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[IDEA] Blitz Sonic Generations fan game
#16
(05-01-2012, 12:46 AM)BlueBlur97 Wrote: Alright Santetos, you're in. Make sure you're here regularly though.

What about you Virt the Fox? Are you ready?

Alright.
What?
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#17
I have a question. What models do you want me to animate?
What?
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#18
The Sonic model and Omochao model.
[Image: tumblr_mzx6bm02eC1s38z45o1_500.gif]
Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#19
I have the Sonic model, but I need Omochao model.

Oh, and what are the frames.
What?
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#20
By "frames", do you mean how you will animate them? Or do you mean the frame rate? I would need you to animate them in the Generations style. I'll upload a .fbx format of the model. Sonic will have to be animated very precisely like his generations style (you know, the normal fall and the speed fall and especially the run and boost.). You'll have to be here often. Check this thread whenever you're on tSR community. This is going to be fun!

P.S: I'm going to need some one who can make stages in the Blitz 3D format. Thegameexplorer! Can you be of assistance? Anyone who thinks they can be of assistance, fell free to tell me! This will be a fun project Big Grin!
[Image: tumblr_mzx6bm02eC1s38z45o1_500.gif]
Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#21
Actually, you can convert the original hkx files from Sonic Generations (Animations and other physic stuff like collisions) to a file format that 3ds max can understand. I'm looking into that Tongue
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#22
The problem is that my computer crashed like a month ago, and I have to download it all over again. If you don't mind. Look into it and help me with this idea of mine.
[Image: tumblr_mzx6bm02eC1s38z45o1_500.gif]
Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#23
The frame rate.
What?
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#24
20

And you'll need this:
Code:
Frame counts for Sonic character:
000-223; Idle
225-249; Jog
250-274; Run
275-300; Jump
301-309; Stomp
310-320; Land
321-340; Fall
341-364; Jump Dash
365-390; Charge
391-415; Walk
416-430; Up from Spring
431-460; Trick
461-480; Forward by Ring Dash
481-510; Forward from DashRamp
511-550; Hit
551-604; LandHit
605-632; Boost
633-656; Fast Jog
657-683; Long Fall
684-704; Roll
705-725; Slide
726-763; Start
764-793; Air Roll
794-817; Hop Before Jump
818-830; Grind
831-850; Dive1
851-860; Dive Fast
861-880; Dive Hurt
881-908; Running 2
909-921; Grind Fast
922-942; Skidding
943-961; Drift Left
962-980; Drift Right
(05-09-2012, 02:11 PM)Santetos Wrote: The frame rate.
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#25
Is this mandatory? Will this apply even if I make the entire source code from scratch?
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#26
(05-10-2012, 11:28 AM)BlueBlur97 Wrote: Is this mandatory? Will this apply even if I make the entire source code from scratch?
Of course, there is no other way. How could you possibly have a different set of animations with different frame counts and a less slow frame rate? Impossible!


It depends on how similar you want your game to be. But even then, you won't need to follow that guide strictly. Small differences will go unnoticed by everyone.
Besides I don't even think you should have a 1:1 clone. No point in that. However, it TGE could get all that with a rip, it would surely make things easier for you.
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#27
(05-09-2012, 03:28 PM)thegameexplorer Wrote: 20

And you'll need this:
Code:
Frame counts for Sonic character:
000-223; Idle
225-249; Jog
250-274; Run
275-300; Jump
301-309; Stomp
310-320; Land
321-340; Fall
341-364; Jump Dash
365-390; Charge
391-415; Walk
416-430; Up from Spring
431-460; Trick
461-480; Forward by Ring Dash
481-510; Forward from DashRamp
511-550; Hit
551-604; LandHit
605-632; Boost
633-656; Fast Jog
657-683; Long Fall
684-704; Roll
705-725; Slide
726-763; Start
764-793; Air Roll
794-817; Hop Before Jump
818-830; Grind
831-850; Dive1
851-860; Dive Fast
861-880; Dive Hurt
881-908; Running 2
909-921; Grind Fast
922-942; Skidding
943-961; Drift Left
962-980; Drift Right
(05-09-2012, 02:11 PM)Santetos Wrote: The frame rate.
Thanks.
What?
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#28
20 FPS seems awkwardly low, especially for a Sonic game. Most games use at least 60...
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#29
(05-11-2012, 01:45 AM)Hoeloe Wrote: Most games use at least 60...
* Most games use shaky ~30 FPS at maximally 720p because efficient programming would be too expensive and the masses buy cheap productions nontheless.

* Animation FPS != game FPS.
Although it might make things look awkward.
Dynamic tweening might be an option.
Don't ask me, I'm not a model animator and haven't coded 3D stuff (yet).
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#30
The games I've looked into have all used 60 as a base, with the exception of one, that used 120. Programming doesn't need to be especially efficient to run at 60FPS on modern systems.

I know animation FPS != game FPS, but 20 is too low even for animation FPS, really. Especially in a fast-paced game like Sonic. Dynamic tweening would definitely be my suggestion too.
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