Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Xaklse

Members
  • Posts

    162
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Xaklse

  1. The last standalone demo was released for SAGE 2012. Is there any info about SAGE 2013? You could tell us the error message... and the OS you have... and the hardware you have... or you could ask at the UDK forums... be more proactive than complaining this way.
  2. Sure, why not, I could even improve them.(I no longer receive notifications when someone replies?!)
  3. New 1.10.222 version is up! Source Code (requires UDK February 2013): Cr / PL / TB / UB / ZS What's new? In short: Flash-based Main Menu and Pause Menu (located in ...\UDKGame\Flash\SonicGDKPackage\UI ) Configurable HUD and Pause Menu through new HudInfo object. More Kismet nodes. Loading movies (located in ...\UDKGame\Movies ) 14 special stages. More bug fixes. Special thanks go to P3DR0 for the initial design of the Flash menus, and Andrew75 for additional help. Now you can easily change the video settings, allowing low-end PCs to run this game with higher framerates. __________________________________________________ Updated the wiki with more links and documentation; wikified Andrew's guide. .
  4. Any suggestion of what to use as background music? [video removed]
  5. Menus are DONE, coming soon... And guess what? All these maps are selectable now:
  6. Work in progress, I'm almost done with the main menu. I need a little help though: three 30x30px vectorial icons for the Data Select screen; red is "beaten levels", green is "lives" and blue is "Chaos Emeralds". And if you can't contribute, what would you show as a "beaten levels" icon?
  7. WIP, and yes, it already works... Design by P3DR0. __________________________________________________ Level by Ell678 (WIP): He deserves feedback, be nice and please him. .
  8. New 1.10.186 version is up! Source Code (requires UDK February 2013): BF / PL / TB / ZS What's new? In short: Revamped the camera system which lets mappers change many more params and switch controls types. Added better support for opening cinematics. New Kismet node that controls title cards. Enemies grant energy when destroyed. Hyper Sonic. Exposed many configurable particles to mappers. ExtraLifeTrack, InvincibleTrack and SpeedBootsTrack are now configurable through MusicInfo. Fixed a crashing bug related to chasing AIs. Fixed a problem with gamepads in PlayInEditor (PIE) mode. Many more fixes and minor improvements.
  9. New 1.10.118 version is up! Source Code (requires UDK November 2012): MC / NL / TB / Up / Zi / ZS What's new? In short: Added Flash-based pause menu by Handepsilon. Support for pausing only the visuals of the game for a while; destroyables can do this for heavy hits. Speed boosters on walls/ceilings can apply an impulse to falling pawns. Rings give energy to all types of player pawns. Red star rings; any number of them can be used in a map. Implemented save slots; they work and store lives/emeralds/red rings and best score/time.
  10. New 1.10.087 version is up! Source Code (requires UDK November 2012): DF / PL / TB / ZS What's new? Changeable level of graphical quality through launcher, commandline or console command. Improved Sonic Physics mode again. Added path and extension to save files and enabled encryption. Title cards with true level names with the help of a font. Disabled first title card if playing in editor mode. Fixed buggy skidding sound. Improved underwater wavy distortion in editor mode. Added MeshAlignToGravity and WaterRunDecelPct as configurable pawn values. _________________________ I'm looking for people who would want to help with Flash menus; Flash gurus with ActionScript3 knowledge and/or 2D graphics designers are welcome. The intention is to create a main menu and a pause menu for SonicGDK to let the player change the system settings and load any of the available levels. If I count bold sections, that makes 4 "pages".About rasterized graphics vs vector graphics, Epic Games uses rasterized ones, there must be a reason; performance probably, although I wouldn't mind about that in main menus. Technical requirements: scripts written in ActionScript3, usage of CLIK elements (from Scaleform library). Best Practices of Scaleform Content // Best Practices of Scaleform ActionScript Develop for Scaleform without Adobe Flash (Vectorian Giotto and FlashDevelop) Scaleform MainMenu Tutorials: // Mavrik'sI would be in charge of the UnrealScript part of the menus, so you wouldn't have to worry about it. I don't strictly have a design in mind, but an updated classic-like interface would be cool. I found this design and fell in love with it (blazefirelp sig): .
  11. From a GFxMoviePlayer (Scaleform HUD) you can access the data of SGDKPlayerPawn this way: SGDKPlayerPawn(GetPC().Pawn).XXXXX And examples that you could need: GetPC().Pawn.Health - 1 SGDKPlayerController(GetPC()).Lives SGDKPlayerController(GetPC()).Score
  12. New tutorial, questions/suggestions about the "editor layout" section are appreciated. [edit:] New 1.10.070 version is up! Source Code (requires UDK July 2012): Cr / FS / PL / RG / RS / TB / Up / ZS What's new? Created the "Start Music Track" Kismet node. Shield materials and moves are configurable through the editor. Added classic sounds for Classic Sonic. SonicPhysicsVolumes can be applied to certain actors only. Revamped the included code of SGDKHudGFxMovie (Flash HUD). Pickups' messages can be disabled easily through code. ----- ----- ----- ----- ----- Created a type of ForceVolume which can be moved ingame. Added configurable MaxJumpImpulseTime field to playable pawn. Created the "Start Animation", "Destroyable Event", "Enemy See Player" and "Reached Patrol Point" Kismet nodes; enemies can be done with Kismet and Matinee alone. Enemy templates can configure HearingThreshold, PeripheralVision, SightRadius, Hits, MovementSpeed and TurningSpeed. Created the "Touch Accepted" Kismet node; every interactive object throw this event now. Better handling of "Set Material" Kismet node for pawns. ----- ----- ----- ----- ----- Improved Sonic Physics mode. Save/load data to/from any file. Created the SGDKAnimNodeSequence animation node (animations can be rewinded, chained list of animations). Many minor fixes and improvements.
  13. Yeah, you can have your own settings; duplicate the .bat file and edit it with Notepad. No, I won't write a tutorial about .bat files.
  14. New 1.10.000 version is up! Source Code (requires UDK January 2012): 2S / Cr / FF / FS / Or / PL / RS / Sh / Up What's new? In short: Better code for movement constrained to splines. SpinDash particles. Bug fixes and misc improvements. __________________________________________________ With this crucial release, and after two and a half years of development, UDK plus SonicGDK stands as the most complete and flexible game engine for 3D Sonic games. I'll write some tutorials to prove this statement. SonicGDK now enters the "maintenance phase"; only bug fixes and minor improvements will be included in future releases, if there are any. One exception though: Andrew75 will try to improve the materials used in the Special Stage. What tutorials would you like to see about using SonicGDK? This is what I'm planning to write about for now: Create a map file. Place a Sonic type. Configure Sonic params. Change camera type. Place star posts and goal ring. Place enemies. Create 2.5D/3D paths. Place environment meshes.
  15. The single big ring next to the big group of monitors; looks like you don't have the last version.
  16. Sorry, I don't take requests even if they are easy, not interested. Your idea doesn't sound bad to me though. I suggest you use .FBX; and the needed animations are contained in the SonicAnimSet which you can open in the Content Browser of the UDK.
  17. You access the Special Stage when touching the big ring that you see right after you start playing. __________________________________________________ New 1.00.330 version is up! Source Code (requires UDK January 2012): 2S / Cr / DF / FS / Or / PL / Sh / RS / Up What's new? In short: 3D runways (defined by a spline) with QuickStep support. Bug fixes. __________________________________________________ I want to discuss something with you all since I'm pretty much done with "Modern" gameplay; it's the typical problem of "Classic" gameplay in a 3D environment with targets like enemies, monitors, springs... Classic Sonic doesn't have an aerial special move like Insta-Shield or Homing Attack (aside from shield moves), if you press jump or crouch when jumping/falling nothing occurs. I'm thinking on adding a special function that slightly moves Sonic towards a nearby target in midair without any sudden acceleration. Would you like it? And how would you activate it? While holding Jump (the first or the second time) or holding Crouch? Any other idea?
  18. Uploaded a standalone .exe for Windows (Packaged Release 6; requires nothing to work): 2S / FF / FS / Or / PL / RS / Up Uploaded a standalone .dmg for Mac OS X (Packaged Release 6; requires nothing to work): 2S / FF / Or / PL / RS / Up New since Preview Release 5: Orbs aka wisp powers Complete HUD with lives and score Sonic3's Special Stage Mini-Sonic and other monitors Classic/Modern Sonics Giant and dash rings
  19. New 1.00.313 version is up! Source Code (requires UDK January 2012): 2shared / DepositFiles / FreakShare / Oron / PutLocker / RapidShare / Uptobox What's new? In short: Minor changes worth mentioning here:
  20. Check the SGDKTestMap and imitate what you see there; a SGDKWaterVolume with a WaterRunVolume above it. The FluidSurface doesn't do anything to water running.
  21. Take a screenshot of the volume in the editor, this way I'll see what you're doing. Also, make sure that the ramp that goes into the water is nearly flat.
×
×
  • Create New...