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Post by Redler Red7 on Jun 3, 2012 20:00:59 GMT -5
Added a Speed bar like in unleashed Will it show your absolute X*Y*Z speed or just your Ground speed and Horizontal Air speed (I'm not sure if you know what I'm talking about. It's in Sonic Retro's sonic physics guide's "running" and "jumping" guides
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Post by 06hypersonic60 on Jun 4, 2012 8:11:05 GMT -5
for the moment, it's just the ground speed. but I'll try to make it count the air speed
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Post by 06hypersonic60 on Jun 5, 2012 16:09:16 GMT -5
BIG UPDATE: Added particles : invincibility / Explosion / Rain / Snow / Dust (while running and spin dashing like freerunner ) / Ring sparks... Fixed the homing attack that works better than BSU now ( still need to fix some little bugs with the enemies but it works fine ) : the player rotates to face the object ( as seen in LS5 engine 2 )
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3DSawnikku
Relic Team
Pro Coder,Rigger,Animator,GIMP-er,Etc
Posts: 647
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Post by 3DSawnikku on Jun 5, 2012 18:17:00 GMT -5
I added particle too but i need dust. when you walk or spindash.
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Post by chaosshadic456 on Jun 5, 2012 18:39:50 GMT -5
I need help adding particles please. i try to put but it's not work
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3DSawnikku
Relic Team
Pro Coder,Rigger,Animator,GIMP-er,Etc
Posts: 647
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Post by 3DSawnikku on Jun 5, 2012 20:29:15 GMT -5
I can teach you heres a tut imma put up.
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Post by chaosshadic456 on Jun 5, 2012 20:49:44 GMT -5
ok, thanks. now let's get started.
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Post by 06hypersonic60 on Jun 6, 2012 5:54:13 GMT -5
I added particle too but i need dust. when you walk or spindash. You'll find out how to do that when we start working on the new project together. ---------------------------------- Some new shit: Fixed all the problems I faced with the homing attack which now, works perfectly Organized the source code ( not that important ) Coded a little music system. Here's how it works in the stage.xml you have 2 music parts: the first for the intro song and the other for the loop. after selecting your songs, the game plays the intro song. when it's finished, it directly plays the loop song that keeps looping the whole game. I'll do something similar to add a boost music too --- When you boost underwater, you go up like in gens. Dunno if I said it or no, the water run works perfectly now. Fixed some glitches in the 2D mode ( new system ) : to turn 2D on/off you can either use invisible objects ( u can see them if u'r in the debug mode) or put the 2D part in an other mesh and add 2D="1" like you do for railes or stuff. in that way, switching modes from 2D to 3D or 3D to 2D will be easier. ------------------------------- Debug Mode now added : Shows player's X/Y/Z, and makes you able to put some objects around the stage ------------------------------- Added drowning ( with breath count sounds and bubbles ) ------------------------------- More particles added ------------------------------- Ambient sounds added ( like BGE ) ------------------------------- Fixed some known bugs for springs ( like when you homing attack on them ) ------------------------------- added a fade in effect when the game starts and when the play dies ( like in genesis redux ) ------------------------------- If you die with using a checkpoint, the timer re-sets to 0:0:0 but, If you did use it, the game save the last time you ckecked at, and re-sets the timer at it. example: If u die at 1:15:35 and u have already checked at 0;54;04 then the timer will go back to 0;54;04 which is the last check time ( just like in real sonic games except gens ) That's it for now. more updates to come ;D
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Post by Redler Red7 on Jun 6, 2012 8:23:18 GMT -5
Coded a little music system. Here's how it works in the stage.xml you have 2 music parts: the first for the intro song and the other for the loop. after selecting your songs, the game plays the intro song. when it's finished, it directly plays the loop song that keeps looping the whole game. I'll do something similar to add a boost music too Fixed some glitches in the 2D mode ( new system ) : to turn 2D on/off you can either use invisible objects ( u can see them if u'r in the debug mode) or put the 2D part in an other mesh and add 2D="1" like you do for rails or stuff. in that way, switching modes from 2D to 3D or 3D to 2D will be easier. MUSIC This will make some things easier. at least we can make loops without having to replace or remove the intro. Also, what about section music based on Falks Sonic Unleashed Interactive Demo Reel. except maybe use a verse-chorus system to allow backtracking 2D when you used the mesh, how do you say which plane 2D will be in. Also, have you managed to allow background platforming, turning, or loops
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Post by 06hypersonic60 on Jun 6, 2012 8:29:38 GMT -5
1: re-read the thread ( the last part) since I've added more things. 2: for music: I'll try that. If it doesn't work I'll just make the music change when u get into a mesh ( like in emerald cost or city escape...) For 2D: It's so simple to make sonic jump through plateforms. You don't even need code. Since you're using sketchup you must know that if the face is blue, it won't appear in game right?? So, just make the dwon face flipped like that and since the camera is far away, the player won't see that there's no face. Bingo, we have that feature now If you don't like that, just make the back face in a new mesh and remove the collision so sonic can jump through it. For loops: didn't work on that yet. I'll try to add that feature. (not sure if it'll work) For turning: I'll see what I can do. Bu when I have the time.
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Post by Redler Red7 on Jun 6, 2012 8:35:44 GMT -5
1: re-read the thread ( the last part) since I've added more things. 2: for music: I'll try that. If it doesn't work I'll just make the music change when u get into a mesh ( like in emerald cost or city escape...) For 2D: It's so simple to make sonic jump through plateforms. You don't even need code. Since you're using sketchup you must know that if the face is blue, it won't appear in game right?? So, just make the down face flipped like that and since the camera is far away, the player won't see that there's no face. Bingo, we have that feature now If you don't like that, just make the back face in a new mesh and remove the collision so sonic can jump through it. For loops: didn't work on that yet. I'll try to add that feature. (not sure if it'll work) For turning: I'll see what I can do. Bu when I have the time. No, not through platforms, to ones behind you and I use the .obj exporter which is a shit load better than the .3ds exporter which can the blue backfaces faces (which I've defaulted to purple)
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Post by 06hypersonic60 on Jun 6, 2012 16:51:23 GMT -5
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Post by 06hypersonic60 on Jun 7, 2012 10:26:29 GMT -5
>>> Stages take less time to load <<< Now, the objects ( all of them ) load once before the stage select screen appears. Then, while loading the stage, the game just copies the mesh and place it around the stage instead of loading a mesh for every single object. The best thing here, that this feature reduces the lag and make the game use less ram.
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Post by M Leezington on Jun 7, 2012 12:52:48 GMT -5
>>> Stages take less time to load <<< Now, the objects ( all of them ) load once before the stage select screen appears. Then, while loading the stage, the game just copies the mesh and place it around the stage instead of loading a mesh for every single object. The best thing here, that this feature reduces the lag and make the game use less ram. That's a pretty smart idea, seriously. Is there any bugs/glitches that come with that? Or have you not tested it out yet? ._.
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Post by 06hypersonic60 on Jun 7, 2012 12:59:18 GMT -5
it works very well. ( it wasn't my idea tho. It's eightBitdragon's idea. He posted it in freerunner's forum to explain something to me )
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