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andrew75 wrote:
Sandman wrote:
Xeniczone wrote:
http://www.youtube.com/watch?v=KO79ejd1O4g
The popup issue was resolved because of a change in the model. Though I was thinking of reprogramming it back in there to a smaller degree because it would match the videos posted. Thought the videos look like they have about 180 degrees viewing angle.I never noticed this until now, but I think there is a flaw in your engine...
Ignore the italicized part. The way Sonic goes up walls in your video differs from the original. If Ofer's build, when Sonic would turn like that, the camera would automatically turn and snap still at a 90 degree difference. In your version, the camera is constantly fixed on Sonic so that when he goes up a ramp, the camera follows him the entire way instead of just turning and locking shut every 90 degrees. If I'm still not making sense, think of it this way...
http://img213.imageshack.us/img213/1111/ramp.png
Let's pretend that Sonic is standing flat on the ground right in front of a ramp that curves straight upward (referring to the picture above, he would be at point A). When you walk up to it in your engine until Sonic is tilted at about 46 degrees, the camera will follow him the entire way up, tilting all the while with him, and will also halt and remain tilted at 46 degrees (before Sonic just slides back down the ramp of course). However, when you walk up to it in Ofer's engine, while the camera is following Sonic, it doesn't begin to tilt until Sonic has passed a 45 degree turn, where we see the gravity shift and have the new direction of gravity 90 degrees away from the original. So the camera does not tilt entirely with Sonic, but rather in increments of 90 degrees. This also means that Sonic is practically standing on a "wall" in Ofer's version, and the camera makes it appear as though he is standing on a floor. In your engine, not only does the camera tilt freely along with Sonic, not automatically turning to the 90 degree increments, but it also fails to cause the gravity shift to happen whenever Sonic passes the 45 degree mark, and thus if Sonic were to stop at the end of the curve upward (point B in the diagram), he would just fall straight back down.
tl;dr - The gravity doesn't shift after a 45 degree turn and the camera tilts freely along with Sonic instead of doing so only after Sonic has turned 45 degrees and automatically turning to and stopping at 90 degrees.
I don't know if you did it like this intentionally, and I'm not trying to be rude or anything, but it was just something I noticed.Naa its ok,
Please understand that the play mechanics are not yet complete here,
We are aware of what needs to be done, but thanks for the feedback anyways, ^___^
( actually we have the 45 degree thing you mention already working, it depends on what sort of geometry sonic is currently interacting with)
The things being shown shouldn't really be seen by public eyes yet, We just did videos so u guys could see some progress.
the loop model sonic is going over in the video was just tossed in for testing more complex shapes than the standard xtreme stuff,
Think of this project as a multi purpose sonic game engine where it'll be able to do sonic 1 as well as sonic xtreme type games.
P.S.
@ DAV09
Forgot about this here vid.
http://www.youtube.com/watch?v=WNr1bF3G … ture=email
... wow! I know it only little done but this is great, its like jade gully, just the graffics are not as good but the map is the same! I think this fish eye camera is good and is as close to a ramake that we will ever get!
I hope it does not get cancelled!
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