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#76 2009-10-03 18:10:43

Ultrareaper
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From: Suffield: A land far, far away
Registered: 2009-02-28
Posts: 1530

Re: AXSX (Sonic Xtreme and other Misc Projects)

Sorry for the bump, but how about relating Sonic's position (angle) to the rotation of the level, and use that to calculate the way he falls?


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#77 2009-10-12 03:54:49

Xeniczone
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Re: AXSX (Sonic Xtreme and other Misc Projects)

Well I figured it out.  For what I know.  If you use cosine you return a 1 at 0 degrees, a 0 at 90 degrees, and a -1 at 180 degrees.  So I added 2 and that gets everything positive. 1, 2, 3 rather then 1, 0, -1.  Afterward, I multiplied that to the "current speed", aka the speed that it should be without physics, and cube rooted it.  The result is quite nice. Sonic speeds up the loop, slows down at the top and speeds out the loop.

Sorry for not answering earlier, I didn't see it before.


http://www.xeniczone.com/sig/poseidon.pnghttp://www.xeniczone.com/sig/pands.pnghttp://www.xeniczone.com/sig/sonicx.pnghttp://www.xeniczone.com/sig/blank.png

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#78 2009-10-12 12:07:25

Ultrareaper
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Posts: 1530

Re: AXSX (Sonic Xtreme and other Misc Projects)

Cool, sounds like you fixed it.


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#79 2009-10-14 06:06:16

andrew75
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Re: AXSX (Sonic Xtreme and other Misc Projects)

Xeniczone was messing with the fisheye lenze for our sonic Xtreme fan game ( Ult 3D edition not C4) when
he accidentally came across this awesome motion blur effect.

here its shown very exaggerated,
the amount of blur will be linked to sonics walk/run speed.
it wont be nearly as heavy as the screens while hes running,
but when sonic gets hurt we'll blast the screen with the exaggerated effect.

For those of you who may pass out from the sheer amount of speed.
there will of course be an option to disable this effect.

http://img126.imageshack.us/img126/4779/toofastquestion.jpg

Holy S&@T!! O_o! I'm going to f%$#en throw up !
http://img376.imageshack.us/img376/3985/holysh1t.png

P.P.S.S. the project is back in full swing.

Last edited by andrew75 (2009-10-14 06:10:11)


LGA 2011 Core i7-3960X Extreme Edition Six-Core CPU @ 5.2GHZ Water cooled.
32GB G.SKILL Trident X Series @ 2800 GHZ 11-13-13-35 (Screaming fast Quad Chanel memory)
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#80 2009-10-14 06:24:25

andrew75
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From: Florida
Registered: 2006-12-15
Posts: 740

Re: AXSX (Sonic Xtreme and other Misc Projects)

Hey kurisu!  Anybody home over there? *Knocks on screen * oh great its LCD >__<
We have some bits and pieces of level layouts that we'd like you to look at. and ask a few questions about.
We really don't want to post them up here on the forums just yet, since there so early,
is there any way we could talk privately regarding our layouts?

Last edited by andrew75 (2009-10-14 06:31:27)


LGA 2011 Core i7-3960X Extreme Edition Six-Core CPU @ 5.2GHZ Water cooled.
32GB G.SKILL Trident X Series @ 2800 GHZ 11-13-13-35 (Screaming fast Quad Chanel memory)
3x EVGA Geforce GTX 680 FTW graphic cards in SLI,
3x SATA III OCZ Vertex 4 512GB Solid State Drives in Raid 0

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#81 2009-10-14 12:54:06

GameMasterGuy
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Registered: 2009-09-25
Posts: 51

Re: AXSX (Sonic Xtreme and other Misc Projects)

andrew75 wrote:

Xeniczone was messing with the fisheye lenze for our sonic Xtreme fan game ( Ult 3D edition not C4) when
he accidentally came across this awesome motion blur effect.

here its shown very exaggerated,
the amount of blur will be linked to sonics walk/run speed.
it wont be nearly as heavy as the screens while hes running,
but when sonic gets hurt we'll blast the screen with the exaggerated effect.

For those of you who may pass out from the sheer amount of speed.
there will of course be an option to disable this effect.

http://img126.imageshack.us/img126/4779 … estion.jpg

Holy S&@T!! O_o! I'm going to f%$#en throw up !
http://img376.imageshack.us/img376/3985/holysh1t.png

P.P.S.S. the project is back in full swing.

lol, only Sonic could move so fast... while standing still XD


http://i29.tinypic.com/dyx6rb.png

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#82 2009-10-14 13:48:03

Xeniczone
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From: Indiana, USA
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Posts: 821
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Re: AXSX (Sonic Xtreme and other Misc Projects)

lol, only Sonic could move so fast... while standing still XD

Well the pictures don't do it justice.  Sonic is actually running.  He just isn't animated.  I guess the only way to appreciate it is to see it in action.


http://www.xeniczone.com/sig/poseidon.pnghttp://www.xeniczone.com/sig/pands.pnghttp://www.xeniczone.com/sig/sonicx.pnghttp://www.xeniczone.com/sig/blank.png

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#83 2009-10-14 14:00:13

Ollie
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From: Stafford, England
Registered: 2006-10-13
Posts: 669
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Re: AXSX (Sonic Xtreme and other Misc Projects)

andrew75 wrote:

P.P.S.S. the project is back in full swing.

This is all we needed to know! big_smile1

Also those camera effect demostrations are crazy, oh and nice place holder icon. tongue2

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#84 2009-10-14 15:27:59

Ultrareaper
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From: Suffield: A land far, far away
Registered: 2009-02-28
Posts: 1530

Re: AXSX (Sonic Xtreme and other Misc Projects)

Awsome!


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#85 2009-10-16 19:44:20

Damizean
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From: Valencia, Spain
Registered: 2008-01-16
Posts: 30

Re: AXSX (Sonic Xtreme and other Misc Projects)

Xeniczone:

Why use two rays to determine the curvature of the ground? If you're using polygons, the triangle normal gives you the up vector of the ground, wich is enough information to know the angle of the ground.

After that, all that's left is getting a left/right vector (wich you could pretty much use an invisible wall and raycast against it if you're making a 2.5D game) and making the cross product of the up and right, you can get the forward.

That's all the information you'll ever need to make a 3D Sonic engine.

Depends which game you mean.  He has a game called Sonic Adventure 4, but it is 2d and more then likely it doesn't use this method.  Since 2d and 3d games use different collision systems.

I have no idea what are you talking about.


~ Prototype ~

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#86 2009-10-16 21:33:12

Xeniczone
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From: Indiana, USA
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Posts: 821
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Re: AXSX (Sonic Xtreme and other Misc Projects)

Why use two rays to determine the curvature of the ground? If you're using polygons, the triangle normal gives you the up vector of the ground, wich is enough information to know the angle of the ground.

After that, all that's left is getting a left/right vector (wich you could pretty much use an invisible wall and raycast against it if you're making a 2.5D game) and making the cross product of the up and right, you can get the forward.

That's all the information you'll ever need to make a 3D Sonic engine.

I didn't think of just using the one ray to do it.  The only problem with that will detect the angle of sonic at the middle, so any thing before that sonic will go through the face.  though I guess I could cut all the trig and use your idea with a second ray.  Just messure the difference between current ray and previous ray and use that to calculate the angle.  Or just have 1 ray that will scan from left and right and determain the slope.

Hey you gave me a good idea on a more efficent system thanks. I got to take a online college test right now I will post more info later.


http://www.xeniczone.com/sig/poseidon.pnghttp://www.xeniczone.com/sig/pands.pnghttp://www.xeniczone.com/sig/sonicx.pnghttp://www.xeniczone.com/sig/blank.png

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#87 2009-11-10 20:00:38

Xeniczone
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Posts: 821
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Re: AXSX (Sonic Xtreme and other Misc Projects)

I would have to say Gamemaker is no more.  We started the game project over again using Gamemaker, and quickly discovered it is not up for the job,  Just doing all the math problems required for the Physics, and rendering the level gamemaker quickly shot down to 100 FPS. Which is ridiculous, for my computers specs.

Plus I only bought the PC's to compete with my friends on who can build the best computer. I grew up with Macintoshes.  This project is the only thing that was keeping me from selling my PC, so now we are using the C4 engine, which I am personally impressed with.

Some very advanced games running on an nVidia 5200 at 15-30 fps is very impressive, plus I played some of those advance games using medium settings on my MacBook Air and I get over 60 fps.  Which just blows me away that such a great looking game can run on a laptop that is thinner then your average pen and still get 60fps.  That is one powerful engine.

Overall I'm still in the learning process and I hope I will get past the learning curve so we can see some Sonic Xtreme action.

This will be available on Windows, and Mac OS X.  C4 also has the ability to port to the Playstation3, and Xbox 360, but don't get your hopes up because it requires expensive licensing and publishers to do so, plus we don't have the trademark to sonic.  Unless Sega snaps it up it won't happen. Just wanted to let you know it's possible though.


http://www.xeniczone.com/sig/poseidon.pnghttp://www.xeniczone.com/sig/pands.pnghttp://www.xeniczone.com/sig/sonicx.pnghttp://www.xeniczone.com/sig/blank.png

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#88 2009-12-15 21:00:46

Xeniczone
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Re: AXSX (Sonic Xtreme and other Misc Projects)

EDIT: Hold on I will post something here in a sec.

Last edited by Xeniczone (2009-12-15 21:07:58)


http://www.xeniczone.com/sig/poseidon.pnghttp://www.xeniczone.com/sig/pands.pnghttp://www.xeniczone.com/sig/sonicx.pnghttp://www.xeniczone.com/sig/blank.png

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#89 2009-12-15 21:12:35

mattt360
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From: Somewhere over the rainbow...
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Re: AXSX (Sonic Xtreme and other Misc Projects)

xeniczone? 60FPS is the limit for GM.


There's a 50% percent chance everything I say is false (Including that statement)

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#90 2009-12-15 21:20:01

andrew75
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Re: AXSX (Sonic Xtreme and other Misc Projects)

999 is the limit. we can set it to the limit if needed, wondering why do you ask?
I've picked up quite a bit of stuff from Darren, not enough to make a complete game, mind you.

Last edited by andrew75 (2009-12-15 21:26:05)


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#91 2009-12-15 21:27:24

mattt360
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Re: AXSX (Sonic Xtreme and other Misc Projects)

my PC only goes 30FPS max, and thats very rarely sad1
some GM games say "45/60 FPS" so the FPS would be capped at 60. I still dont see whats wrong with 100FPS though. thats 3.333 times my max.


There's a 50% percent chance everything I say is false (Including that statement)

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#92 2009-12-15 21:34:27

andrew75
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Re: AXSX (Sonic Xtreme and other Misc Projects)

we can have the game play run at the same speed be it 30 fps or even 100 fps ,,
there was something we can link the game for timing to , besides the bios clock, which is another method,
i forgot what the other one was called, i read about it over on the C4 game engine forums. i'll have to look into it again, but than again Xeniczone probibly already knows what its called.


LGA 2011 Core i7-3960X Extreme Edition Six-Core CPU @ 5.2GHZ Water cooled.
32GB G.SKILL Trident X Series @ 2800 GHZ 11-13-13-35 (Screaming fast Quad Chanel memory)
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#93 2009-12-15 21:54:13

mattt360
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Re: AXSX (Sonic Xtreme and other Misc Projects)

the answer will probably be no, but its worth a shot. I've been tring for ages to get 3d physics in GM. and everytime I fail. could you please tell me the maths (not theory) for the 3d physics.


There's a 50% percent chance everything I say is false (Including that statement)

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#94 2009-12-15 22:34:10

andrew75
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Re: AXSX (Sonic Xtreme and other Misc Projects)

Xeniczone may know more about your question...
personally i dont know about 3D physics for GM ,,
but there is a physics engine that can be pluged into GM , i think it was called ODE

Last edited by andrew75 (2009-12-15 22:34:55)


LGA 2011 Core i7-3960X Extreme Edition Six-Core CPU @ 5.2GHZ Water cooled.
32GB G.SKILL Trident X Series @ 2800 GHZ 11-13-13-35 (Screaming fast Quad Chanel memory)
3x EVGA Geforce GTX 680 FTW graphic cards in SLI,
3x SATA III OCZ Vertex 4 512GB Solid State Drives in Raid 0

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#95 2009-12-15 22:34:43

Xeniczone
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From: Indiana, USA
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Posts: 821
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Re: AXSX (Sonic Xtreme and other Misc Projects)

The VSYNC (Max FPS) in Gamemaker is based on the room speed.  Since the maximum room speed is 999fps.  That is the max that the game can do.

I haven't done physics in Sonic yet, when I do I will gladly post the formula here.


http://www.xeniczone.com/sig/poseidon.pnghttp://www.xeniczone.com/sig/pands.pnghttp://www.xeniczone.com/sig/sonicx.pnghttp://www.xeniczone.com/sig/blank.png

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#96 2009-12-15 23:04:20

mattt360
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From: Somewhere over the rainbow...
Registered: 2009-02-01
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Re: AXSX (Sonic Xtreme and other Misc Projects)

from your progress I thought you had got around to sonic's physics.


There's a 50% percent chance everything I say is false (Including that statement)

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#97 2009-12-15 23:27:58

Xeniczone
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From: Indiana, USA
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Re: AXSX (Sonic Xtreme and other Misc Projects)

Na we just got Sonic's rotation to work. He sticks to the model.


http://www.xeniczone.com/sig/poseidon.pnghttp://www.xeniczone.com/sig/pands.pnghttp://www.xeniczone.com/sig/sonicx.pnghttp://www.xeniczone.com/sig/blank.png

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#98 2009-12-16 00:55:09

Xeniczone
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From: Indiana, USA
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Posts: 821
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Re: AXSX (Sonic Xtreme and other Misc Projects)

Thanks to Joshua on Ultimate3d, we now have a better working fisheye using Vertex Shaders and Also thanks to Taxman for the formula to do it.

http://img191.imageshack.us/img191/9267/fisheye.jpghttp://img191.imageshack.us/img191/fisheye.jpg/1/w912.png

Last edited by Xeniczone (2009-12-16 00:55:41)


http://www.xeniczone.com/sig/poseidon.pnghttp://www.xeniczone.com/sig/pands.pnghttp://www.xeniczone.com/sig/sonicx.pnghttp://www.xeniczone.com/sig/blank.png

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#99 2009-12-16 14:57:10

mattt360
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From: Somewhere over the rainbow...
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Re: AXSX (Sonic Xtreme and other Misc Projects)

???
you said GM was no more.
that's GM's debug window.
well I am happy you stuck to GM. because no-one has ever done something like this on GM.


There's a 50% percent chance everything I say is false (Including that statement)

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#100 2009-12-16 15:36:06

Xeniczone
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From: Indiana, USA
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Posts: 821
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Re: AXSX (Sonic Xtreme and other Misc Projects)

Yeah we turned back to GM after the PC Material got release, since we already had so much done.


http://www.xeniczone.com/sig/poseidon.pnghttp://www.xeniczone.com/sig/pands.pnghttp://www.xeniczone.com/sig/sonicx.pnghttp://www.xeniczone.com/sig/blank.png

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