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

Sonic Adventure 3


Snooky

Recommended Posts

So this system is useful if you want to discard models with a lot of triangles (characters, objects, enemies, etc).

This is really helpful with getting rid of the enemy models but like you stated when I set it to check every 5 poly block it becomes useless. I should really just make the level out of larger models rather than single cubes :/ Then these scripts would make this run like a decent game. Rep up for this...thanks

Link to comment
Share on other sites

Here's an example on how to do frustum culling based in the planes equations all 3D engines use. The culling is done in 2D through the use of camera planes calculated off the camera's Yaw and aperture (not the best way, but it works).

Doing the tests in 2D simplifies the maths involved and requires less processing power (something needed due the terribly slow scripting engine Game Maker has) and offers flexibility enough to be able to test if either:

  • A point is in the visible frustum.
  • A rectangle is in the visible frustum.
  • A sphere is in the visible frustum.

To find out how to adapt it to your game, check out the example (both objCamera and objTest. Ignore objTimeDelta as it is used to keep movement consistency regardless the FPSs)

However, be warned. Due the amount of calculations that need to be done, the scripting engine may slow down a lot when there's a lot of objects around, so much in some occasions where the object to draw isn't that very high poly. In those occasions, it's just better to render directly, without culling testing. A good optimization would be using this in conjuntion of an instance deactivation system, though.

So this system is useful if you want to discard models with a lot of triangles (characters, objects, enemies, etc).

On a side note, this frustum culling test can also be used for 2D games where, for example, you need to check out if an enemy or a player is look at something

You lost me again, but that file is very useful. Even though there are virtually nothing but 5-poly boxes XD

@Shonumi That's an idea. Maybe the script Dami posted will come in handy when I do that :P

Link to comment
Share on other sites

Sure I see you've got springs and rings and dash pads, but those are all standard fanfare for Sonic games. I think there should be more environmental objects. Lampposts, benches, bushes, more trees, maybe a fountain, and even rocks will do the trick. I just goes further to add more depth the game. It also helps the game feel a little less like a closed box. Additionally, it should really be a simple feat to achieve, as you'll merely be adding a static object into the game.

Agreed

Somewhat large image

detaildifferences.png

What I see is on the left. What'd be nice to see sometimes would be more like what's on the right.

While the feeling of being inbetween huge buildings can be a plus, that alone would make it turn out pretty bland and cramped. Buildings can be of many different shapes and sizes ya know. What really makes a big difference are those small decorations like the ones Shonumi's described.

On the other hand similar huge buildings can still repeat, but instead the spots Sonic goes through should turn out very different, like how Unleashed's Empire City or Adventure's Speed Highway runs on/beside/and on top of the buildings while risking some deathpit that seems more intimidating than water and not just on the road inbetween.

Though this may seem like a visual thing that doesn't affect gameplay, it should be given care to somewhat extent, since the same landscape over and over makes things uninteresting and can quite easily take the fun out (Almost like a camera that makes it stupidly hard!). So at the least a few lamp posts and benches would be enough to make a difference. I probably went a bit far and made it look less like a city up there anyways.

Also there hasn't been any slopes or shuttle loops on the stages I've played.

sorry for the long post.

Link to comment
Share on other sites

  • 2 months later...

Apologies if it seems as though I have a fetish for letting my topic die and bumping it, but huge update ensuing...

I've completely revamped the engine of the game. (The physics still need some work, you can jump halfway across the level in its current state >_>)

Not only have a changed the physics quite a bit, you'll also see a huge improvement in the way of graphics (which seems to be a huge issue XP).

All this came about upon a revisiting of my game after working on a different project for about a month. I was not pleased with my work at all. It was laggy, droll, bleak and boring. I couldn't figure out what was causing the lag, so I started completely over using the engine I had made for the other project (another 3D Sonic fangame, which you might see later), and ported some of the code over. Right now I'm in the process of remaking the levels, here's some screens for you to enjoy :P

screenshot100d.png

Station Square, character's starting point

screenshot102.png

screenshot103.png

screenshot104c.png

That is the train station.

screenshot105.png

screenshot106.png

screenshot107.png

Jungle Coast so far, it's very unfinished. I just started working on this one XP

Those Heroes textures aren't gonna stay, don't worry. They're just a placeholder, they don't fit with the style of the game at all XD

screenshot109.png

Just because I think his light-speed dash looks epic :P

You'll notice the 30/30 framerate, I added some draw distance code. It's mostly unnoticeable though, which makes the game look much nicer ;P

Link to comment
Share on other sites

Yeah, I'm sure hold right to win is A LOT like Adventure, huh?

Really, his game came out. It's so bad, it's doomungus.

I don't wanna download a 225 MB game with style-mixed graphics and features that have nothing to do with the Adventure series

As for the Station Square, I think it needs people (obviously).

I wanna go in the burger shop, too.

Link to comment
Share on other sites

Yes, NPCs will be added.

And as for the burger shop, I'll see what I can do. Shouldn't be too hard :P

Edit: Made some progress on Jungle Coast, here's some screens:

http://img203.imageshack.us/img203/8393/screenshot108.png

http://img169.imageshack.us/img169/6625/screenshot110.png

http://img203.imageshack.us/img203/8232/screenshot111.png

http://img48.imageshack.us/img48/1264/screenshot112.png

http://img96.imageshack.us/img96/8849/screenshot114.png

http://img48.imageshack.us/img48/9256/screenshot116.png

http://img49.imageshack.us/img49/6216/screenshot117.png

http://img381.imageshack.us/img381/1571/screenshot118.png

Sonic doing a light-speed dash:

http://img162.imageshack.us/img162/2082/screenshot119.png

Just for kicks, Sonic falling under the stage:

http://img205.imageshack.us/img205/2498/screenshot120.png

Another small edit, as I decided to re-read the topic:

And I'm saying it's lying. I think I know the difference between 30 frames per second and 5 frames per second...
I know this is late, but for ze record, the game was running 30/30...but after replaying, I noticed it felt terribly laggy (before I restarted in a sense off the new engine). It only rendered every other frame, that was a shoddy way of speeding things up :P
Link to comment
Share on other sites

  • 2 weeks later...

I was actually blessed with a beta of this...Its really cool. There's a bit of lag in jungle coast due to the size of its alternate routes but such a simple object deactivation script or a shorter draw distance should fix it tho.

Also the camera can be positioned by mouse still, but the in-game gimmicks really help turn the camera making it unnecessary.

The adventure fields are also very well assembled and entrances to levels seem somewhat obvious.

Link to comment
Share on other sites

Link to comment
Share on other sites

the text goes past the edges of the HUD...maybe the HUD BG could fade out as it goes across the screen...I think that would be a nice touch. Other wise extending it wouldn't be a bad idea but it may get in the way of viewing area.

I'll see if I can make it fade out, but GM7 has terrible alpha support <.<'

Edit: New screen shots, Sonic fighting Eggman:

http://img264.imageshack.us/img264/3301/screenshot115.png

http://img338.imageshack.us/img338/7446/screenshot104r.png

http://img3.imageshack.us/img3/8926/screenshot109a.png

http://img21.imageshack.us/img21/1766/screenshot102h.png

Link to comment
Share on other sites

New demo.

You may need to refresh the page. Download the Angel Island demo, that's the new one.

In the demo, you'll go through Angel Island, then fight Eggman in a non-canon boss battle that will not be in the final game. However, that is how fights against Eggman/Robotnik will play.

looks interesting. I'll give it a all might go. Ill wait till I get my laptop back though.

Link to comment
Share on other sites

  • 5 weeks later...
  • 6 months later...

Looks like a mod cleaned up most of the topic. That was nice of them.

I improved the graphics quite a bit to make it seem more like a Sonic game, and programmed in a nice animation system for Sonic. You'll be able to see that in action when I release a new demo.

For now, here's some screenshots of the new results screen and ring/spring models:

Results screen

Ring models

Spring model

Springboard model

Edit: Also, I've ported the entire game to GM8, and the framerate has been greatly improved. The only drawback is now the background has some weird graphical glitches. I'll try to fix it, but it's not my top priority.

I've decided on a release date: Sonic Adventure 3 will be released (unless the core game is incomplete, which will be unlikely) on June 23, 2011 (the 20th anniversary of the Sonic franchise :D). It may lack several features, eg. the chao garden and a few other things that won't effect the main game, and if this is so, I'll release a patch once I finish them.

Another edit: I ditched .obj's as the main model format for the game and I'm now using .d3d's instead. Someone (I believe it was FGR) tipped me off that they were faster.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...