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Sonic GDK

SonicGDK Fan Games Engine Sonic The Hedgehog

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69 replies to this topic

#41 Generations (Chaos Warp)

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Posted 26 January 2012 - 01:55 AM

This showcases some of Sonic's other abilities, such as the Quick Step, and Lightspeed Dash. Super Sonic is also used in this level. The physics look a tad bit better if you ask me.

http://www.youtube.c...1&v=7yS-RCToyL8


Meh, it's okay. Just some geometry from UDK and the test level arranged differently. It's like the title of the video says, just a test level.

#42 Felix

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Posted 26 January 2012 - 03:14 AM

Meh, it's okay. Just some geometry from UDK and the test level arranged differently. It's like the title of the video says, just a test level.

Yeah. :P

#43 Felix

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Posted 26 January 2012 - 01:15 PM

dead. :P

#44 Winston

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Posted 26 January 2012 - 01:31 PM

dead. Posted Image


That's only you in fifty years.

#45 Stocking Anarchy

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Posted 26 January 2012 - 01:32 PM

dead. :P

What?

#46 Felix

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Posted 26 January 2012 - 02:06 PM

What?

This thread is dead. :U

That's only you in fifty years.



#47 Stocking Anarchy

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Posted 26 January 2012 - 02:13 PM

Just because nobody's posted for hours doesn't mean the thread died, this isn't Sega forum.

#48 Felix

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Posted 26 January 2012 - 07:00 PM

Just because nobody's posted for hours doesn't mean the thread died, this isn't Sega forum.

ok then.

#49 Carbo

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Posted 27 January 2012 - 12:06 PM

Yeah. :P

dead. :P


I thought I told you to stop spamming.

#50 Felix

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Posted 27 January 2012 - 12:23 PM

I thought I told you to stop spamming.

How is posting a comment one day after the other spamming? =|

#51 Generations (Chaos Warp)

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Posted 27 January 2012 - 12:24 PM

How is posting a comment one day after the other spamming? =|

You are not allowed to just bump a topic with just a one word response. The bare minimum here is one full sentence if you check the rules.

Edited by Chaos Warp, 27 January 2012 - 12:33 PM.


#52 Felix

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Posted 27 January 2012 - 12:41 PM

You are not allowed to just bump a topic with just a one word response. The bare minimum here is one full sentence if you check the rules.

Oh, sorry. .=. I'll make sure to not do that in the future.

#53 SiLeNtDo0m

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Posted 12 February 2012 - 02:29 PM

Not sure if I'm going against any rules by bumping this up, but this stage looks incredible:



#54 Sion-Ta

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Posted 12 February 2012 - 04:00 PM

I just downloaded that Green Hill paradise BETA and gave it a whirl... It's shit.

Controls are way too sensitive, and the level design lacks any sense of direction or interesting set pieces. Its just a gigantic lump of land with a few enemies, shield monitors and a near-impossible to find goal ring. Seriously how they expected to find your way to that goal ring in any way besides luck is beyond me.

#55 Diogenes

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Posted 12 February 2012 - 04:10 PM

Not sure if I'm going against any rules by bumping this up, but this stage looks incredible:

Whoever edited this video should be fired. From a cannon. Into the sun.

I mean holy fuck it's like they're trying to give me a seizure or something. Quit fuckin' flashing at me.

As for the actual content, I dunno. It looks like it's trying some of the stuff I want to see out of a Sonic game, but it also seems hilly for the sake of it in places, and (along with Sion's comment) it seems directionless. Too much "freedom" can be a bad thing...

#56 Generations (Chaos Warp)

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Posted 13 February 2012 - 01:02 AM

Not sure if I'm going against any rules by bumping this up, but this stage looks incredible:



Looked at the video (can't download because of vacation and crap laptop), and I have to echo the complaints people have said. Too much freedom and easy to get lost in. This type of design might ft for a hub-world type level, but not for a get-to-the-goal type level. I do see MASSIVE potential here because of their use of slopes! Overall, it's okay and a good first attempt.

#57 Stocking Anarchy

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Posted 13 February 2012 - 09:39 AM

I liked all the alternate paths and use of elemental sheilds, from what I saw in the video, other than that, it doesn't look that good. Too many slopes for my liking.

#58 Metal Gear (sting)RAY

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Posted 13 February 2012 - 09:48 AM

I always wanted to create my own Sonic levels; I was trying to learn to use Unreal last year but got side tracked by school work and computer issues. I'll have to learn to play with this when I get the chance.

Edited by SuperStingray, 13 February 2012 - 09:50 AM.


#59 SiLeNtDo0m

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Posted 13 February 2012 - 10:14 AM

Yeah upon playing the level I'm definitely going to have to agree with you guys. The level doesn't communicate itself very well about which way to go. I really just found myself constantly wandering aimlessly which would've been okay if it weren't for the fact that the controls also feel really slippery here. Camera turning is awkward, turning just doesn't feel quite right, not being able to turn whilst rolling makes it completely redundant (and considering how sloped the structure of the level is, it's very frustrating) and overall it just feels rather empty since there isn't anything in particular that stands out about the level.

I do appreciate the whole concept of open ended level design, but for Sonic there always needs to be a sense of direction and purpose and the level design doesn't really compliment the engine too well.

#60 JezMM

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Posted 13 February 2012 - 10:47 AM

You know what I find funny in all these videos of "open world" Sonic maps I've seen? Not a single one has ever put in a loop that has any purpose whatsoever. They just plonk em in places for the sake of having a loop when you could just run round them.

This type of design might ft for a hub-world type level, but not for a get-to-the-goal type level.


Ironically I'd actually disagree with this use even more. 2006's hubs were terrible because they were all so samey and directionless. The last thing we need for the sake of fussy reviewers is the return of hubs that aren't incredibly streamlined to navigate if you want to just continue with the story.





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