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Messages - LekBr20101

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Project announcement / Re: Sonic Z-Treme
« on: December 01, 2017, 04:44:59 am »
Hey XL2, I'm reading your interview on a site called SEGA nerds, I'm finding it very interesting, your interviewer is a Brazilian who is, as well as me, rooting for your project!

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Project announcement / Re: Sonic Z-Treme
« on: November 11, 2017, 11:24:30 pm »

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Project announcement / Re: Sonic Z-Treme
« on: November 09, 2017, 11:59:10 pm »

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Project announcement / Re: Sonic Z-Treme
« on: November 08, 2017, 12:08:44 am »
For the acceleration, I played with different settings and found it better to have a bit faster acceleration, which makes turning in 3d easier.
For the jump, I'm using the same value as classic games. The only difference is that the camera tilts as you jump.
For the slowdowns, I mentionned it before, I'm fully rewriting my 3d implementation for stable 60 fps.
I did the demo for Retro Barcelona in 3 days, the engine wasn't fully ready.
For other caracters, I'm not considering it atm.

For you waiting for the engine to be ready, I don't think I understand what you mean.

If you mean Sonic Z-Treme engine, I won't be making it public. But I might update the fps demo.

If you meant Jo engine, Johannes is working on a new implementation, but you can fully use SGL at the moment.

About modeling I would like to help you in something, however I am the ultimate noob form in programming, maybe in modeling or stuff like I can do something.

Yes, I understand, unfortunately I couldn't go to Barcelona, it would be annoying to cross an ocean to access a DEMO, however I can wait for the next video on the canal.

In fact, I saw that you used the stage created by a fan as the first stage, or did you create this internship a couple of years ago?

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Project announcement / Re: Sonic Z-Treme
« on: November 07, 2017, 11:10:35 pm »

I do not know exactly how to move 2D to 3D, maybe it's better to wait for the engine to get ready.

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Project announcement / Re: Sonic Z-Treme
« on: November 07, 2017, 11:08:38 pm »
I don't know what you mean about the speed. If you mean the momentum, it's normal, there is friction but the engine keeps your speed.
The single slow jump could be terrible and make the game feel like you are under water.
So I won't do it.
For your point 3, the game is not finished, but adding levels isn't a priority since I'm busy working on my engine.


I understand, about speed is much more about the high speed gain itself, for example, in the Sonic of Genesis, using the trees behind in Green Hill as base, starting from the first if it reaches the maximum speed in the seventh, however in the project the gain is very high. Thinking about it might be the scenarios that are very small, it would be possible to put some areas for testing in the future.

On the leap I do not know, using Sonic 2D as an example, Sonic's jump is about 3 Sonics above him, I'm thinking on the side of breaking the game itself, jumping from one side to the other of the map and finishing the phase in 20 seconds seems a bit sad.

On performance the game has its downfalls, but it seems that in the next update you will lock the frame rate at 30fps, maybe even improve the rendering of the game.

Returning to talk about the jump, Sonic X-Treme was going to have phases differentiated for each character, but I do not know, maybe it's better to create a single phase with different paths for each character, maybe save time.

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Project announcement / Re: Sonic Z-Treme
« on: November 07, 2017, 01:21:30 am »
I'll see if I can find the order of the songs and the phases on the Internet, and of course, their themes respectively.

How are you doing the modeling of the characters?

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Project announcement / Re: Sonic Z-Treme
« on: November 07, 2017, 01:19:37 am »
Hi!

Here is a short demo of a 3D Sonic game made with Jo Engine. Based on the Sonic demo, I made the 3D model and then animated it (hardcoded). It's still very buggy and as I had no previous coding skills and never made a game before, I don't expect to turn this into a full game. The demo is running on SSF, it does also run on Yabause.

v.0.034 running on SSF : https://www.youtube.com/watch?v=d1qc8F7xflM&t=7s


Edit : v.0.035 below. Added the RBG0 ocean and clouds in Jade Gully. The clouds are rather large, they might impact performance on real hardware, but I didn't try it so I don't know. I also tried to improve the loading time, but I didn't test it. Jade Gully should load about twice as fast now, while Crystal Frost should load in around 35 seconds (I will try to improve that as well). Again, I didn't test on real hardware, so it might not work at all, try at your own risk!

Edit 2 : Removed 0.035 as it contains a couple of glitches.

Playing I noticed some problems: 1-it gains speed very quickly, but loses it very slowly.
2-You could remove the double leap and add a single, but slow leap.
3-In the first phase could have the addition of more parts, a 3 or 4 would be welcomed.

If you want, I'm going to try to make some conceptual arts to try to help you.

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