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Xaklse

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Everything posted by Xaklse

  1. Good, you're getting used to the UDK tool.I suggest you disable/remove the 'Spring' character animation in most springs and dash rings.
  2. New 1.00.244 version is up! Source Code (requires UDK January 2012): 2shared / DepositFiles / MediaFire / RapidShare EDIT: HOTFIX (save as); it adds 8 configurable variables to PawnSonic. What's new? In short: Regarding the SGDK Test Map: Minor changes worth mentioning here: The Wiki has also been slightly updated with the new stuff.
  3. Yup, the intro of the video is too long, but anyways, it looks good, props to you for programming it from scratch. I demand THIS!
  4. It's improving in a good way, I'm glad you're persevering. Spline paths were designed to be used only for 2.5D, although you can move the camera wherever you want, the player inputs are still lateral (left-right to advance). If it would take only 2 minutes I wouldn't have mentioned that in the readme.You can switch levels easily with Kismet; just "open" a level file like I did in the test map. There are 3 giant rings in the same area that teleport you to 3 different maps that come with UDK; 2 of them are from the Unreal Tournament 3 game.
  5. http://info.sonicretro.org/Fangame_How-to:SonicGDK/Set_up_sidescroller_%282.5D%29_sections It's incomplete, but it may help you. If you need more details just ask.
  6. Of course you can, just create a badnik which extend from the SGDKEnemyPawn class or better from one of the EnemyPawnXXXX classes.
  7. SonicGDK uses modified "UDK bots", which don't have the "UT bot" logic (attacking, strafing, looking for enemies...); I guess that's why your enemies didn't detect Sonic.
  8. How can I rig the skeletal meshes and animations that already on UDK to be badniks? I don't understand this question fully. How do I use custom skeletal meshes and animations to replace the default badniks? How can I add projectiles to the badniks? You have to code a new badnik class, program a fire projectile behaviour and link there to your assets. Check in SGDKEnemyPawn class, in the defaultproperties block, the properties of the WPawnSkeletalMeshComponent object. How can I add to the endurance of a badnik to create possible boss enemies? Just change the starting Health of the badnik, set it to 8 for 8 hits. Is it possible for me to add the badnik meshes and animations from Ashura's Reign to SGDK? No, it isn't possible. How can I add support for multiple characters and game types (if possible)? When opening a map with a command, you can specify the gametype; in case you use SGDKGameInfo, you can also specify the pawn/character. Check ParsePlayerPawnClass() of SGDKGameInfo. Example: open SonicGDKTestMap?game=SonicGDK.SGDKGameInfo?pawn=Sonic[/CODE] [b][i]I figured out how to tweak Sonic's speed and all of that, but I couldn't find how to change the distance of his side-step[/i][/b] You have to re-write the Dodge() function of PawnSonic class, the distance of the quick step is determined by a timer (0.065) which value you should increase or decrease. [b][i]Where can I find the files and programming used for the level introduction hud (or level title card-is it called?)?[/i][/b] SGDKHud class, state TitleCardState. It is the default/initial state. [b][i]Also, I can't seem to figure out how to add the titles of the levels to the huds like in the example test map[/i][/b] You need to have a texture with all the titles of your levels and use it in your HUD class to display them. Regards
  9. Well, if you don't mind I would like you to ask here your questions so that everyone benefits from my answers; but if you insist in contacting me directly, I'll send you an e-mail soon.
  10. The first time that you open the test map, it will compile all the material shaders and take a really long time; the editor or game doesn't really crash, just wait patiently or leave the PC alone while processing.The PC specs you have are very short for UDK development.
  11. Which version of UDK are you using? What's your system specs? What kind of error did and do you get?
  12. Not bad, it's a good start.I guess you'll populate the introduction with more stuff, right?
  13. http://info.sonicretro.org/Fangame_How-to:SonicGDK/From_installation_to_game_deployment
  14. What's you system specs? Compilation fails? The editor works?
  15. Just re-apply SonicGDK and I think you'll be able to play the game. About Streak's Colors model I don't give support, sorry.
  16. New 1.00.109 version is up! Source Code (requires UDK June 2011): DepositFiles / HotFile / MegaUpload / UploadHere / UploadKing My to-do list is almost empty now, I'll take a long break from Sonic, so don't expect regular code updates any more. .
  17. New 1.00.079 version is up! Source Code (requires UDK June 2011): DepositFiles / HotFile / MegaUpload / UploadHere / Uploading / UploadKing
  18. You're asking everyone, right? I have no idea of that matter.
  19. 1.00.048 is up! Changelog: Moved underwater wavy distortion camera effect from SGDKHud to SGDKPlayerCamera. Added SpinDashChargeSound/SpinDashReleaseSound and their related code to SGDKPlayerPawnSoundGroup. Modified ActuallyPlayFootstepSound() and PlayLandingSound() of SGDKPlayerPawn so that landing sounds are treated as footsteps. Added splashes for running on water; changed SGDKPlayerPawn and SGDKWaterVolume for that. Removed the "UDK_SEPT_2010" macro. Removed the "Default Camera Distance" message. CalcCamera() of SGDKPlayerPawn now clamps minimum and maximum value of camera FOV. HomingDash and JumpDash now denies player input. Improved the running on water code in CheckSonicPhysics() of SGDKPlayerPawn. Fixed a bug related to speed loss when entering water (bEnteredWater of SGDKPlayerPawn). Revamped the whole SGDKHud with new graphics; it has a default title card too. Minor changes to SGDKPlayerController code. Dead SGDKPlayerPawns uses a fixed camera by default. Added bDropAllRings and its related code to SGDKPlayerPawn. Increased the collision size of RingActors. Adjusted timing of the first StartMusic() call of SGDKMusicManager. Added GetSlopeSpeedBonus() to SGDKPlayerPawn. Changed SGDKPlayerPawn so that its ragdoll doesn't auto-destroy. Changed SGDKPlayerInput so that it behaves better with paused games. Changed StartFire() of SGDKPlayerController so that it doesn't unpause the game. Added SpinDashCancel() to SGDKPlayerPawn. Added DestroyEmeralds() to PawnSonic. Improved AdjustDamage() of the state Transforming of PawnSonic. Added null visual effects to SpinDash of SGDKPlayerPawn. Added null visual effects to special moves of PawnSonic. Changed the end of game level of SGDKGameInfo. Added TurnOff() to SGDKPlayerPawn. Added GameHasEnded() to SGDKPlayerController. Created the SeqAct_EndGame Kismet node. Created the GiantRingActor class and its material. Added DropRings() to SGDKPlayerPawn. Improved explanation of PreviewMesh in EnemySpawnerInfo. Added another giant ring to the test map which ends the game level. - Download links: (requires UDK June 2011) DepositFiles / HotFile / MegaUpload / UploadHere / UploadKing - Screenshots: Special thanks go to "The Taxman", the HUD graphics are his.
  20. 1.00.016 is up! Changelog: Updated SGDKPlayerPawn again for better compatibility with AttachToActor Kismet node. Fixed a bug which locked Sonic's running animation; it constantly played the "Mach Run" animation. Fixed the speed shoes so that it works better with running on water. Added bCameraRotationOffset to CameraInfo; it improves RelativeOffset mode in CameraPointDefinition. Fixed a bug which caused slow dropped rings to stick to ceiling. Added another check in SGDKMusicManager's Tick(). Changed a 2.5D camera of the test map. Added three giant rings which teleport players to other maps. - Download links: (requires UDK June 2011): DepositFiles / FileServe / FileSonic / HotFile / MegaUpload / RapidShare / Uploading / ZShare
  21. 1.00.010 is up! Changelog: * Added entry effect slots for types of actors and their related code to SGDKWaterVolume. * Improved the code called when the pawn stops pushing and the PushableKActor starts to fall. * Improved the interaction of PushableKActors with water volumes and triggers. * Updated SGDKPlayerPawn so that it's compatible with AttachToActor Kismet node. * Added ModifyTurningAbility() function to SGDKPlayerPawn. - Download links: (requires UDK June 2011): DepositFiles / FileServe / FileSonic / HotFile / MegaUpload / RapidShare / Uploading / ZShare
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