We have no idea what happened to Mach One
We have no idea what happened to Mach One
@Feisar: I suppose it will be available for tracks created for it :P
Anyway, New SSGX Demo is done: http://www.mediafire.com/?yiaazkac7fx6775
Standard Controls:
- "x" for thrust/accept
- "c" change camera
- "v" for shooting (rockets only)
- "b" boost
- "d" "f" airbreaks/side shifts
- "esc" for returning
- "r" to restart game (back to menu)
Of course you can edit those controls in "input" tab of Unity's setup window (game controller available). Cheat code: Press "h" for 200 energy...
Thanks zero for finishing it on the holy Sunday.
Controls are smooth [I think that's the most important part anyways] with the controller, ships and tracks look great, speed classes are nice, music is cool xD
Good stuff! Liking the handling and the engine looks gorgeous :)
Couple of observations with the controls
- Joystick needs a dead zone. The slightest movement registers making the menus very tricky to use, and ships turn on their own unless the stick is dead centre
- Airbrakes don't seem to work. The control binding lists sideshift twice, maybe this is the issue?
- Left and right triggers on 360 pad aren't recognised and cannot be bound. The PS3 controller using MotioninJoy works fine, but the majority of people on PC will likely have a 360 controller
- Is there a function to return to the main menu? I've bound "Escape" to the controller but no response
I'll keep going and see what else I can feed back :)
EDIT - Oops, the airbrakes do work, you have to be turning to see the effect. That's me getting too used to Wipeout airbrakes ;)
Ok, now programmer is going to criticize players :P I'm going to be mean:
Should i make another presentation to show that they DO work? In WOHD you guys were perfect from the very beginning of playing it? I can make perfect laps almost every lap on both track in this demo on phantom so u can too, i have same version, no cheating...Quote:
- Airbrakes don't seem to work. The control binding lists sideshift twice, maybe this is the issue?
Go to microsoft or look for better drivers in internet, I'm a game developer u can say, not software maker.Quote:
- Left and right triggers on 360 pad aren't recognised and cannot be bound
Escape key on keyboard, on game controller which u select is used, if it is still your 360 controller, find another one.Quote:
- Is there a function to return to the main menu? I've bound "Escape" to the controller but no response
Also... no one found a cheat code in my post with link to game, heh, nicely hidden
Edited previous post: "- "esc" for returning - "r" to restart game (back to menu)"
hey zero I've been wondering I couldn't bind the d-pad to controls when using motionjoy and ds3 is this to do with the motion joy drivers?
In DS3 tool in Profiles press enabled till you controller is not vibrating while pressing "test vibrations" button and try then. If it doesn't work then I can't help it... not my part of job.
Just thought I'd post to give you guys my impressions on the latest demo. Good god, I'm impressed. The game looks pretty phenomenal, especially the art style, and the handling is really fun. This is really coming along, and I'm glad that you gents are trying to keep Wipeout alive!
The demo is very good. However, I have one compliant.
Where is the exit button? Escape doesn't work.
The alpha looks very nice.
At first I thought that the airbrakes weren't working but it seems that they merely offset the turning angle and by themselves don't do anything.
I liked the cavarne track though, especially the almost freeroam part of the track and the fact that you can do BRs.
The first track I didn't like as much because for some reason in the second to last turn the ship always seem to lose all it's speed for no reason.
Also, I died a few times before realizing that boost uses health.
:/
But anyways, it's looking very nice.
That was a LOT better than I was expecting. I reckon you should make the airbrakes a little more potent and make them swing out the tail a bit more.
Also, the sideshift should take longer - right now it's an almost instant move to the new position.
ok, Looking good so far. Found 2 minor bugs but I'll leave the opinion about handling to other Wipeout veteran. :)
- [This] If remember correctly I plowed into a wall and the game doesn't reset my position. So I plow into trees again. It returned to normal.
- When I go out of the track and got reset, the game just drag engine trail from your last position right to your new position.
Also, make the finish line more clearer so players can know where's really the end of the track.
Well, Draco Cavernae (and not Cavarne) isn't even half finished yet... When it's done it will certainly have all the stuff a track needs, including a defined starting line.
The game is great! Of course it still needs some tweaks over here and there (well, the game is still young after all ;)), but I love what I'm seeing and playing, especially the iFreet ship.
I've noticed these however:
• After the 9th lap, the lap counter number will be partially over the target laps and over the line which separates them.
• If you touch the sides for a little lapse of time, the ship may start to pitch down, especially in cross slopes.
• In this point I agree with rdmx: the sideshift movement is quite fast, almost a teleporting movement, when you are cruising at high speed. On the other hand, the movement is smooth when you are stopped, and when cruising at low speed.
• The rockets shooting animation reminds me to this one. :)
Nevertheless, the game is great for such an early development stage. Thanks very much for sharing this with us.
So for everyone who didn't know, we also have a YouTube page now where we post some viddy's from time to time.
www.youtube.com/slipstreamgx
A Moddb-Page is also going to be created ;)
Guys, i'm sorry for disapearing for such a long time! Had some personal problems that are solved and I want to know in what else can I help you out
Programming, seriously. Zero's almost a freaking nerve wreck because he's the only one capable of dealing with that. He could sure use a hand.
Try to be on skype more often to get a better sitrep.
okay, I'll try.
By the Way, do you know what are the issues he's trying to fix now?
Well, right now: Airbreaks do nothing when player is not turning, no airbreaks animation, no force feedback from wall collisions, physics need tweaking, barrel rolls make you fly higher when used, analog control for barrel roll is hard to get right, no idea if "ship on side", "ship nose up/down" bug are fixed cos i can't get them myself to check and it is a waste of time to upload game again and again. About me being nerve wreck it doesn't look as you can imagine, at least not that bad :g
Although I say this a lot, you all have done a great job so far! The game (especially the controls) are shaping up really well from the last demo. I went back to the first ten pages of this thread and many here have developed some real skills since then.
As for me, I am designing some AI code for my game, some simple collision avoidance using vectors. At the minute my basic AI constructs a list of collision objects based on distance. If the y (forward) vector is to the left or right the ship will move in the opposite direction, (and soon up and down too). Now I have to teach it to fight properly...
Zero, how are you going to do yours?
Well, I had some ideas, tried to make them work but with no luck, but now i have a new idea:
I'll use nodes again but they will not be used as fixed navigation line but just as route indicators, what i mean is that when AI will be flying around the track it will check things like: how far is it from wall, how wide is the track at given place, what is ahead, how hard is the turn, and of course if an ship is ahead, can it dodge it (same for mines/bombs ahead)... hopefully this will make them behave randomly, if not, i'll add some randomness myself :3 Ah and they will suffer the same as player: collisions, slow acceleration, etc... I hope it sounds logic xD
Sounds great so far. *thumbs up*
Me gusta reflective glass!
Attachment 6697Attachment 6698
hmmm...
Ok, here's the deal: Will you be online on Skype this friday? I'll come online at 10:00, 11:00pm, so we could exchange some ideas and then I could try to sit with you and see if we can figure out something for solving those problems.
Hmmm, 10pm? On weekend cos I attend to school everyday and I'm not free at this hour. Also, by "helpng hand" i meant that I'll be doing one part of code and someone do another, i don't have problems solving those i have now when i think a bit :| But thanks u want to help :)
btw. Nose up/down, ship on-side bugs fixed, thrusters made though I'll use another renderer for it than trail renderer...
Generally we keep the skype chat open all the time, and whenever we get around to catching up, we reply to anything we missed.
Hey hey hey!
Great progress you people have made. I must say this game is top notch!
The demo of the game is amazing, I showed them to my friends and said that a bunch of fans of a game made it. To my complete surprise, they thought I was lying! Well the game looks really polished i got to tell you that. I had some spare time to draw up tracks and stuff (I got the holidays coming up, so I can come back to lend a hand on the project, making billboards etc etc), i'll upload them later when my internet comes back. Oh and are you able to do multiple paths/split tracks? Like the one on Fort Gale on WipEout Pulse to be exact.
Oh an by the way, I love the easter egg you've put in on Draco Carvarne ;) Who ever put it there was smart :P
Who else can put this if not the guy who compile all those versions of SSGX xd
EDIT: Ok, Looking for someone to make a nice graphic interface for: in-game pause menu and results screen :P
Xpand, can I make a strange request?
Can I request you put in a Weapon from WO1? Specifically: the "What's This?" Now that would be fun to have. :D
Yes, I'm evil. :twisted
@AG-Sys: What's that?
Anyways, started making the pause menu:
Attachment 6704Attachment 6705Attachment 6706Attachment 6707
Whadda ya think? xD
Well, it's a weapon. That prevents you from firing weapons or picking them up until it wears off. Which is bad. But, it's hard to aim like the plasma.
And I'm liking the pause menu.
And do you need any misc. graphic design?
The current font is fine, it fits with the whole futuristic feel of the game. And yeah my OCD senses are tingling because the pause menu isnt in the center xD There's nothing wrong with the look, i like it :D
I couldn't remove the HUD because those pictures aren't in-game. I used a screeshot of the game...
The font is arial, just like on the main menus. With the same width and height settings and all.
What's the problem with side menus? Many games have those. More than the center menu. It just makes things easier because it allows you to keep track of what option you entered.
I like this design. :)
Could you blur the background thus making the menu stand out more? It would draw attention away from the HUD quite well.
From a gaming perspective, a central menu would be better (to me at least) as when you unpause your eyes are looking at the centre of the screen and not to the side. Imagine pausing and looking at a menu whilst doing Zone Zeus and concentrating at the side of the screen and then resuming....it might put you off. Just a thought.
Unity free doesn't support post processing effects like blur, sadly... Well, at least when I unpause my game I only do it after I make sure the option selected is "continue", then I just have to press the button, I don't have to look to the menus...
My though was: when u have this menu on a side then u can see almost whole stopped action (what is actally happening) and i don't know who is looking at the pause menu while pressing x button to contunue race (or escape button) cos i don't xd