Sonic GZD
- Shadelight
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Re: Sonic GZD
Glad to see you finally posted a topic on this, keep it up. 
Re: Sonic GZD
To be honest, loops as a whole for all the games have been a visual gimmick. Even in the 2d games the only interaction you had with loops was the ability to slow yourself down and fall out of them. This could actually be emulated. However, I don't think loops are essential to fun gameplay, and they really don't work well with 3d chase cameras.
And critique is always welcome. It is how fledgling projects make themselves better.
And critique is always welcome. It is how fledgling projects make themselves better.
- XutaWoo
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Re: Sonic GZD
You forget that if you weren't going fast enough to start with you couldn't go through them.Ashnal wrote:Even in the 2d games the only interaction you had with loops was the ability to slow yourself down and fall out of them.
Re: Sonic GZD
That is also extremely simple to emulate too xutawoo, with a velocity check when entering the loop. I forgot to add that to my post.
Re: Sonic GZD
I think the main reason loops worked so well in the 2d games is the variation that they came with. Some of them were just plain loop-de-loops, and factored into the flow of the level. Others, though, twisted all about and actually gave you a separate path you could go on, so long as you could get the speed required to go through them. (Granted, a lot of those areas were also done using plain slopes, such as Marble Garden Zone.) This is great for a vertical, 2d world, but when moving in three dimensions, it's just as easy to create two paths with one that requires a certain level of speed.
Also, one last question, for now. SRB2 now has 3d platforms that can move both horizontally and vertically. GZDoom, so far as I know, is nowhere near as advanced, with both 3d floors and polyobjects. Do you have any ideas on implementing those?
Also, one last question, for now. SRB2 now has 3d platforms that can move both horizontally and vertically. GZDoom, so far as I know, is nowhere near as advanced, with both 3d floors and polyobjects. Do you have any ideas on implementing those?
Re: Sonic GZD
A 3D Floor can move up and down if the reference sector does too. As for platforms that move side to side, you could create a custom bridge thing that moves along a patrol point with a script. If the bridge thing uses a model it can easily fake the appearance a moving platform.
Using scripts, it should be possible to create moving platforms similar to those in Sonic.
Using scripts, it should be possible to create moving platforms similar to those in Sonic.
Re: Sonic GZD
Yes Scripten, in fact, pretty much all the SRB2 3d floor behaviors are possible with ACS. Tribeam already used FloorWaggle to make ascending/descending 3d platforms sonic style.
http://img182.imageshack.us/img182/8161 ... 909291.png
See those four platforms? they move up and down sonic style. As for horizontal platforms, SRB2's are polyobjects and still aren't perfect in the sense they don't have a flat rendered on top or bottom of them, just like zdoom polyobjects. Snarboo is exactly right on how horizontal platforms could be made, using a bridge things and patrol points.
http://img182.imageshack.us/img182/8161 ... 909291.png
See those four platforms? they move up and down sonic style. As for horizontal platforms, SRB2's are polyobjects and still aren't perfect in the sense they don't have a flat rendered on top or bottom of them, just like zdoom polyobjects. Snarboo is exactly right on how horizontal platforms could be made, using a bridge things and patrol points.
Re: Sonic GZD
I was aware of the vertical movement, insofar as I've seen it done and done it, but I was indeed wondering about horizontal, which has always been an issue with Doom's engine.
Glad to know that it's not only possible, but fairly simple. Another thing to look at is the possibility of decorative 3d models. Being a bit of an artistic type, I wouldn't mind helping spice the levels up a bit, as Sonic textures don't look half as good in a 3d world, being made for a side-stroller.
Glad to know that it's not only possible, but fairly simple. Another thing to look at is the possibility of decorative 3d models. Being a bit of an artistic type, I wouldn't mind helping spice the levels up a bit, as Sonic textures don't look half as good in a 3d world, being made for a side-stroller.
Re: Sonic GZD
Well the goal eventually is to make our own textures. For now we are working with what we have. And yes we already have an example of using models for decorative purpose, as shown in Pink_Silver's level with the round tubes.
- The Ultimate DooMer
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Re: Sonic GZD
And they don't throw you off when you step on them while they're moving? (like ZDoom's do)Ashnal wrote:As for horizontal platforms, SRB2's are polyobjects
- The Ultimate DooMer
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Re: Sonic GZD
And probably much better and less hassle than the ones I made for SSD. (that's why I used 4 metal plates instead of 1 for each platform, to make it more visible when you're on it)Snarboo wrote:As for platforms that move side to side, you could create a custom bridge thing that moves along a patrol point with a script. If the bridge thing uses a model it can easily fake the appearance a moving platform.
The Ultimate DooMer wrote:And they don't throw you off when you step on them while they're moving? (like ZDoom's do)Ashnal wrote:As for horizontal platforms, SRB2's are polyobjects
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Nev3r
Re: Sonic GZD
Nope, you move with the polyobjects as long as you stand over them.The Ultimate DooMer wrote:And they don't throw you off when you step on them while they're moving? (like ZDoom's do)Ashnal wrote:As for horizontal platforms, SRB2's are polyobjects