This engine just feels complete. I don't know, the gameplay is perfect and that burst thing was a great idea. You can expect me to make some stages for this engine for once. Congrats man, you just elongated the life of this community by a few years :O I can't get online multiplayer to work, but I'm sure I'm doing something wrong though. I'm immediately porting my Windy Hill stage just for this engine. Screw GDK and Generations. Masterful work. It really shows how much you've improved over the years. And considering I've been doing everything I can to make my Windy Hill stage look good, it'll look even better on this engine with shadows. Also, I'll port my Classic Sonic, Classic Tails, and Classic Knux for this engine (really convenient you had code for tails and knux). Just, amazing, you did a great job. I'll get on this stuff once I get my computer repaired.
Actually that's not an issue. Just about everyone already found out how to fix tails. Except he flies forever Just a question, do custom models appear on multiplayer or does it load the models from the game? Also, I just finished SANIC for the engine. I ported them from my SANIC TREE GAEM.
Last Edit: Aug 2, 2013 17:44:54 GMT -5 by Amnimator
I didn't want to make a thread for this yet but I have an idea for multiplayer. Someone(or some people) here with good internet can be the host(s). Then I can model some sort of "lobby" where you can go from stage to stage. Then we can make a thread where we put the Host numbers and the lobby stage and we can all join in. I can't be a host though cause my internet's kind of slow This can also work with other online Blitz Sonic engines. What do you guys think?
Last Edit: Aug 4, 2013 13:55:30 GMT -5 by Amnimator
Doesn't matter :V We can make a thread whenever someone's playing online, whether it be LS5E2, BSA, or Genisis redux (only engine that supports 4 players but kinda stale), we could put up or host IPs, what stage, and what engine, and other people could join in.
Post by Redler Red7 on Aug 6, 2013 10:00:34 GMT -5
I may just be out of practice, but Sonic's controls are too sensitive when at high speeds and too slippery when at low speeds. The Light Dash is a bit finicky when you don't press it at the right time while facing the right direction. The Dash Pad Cams don't work if you're moving the camera while you touch the dash pad. I also miss the drift but I know why that was removed. Anyway, game runs great, the visuals are pleasing (aside from green hill ocean suddenly becoming made of plastic), the sound effects are natural(for a sonic game), and the controls don't take too long to get used to
camlock Position, Rotation, Camera Radius / Type <0 and 1 are the same, they point in a specific direction, 2 makes it point at the player>
spring2 Position, Rotation
spring3 Position, Rotation
spring4 Position, Rotation
homingnode Position, Node Radius
hoop Position, Rotation
trickhoop Position, Rotation
flyenemy Position, Rotation
enemy / robot Position, Rotation
check / checkpoint Position, Rotation
dashpad Position, Rotation, power is (Default is 4.8), cam on (1, or default, enables affect camera direction)
npc Position, Rotation, npc text, object model / animated, play sound, radius amount
dashpadnew Position, Rotation, power is, cam on (1, or default, enables affect camera direction)
dashramp Position, Rotation
ambsound (ambient sounds) Position, play sound <any wav or mp3 file, such as Wind.wav> (the directory is always set to Stages\<stage>\Sounds so just put one in there and use the filename), sound volume <0-1, default 1>
pickup (unused) Position
destspring (destination spring) Position, Destination (same setup as position), Rotation, player stops <1 to stop player, 0 to let player keep speed, but can be buggy on low framerates>, spring walljumps <1 hides spring and plays a jumping sound on contact>, launch speed <0-unlimited sets flight speed>
hint Position, hint sound <any wav or mp3 file> (directory is set to Stages\<stage>\Hints so add the file to the folder and just put the filename)