Author Topic: Sonic Z-Treme  (Read 24395 times)

XL2

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Re: Sonic Z-Treme
« Reply #285 on: July 23, 2018, 01:58:37 am »
Please just burn it with fire!!

20EnderDude20

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Re: Sonic Z-Treme
« Reply #286 on: July 23, 2018, 03:38:22 am »
Just a little bug... but the model converter doesn't have an #endif after an #ifndef. just a minor inconvenience, though...
« Last Edit: July 23, 2018, 03:53:26 am by 20EnderDude20 »

XL2

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Re: Sonic Z-Treme
« Reply #287 on: July 23, 2018, 03:41:56 am »
It wouldn't compile, so are you sure you didn't delete it by accident? Also, please for questions about the converter use the other topic so that we can keep the relevant info there.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #288 on: July 23, 2018, 04:58:06 am »
I have been messing around with tails.h, to get rid of what seems to look like inverted backface culling, with copying anorms.h, and I've had no luck. How did you make backface culling work correctly?

XL2

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Re: Sonic Z-Treme
« Reply #289 on: July 23, 2018, 05:02:43 am »
Only use the ztp file.
Make sure your normals are in the correct position in blender (activate backface culling in Blender).
And again, please move your questions about the converter in the converter topic, not here.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #290 on: July 23, 2018, 10:30:05 pm »
Here is me running it in yabause, with a buffering frame and all (pardon my lack of consistency of the frame rate, I use a potato): https://youtu.be/1Kx3yX9Pq5g
« Last Edit: July 24, 2018, 02:35:04 am by 20EnderDude20 »

XL2

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Re: Sonic Z-Treme
« Reply #291 on: July 24, 2018, 01:53:12 pm »
Thanks.
Where the arms intented to swing this way?

20EnderDude20

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Re: Sonic Z-Treme
« Reply #292 on: July 24, 2018, 04:05:21 pm »
The rig was a little messy, I must say. I didn't focus on the animation that much because I was learning how the converter works. I can fix it later.
« Last Edit: July 24, 2018, 11:50:29 pm by 20EnderDude20 »

XL2

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Re: Sonic Z-Treme
« Reply #293 on: July 25, 2018, 02:12:48 am »
No rush, I don't think I will have time to integrate Tails anyway.
But I feel Tails would be overpowered if he can fly, so I have to think about that too.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #294 on: July 25, 2018, 02:43:00 am »
I think we can overcome that. Like Sonic Adventure, add the requirement to mash that "A" button, and add a stamina to his duration of flight.

XL2

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Re: Sonic Z-Treme
« Reply #295 on: July 25, 2018, 03:00:33 am »
The maps are rather small, there is no challenge if Tails can go high.
I guess I could allow to only fly higher once and then keep flying until you touch the ground or something like that, but I will see I need to focus on my culling and collision code for now anyway.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #296 on: July 25, 2018, 07:42:29 am »
Do you anticipate you’ll be using my animation in the near future?

XL2

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Re: Sonic Z-Treme
« Reply #297 on: July 25, 2018, 05:46:44 pm »
Not in the near futur for sure, I won't have time to implement different gameplay.

itsstillthinking1999

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Re: Sonic Z-Treme
« Reply #298 on: July 26, 2018, 02:20:56 am »
Looks like everyone is doing great work! ;D

20EnderDude20

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Re: Sonic Z-Treme
« Reply #299 on: July 26, 2018, 08:55:15 pm »
Anyway, I made a badnik for Crystal Frost which should be a lot easier to implement. I hope the game is nicely coming along!
« Last Edit: July 26, 2018, 08:58:11 pm by 20EnderDude20 »

 

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