Nothing wrong with adding some difficulty, eh? ;) But the following two corners look very very tight. I wonder if they can still be taken at higher speed classes...
Nothing wrong with adding some difficulty, eh? ;) But the following two corners look very very tight. I wonder if they can still be taken at higher speed classes...
The perspective kinda makes the illusion that it's a short distance to the corner. But one can also add a bit of braking/drifting action at fast speeds!
Added windmills to the background:
Attachment 6485
I also noticed that this thread isn't being used at all. Weren't there people who had story ideas for this game, descriptions, etc. ?
Edit: Went back to the iFreet ship that was on hiatus for months:
Attachment 6486Attachment 6487Attachment 6488
Whew, so hot... anyway, enemies began to shoot me this evening! I don't know whyyyy :( It must be some kind of revenge for bullying them xD But they seem to dislike each other too...
@Xpand: Ship is awesome (as always) but those wings are a bit... hmmm, I just don't like them xd
@Oryx: I think it is a bit too big for zone speed xd But overall it is nice too ^^
@rdmx: No worries, I'll make this b.... move as I'll tell it :g
@zero: well hehe it's only just a concept as of yet I just thought we could use a zone ship and I liked the idea of using the basic frame from the old feisar to work from.
@xpand: I like it a lot :P but then it's kinda my baby too XD
I have the worlds oddest request...
Can you make a Pure-Pluse AG-Systems styled ship? I'll paint it myself. Also, would it be ok to introduce a team that is headquartered at a city I'm building? That's who the ship is for.
ok ag here are 2 shots of that work in progress: Attachment 6489Attachment 6490
EDIT: and some more with more stuff done: Attachment 6491Attachment 6492
Is the city in Israel? If so, then yuo may want to read back a few pages, I suggested a team caled Ti-Khana.
However, I am not sure that my idea for their ship will be very AG-Systems style.
--- Slightly Off Topic ---
I recently found a cool guy who composes electronic music. I haven't told him about [our] project, but maybe if one of you guys asks him he would be interested in helping out. If I ask him myself (I already sent him an idea for a song), then he might get suspicious (I have only known him for a few days, and he doesn't really know me yet).
There is also another guy I know who might be interested in Beta Testing.
Hey guys,
I had a chat with Oryx on Skype yesterday and we were discussing some general things for SSGX so there are some news.
First of all, I am going to design and host a new website. The website is fresh and is awaiting certification but as soon as it's ready, we can find our game online under:
www.slipstreamgx.com
Well it costs me a few cents to host it but I got that service for a long time already but had no need for a homepage so I like to dedicate it to SSGX. Big THANKS to Oryx for giving me access to the old one so I have an easy go with logos & construction. Will redesign it, though.
Further on I created a Google Docs document for the whole progress of SSGX. This makes it easier for everyone to check the general progress of the game & for seeing who is doing/responsible for certain parts of the game without having to scroll back lots of pages in the forum. Everybody is free to edit but if you do so, please try to keep the general shape of the document and only update it with correct info! I clicked myself through the latest pages & hope I got every information as accurate as possible. Still, there are info's missing about track & team summary. Maybe you guys can have a look and correct whatever is missing or whatever I did wrong. So please everyone save the link & use this document when there is progress of the game! It also helps to keep track of the credits later...
The link for that document is here:
https://docs.google.com/document/d/1...k12JuRah8/edit
And finally I got a new idea for the game regarding the menu & weapon system:
Remember Wipeout had a page in their options explaining how each pickup works? I think that it's important for SSGX to also have this, so people who are new to the game can check out what each weapon is doing without having to learn it while racing. However, maybe we can make something more than just a text to scroll through. I thought about a little animation for each weapon, always on the same section of the track with two ships marked as victim & attacker. And in that little animation you can see the certain pickup get used and it's effect & advantage. And maybe we could make that animation look like being in some kind of unrendered test-simulation, kinda like this to get the idea:
http://www.youtube.com/watch?v=8DX_J...eature=related
One more thing: We found out that the teams are mostly coming from the EU. Maybe future teams should be in US or Australia if you like to have a balance here.
Don't know if this is because of the pending certification or something but currently this website shows a generic (and ugly) website that has nothing to do with AG racing.
Having the domain name registered and announcing the website is definitely good news, though. Can't wait seeing it online !
nevermind delete post.
@vincoof yeah it is not working yet, has to be registered first. First things to see on the website should be during weekend I assume. But sure thing is that slipstreamgx.com is ours now ;)
EDIT: Ok, the link is working now, created a blanko site for now and will create an WIP later today. Real website going online on weekend then!
Why not a touch of both games? Pure/Pulse style with a 2097 accent on the ship's model and texture.
Bummer. Looks like another good idea of mine has just went down the drain (like all of my other ideas involving anything)
---
Hey Amaroq, heads up, every idea here helps, even if it won't get converted directly :)
AG-System have their origins in Japan so placing it somewhere else in the world would be a little confusing.
But on the other side, I still think we should get away from the direct use of "AG-Systems" [and also AG-5Y5 or whatever placeholder for AG-Systems] so it should also be ok to quarter that certain team somewhere else than Japan.
I hope you two can figure it out :)
Yeah, but he didn't specifically say AG-Systems, he just said an AG-Systems-style ship.
And I still want one of my ideas to make it in : ( , so it would be nice if someone could gve Ti-Khana some attention.
I would if I had some modelling skills.
But the main focus of our programmer and modeller head unit are tracks and game coding now as far as I see since creating a team is not thaaat much of a problem for now. We'll eventually come to a point where we have to discuss every team suggested and which ones to make the cut so keep your ideas alive and work on them :)
As for coding I'll make some corrections and debugging today and hopefully I'll post next demo (without main menu cos it still needs some work) where available will be shooting, speed/weapon pads, sounds, music, some new graphic effects... weapon randomness is just in amount of ammo you get for now xd (Enemies get only one bullet every time cos they are too loud... stupid bunch of kids xD).
Default ship: my ugly carpet xd
Has anyone seen my two tracks? Would it be better if I redid the Singapore based track on what the Marina Bay area would look like in 2180,along with a scenery update for the Mach One Malaysia-Singapore track?
One thing at a time... I already told I can only work on one track at a time... When I finish DC, I'll search for some good layouts to try...
And we have our own domain!? Cool! You guys aren't paying anything for it, right? I don't want people wasting money with this project...
I have some incomplete team-sheets here if you want to add them to the site, afterwards...
I do pay a little bit for it but first of all it's not much and second I am using another part of that web space for personal data transfer. I love the project, so it's alright :)
I'll work on the site this weekend. As for teams and everything... Make sure to keep the Google Docs document, which I linked a few posts back, up to date so it's easier to work for all of us!
I know most of you guys probably know these things already, but I may as well clarify for anyone who doesn't:
- If you are making pictures or models: Keep the most important part of the picture off-center, as it will draw more attention to it. This is especially important if you have an awesome-looking ship in a pretty environment, and you want people to be looking at the ship.
- If you are making music, don't Over-Design. Doing so will only make it sound confusingly busy, and it will often lead to poor moments. Keep it mildly simple, and it will actually sound better.
- If you are programming something, then don't use Java. Java is poorly optimized, is constantly needing to be updated, and teaches bad coding habits. Not only that, but most Java-powered programs don't take advantage of Multi-Core CPUs.
Thank you, and have a very safe, and productive day.
I wrote that post for anyone who visits the thread and wants to join the Dev Team.
Speaking of music:
http://soundcloud.com/rbng-1/temtesh-memories
Finally! It took a while to come out! :D
I tried to capture the chaotic races in Temtesh Bay and transform them into sound.
Ok, upload complete :) https://rapidshare.com/files/2837604...rsion%208).rar
Sounds are a bit not prefect xd But it is fun to play... low-end pc users won't get this joy sadly :| I'll upload a movie tommorow which will be showing it :)
As for music it is random at race beggining, although this random functions suck and sometimes you'll need to press "r" more than once to get new one xD One bug you'll maybe not notice and I forgot to fix is after your ship is destroyed AI rockets don't hit anyone because of null reference exception in script without protection to prevent this... Ah, and soundtrack is made of 7 track which got under my mouse cursor xD I think that's all, have fun and don't forget to comment ^.^:+
Probably first comment: This red thing when colliding... WHYYYYYY!
And yeah, still old HUD, gotta change that when I'll be finishing Main Menu. And AI is set to highest difficulty available right now :g
Oh oh, and one ship is a ghost because I've deleted its mesh by mistake and didn't have... energy :P to change it. (F***, 5th edit...) Ship is shaking after you finish race (if anyone... although it is damn easy) because... I don't have any idea... i just can't find the issue so I'l just rewrite whole camera script cos it is a mess xd
(6th eeediiiiit, OMG) Sideshifts are on "d" and "f" but can be changed in input options when turning on game, shooting is on "v" key and can't be changed cos forgot to define it as button xd "b" is boost, "c" is camera and barrel rolls don't work because I'm still fighting with game-controller-and-keyboard-controls possibility...
Nice, zero. Am downloading it right now.
Question: Should there be a downloadable demo on our website? My own opinion is "no", since we don't have an official demo but only test releases for ourself to find bugs etc.
But I like to know your opinions.
EDIT: Will store a link of the most recent demo available in our G-docs.
Could be posted just as developer version for testing, if it is about SlipStream then why not place project progress in there :)
Updated G-doc with my "notes", not updated but can be changed and if I'll ever get bored I'll take care of it too.
----------------------------------------------------------------------------------------------------------------------
Some game performance info:
- Max VRAM usage: around 260mb (wow)
- 128 draw calls... Xpand, I need you to make every ship combined into one mesh, it shouldn't be a problem cos it is just one button and everything is fine after that
- it takes around 9% of one of four 3.33ghz core on my CPU
- uses... OMG, 600mb of RAM... gotta fix that too (one line of code again xD) EDIT: Oooopss, maybe not.... it will take some more optimization... damn Java
EDIT: Lightmapping and high resolution textures in really demanding formats are making so much mess in RAM so I'll convert them to *.png cos it is almost lossless format i think. And I'll have to delete some unused files later too.
Game download count: 11;
Yeah, although I won't do this now till I'm done with some things cos it is related to number and kind of files within my project files.
btw. It is just 100mb, took 20min to upload xd EDIT: Uh huh... i forgot this **** has those damn transfer limitations... stupid hostings
It's not the file size. RapidShare plain sucks. Mediafire is way faster, both on upload and download. I recomend you use that next time.
Awesome update on G-docs! The "bug report" thing was very important to be added :+
Some notes of the first impression from me:
- Cassandra looks sooooo good.
- I am soooo bad at racing xD
- The pads are great, although I find it a little bit hard to tell if it's speed or weapon pad when seeing it infront of you, maybe it's just because the speed class.
- Sound effects are nice, I like them!
- That red effect when hitting a wall, also nice.
- In the first tunnel of Cassandra there are some kind of light outlines on the opposite side of the windows... Maybe Xpand, you should fix that out.
It's awesome! Just plain awesome.
@docfo4r: Yeah, those are just crooked UV coordinates. It's a quick fix.
@zero: One thing you forgot: the lights/self illum material on the advertisements* and lower the shininess of the light cones in the tunnel and those tubes** on the black structures just before the largest mall before the seaside tunnel.
Other than that it's perfect! I have no other complaints.
*
Attachment 6496
**
Attachment 6495
Oh yeah, the AI is hard as hell. But that's a cool feature! xD
Very well done. I have only one problem.
I hate keyboards for racing. I really should hook up my PS3 Controller.
@Ag-sys: I don't recommend using PS3 controller yet :P Wait till I'll make it work as it should and then you can experiment ;)
@Xpand: Ah, yeah, my memory rocks so... hmmm, I'll fix that tommorow so I can forget it xd
@Whoever wrote that (scrolling on iPhone... yea):Hah, I knew it will be hard to tell what is what without any colors before setting them up :g Xpand, it would be cool if you could make somehing like light-rays coming out of wep/sp pad so you can tell what is what from far away :oQuote:
- The pads are great, although I find it a little bit hard to tell if it's speed or weapon pad when seeing it infront of you, maybe it's just because the speed class.
quote[AI is hard like hell] > And I still think how to make them harder... well, too much skills sucks xd
I posted that. Glad to see I am not the only one with that problem, I thought I am blind or so xD
Meeeh, cos I've moved my finger so many times to get this piece of text for quote but i forgot to get who wrote that and going back would be too troublesome so... hmmm xD
Haha, no problem. Most important is that the message got delivered, the sender is not that important ;)
I gave an idea about a team from South Korea, but I'm still developing the concept ship of that team.
Does it help about something?
If you want to know more about the Story of the team, here it goes again:
Team Name: [BreeTech]
Country: [South Korea]
"The Korean Dream Factory", as what they are called, are hungry for victory in this season! An inspiring growth in the nanotech market made this korean company dream higher as they started sponsoring the F9000. After the 2nd rise of the Anti-Gravity League, they saw the perfect chance to get into the FX150 championship but unfortunately, for the mass disapointment of the South Korean Nation, no. 1 pilot, the "Star Saint", Syoung Jung-Moon, suffered severe injuries and had to be immediately retired of the track.
People thought he'd die for the severity of the injuries, but Breetech granted that the "Star Saint" would still be running on the FX200, and this time, they'd crush all their rivals on the tracks. Guess that we'll have to wait and see...
I'm still working on the concept ship for this team, I'll post them here as soon as I'm done with them (and as soon as my laziness + work have the kindness of making me do it =P)
Okay, feedback of the current beta
- Cassandra is amazing!
- I think there should be more effect like AG craft pushing forward or zooming effect when passing over speed pad. Also speed/weapon pad are indistinguishable from afar.
- Controlling with gamepad's analog stick is twitchy. It moves when hitting a set threshold instead of being sensitive of stick's movement. Dpad not tested yet. I feel like the AG craft keeps flying too much tbh.
- AI twich the entire way... :/
- Oh gawd, that red bleeding effect when you're hurt. It's fine actually. Just don't carry that over to the rest of the HUD. Try to use really quick orange/yellow bleeding instead.
- I don't like the sound of the engine. It sounds more like jet fighter more than AG craft.
Sorry for being nitpick lol. You guys are doing fine! Keep it up!
Well, they are powered by what is essentially a cross between a Fusion Reactor and a Jet Turbine.