with kismet, but the camera is too far zoomed in and facing on the wrong side, anyway to fix this?
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.
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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.
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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.
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Then the "Give Rings" Kismet action node is what you need.
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You're welcome guys; btw, I'll link to your booths from mine once I figure out the web addresses.
I've started messing with this again, so I'm really happy about the update. Is there a way of adding rings via commands in gameplay?
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.
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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.
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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):
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.
- 3D runways with QuickStep.
SonicGDK 1.20.109 (along with playable levels inside)
in Game Project Showcase
Posted
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.