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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

  1. #641
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    Sorry guys but I took a break from comps for a while. My psp's "×" button isn't working good so I press hard and my fingers hurt now.

    Next week I'll work full force!

    P.S. Xpand, Blender had a fatal error when importing the .dae file.

    P.S.S. Is there a way to fix my × button?

  2. #642
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    It was quiet silent here... so, yeah, i'm working whenever i have free PC, i'm doing great with maya and hopefully i'll be able to complete my tracks (exporting problems ), ships and begin programming my version of game.
    btw. Rotational_Aspect, how are ya doing? I'm curious how far you got
    (maybe it's already finished and he don't want to show us I mean game )
    btw2. Feisar... lol, throw with your psp or open it up and see what's up (i already opened my psp 22 times [and laptop 5 ] so i can help you by PW )
    Last edited by zero3growlithe; 7th July 2011 at 10:01 PM.

  3. #643
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    Talking .

    Hey zero3growlithe, So hows the project going? Things getting anywhere?
    Last edited by MyNameIsBom; 8th July 2011 at 05:09 AM. Reason: fail at spelling

  4. #644
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    Only skills are up, projects are queued until i finish tutorial about using NURBS in maya.

  5. #645

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    zero3growlithe> I'm still alive, and I am still working on the game. At the minute I am sorting out a timed lock on (as in the WOHD homing missile).

    I'm getting to the stage now where I should be putting all the bits I have made together. I also have been experimenting with totally flying ships (as a reference look at an old PC game Slipstream 5000 or Hi Octane on Youtube), rather than having a ship constrained to hovering- I still have the magnetic ship scripts however.

    I have also been looking into Unity 3d- I have access to the Pro version and I was testing Playmaker (a tool that is like Blenders logic blocks). The program is good, but ironically its harder to make zero gravity ships in Unity than it is in Blender, and to be frank the user forums are not as good (BlenderArtists is really helpful).

    But if you have $40,000 you could apply for a PS3 game publishing license in Unity! Was it you that was going to use it, or were you going to use DarkBasic?

  6. #646
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    Both... still don't know what to choose as i don't know their capabilities, but wait when i get to them then i can talk about it
    btw. Nice you're still alive
    btw2. LoL... there is a game named slipstream already...
    EDIT: On youtube i found guy "helpfullprogrammer" who has tutorials on how to make games in DarkGDK

  7. #647

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    Small update: got a simple lock on working (I also have a primitive lock on cursor too).

  8. #648
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    Nice! I'm also retrying the C++ coding with OpenGL. I'm only able to display simple models like cubes in it yet... Gotta make a mesh importer for OBJ files...

  9. #649
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    Hey! Send me test run of the game! I wanna check it out! ( I <3 !'s)

    Anyone with S.Up Pro?Import my .dae files and export to .obj please.

    My ship making plan:
    1st; 2D drawing
    2nd; show photo
    3rd; 3D-ish drawing
    4th; S.Up
    5th; post .skb and .dae
    6th; repeat

    I just want to work faster sooo... Yeah thought no one would care anyways

    P.S. Xpand, get one that imports/export .dae/skb files. You don't have to but, I need one...
    Last edited by feisar rocket; 12th July 2011 at 02:34 AM.

  10. #650

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    feisar rocket> you do know that Blender imports .dae collada files directly, so you could use the latest release [2.58] and get it done quicker. The .dae importer works well, I easily imported a teapot from Max 2012, the only thing is the object may be orientated differently on import.

    I have pretty much finished the lock on missle. As a bonus, I have found another way that opens up more gameplay possiblities.

    This approach has the player having to keep a target 'painted' with an IR radar beam to keep the missle locked- so you have a choice- maintain a racing line or keep tracking a target so your missle hits (this warhead is also more powerful to offset the lock on penalty).
    Last edited by Rotational_aspect; 12th July 2011 at 08:58 AM.

  11. #651
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    Talking

    @Aspect, i have an idea:
    For lock-on i see good thing with using mouse/analog stick (if you own PC controller) where you must aim at your opponent to lock on and keep it until you shoot, after that missile will follow after him itself as normally. Same for cannon & rockets, but without lock-on
    As for controls during flying i think that assigning LMB & RMB for AirBreaks and MMB for Absorbing, and Space for shooting will be comfortable enough

  12. #652
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    Found this weird mesh loader for Obj files, but I still can't get it to compile... Man, I forgot coding in C++ was this much work!!

  13. #653

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    Nice idea zero3growlithe, although I do not want the game to become too fiddly. I will keep it in mind though, playtesting is when these concepts are proven.

    So far, these are the weapons I will be using for my iteration of the game:

    Autocannon (auto targets ships to the sides and below, short range, can shoot down missles)#
    Laser cannon (long range weapon, high damage, eats power)
    Dumbfire rockets (highly damaging unguided)#
    Lock on (light damage)#
    'Active' lock on (high power rocket, requires constant lock from firing ship)#
    Shrapnel mine (releases flechettes on detonation)
    Shield (tracks the nearest enemy ship only)
    Plasma Lance (massive damage, short range plasma 'sword')#
    Static shield (generates a static electricity field around your ship, the longer an ememy is in the field the higher the damage caused).
    Inert payload (blocks of steel/ tungsten that can be dropped in the path of other ships)#
    Blast mine (sub kiloton nuclear munition)#
    Recharge port (allows ships to refuel during a race)#

    # = weapons that I have finished the logic for.

    I do have more, but they are not really suitable (plus I dont want huge amounts of weapons...yet).

    The other thing that I am considering is limiting one weapon per ship per race (selected at the start, with certain ships having the option for two), so weapons become more 'valuable'. And when the weapon runs out of power/ ammo you 'drop' it and the ship gets more speed. Some players may want to not bother with weapons at all (for a speed boost from the start), and some ships will not be able to hold weapons anyway (these would be more specialised, sort of like an Icarus).

    I have lots of ideas floating around, just have to make them all now!

    And keep at it Xpand!

  14. #654
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    How about emp, aspect? (I'll work on logos too!)

  15. #655

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    I did think about EMP weapons, but then thinking realistically, an antigravity ship would be dealing with very high levels of energy anyway, and would be well insulated against an EMP blast.

  16. #656
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    I see, but, make it for energy type weapons (Shield, Plasma, etc.)

  17. #657

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    How do you mean EMP? Do you mean have a weapon that knocks out weapons on the other ship / scrambles the targeting?

  18. #658
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    Yeah... you use EMP to turn off your opponents shield... and? Watch as he runs without any danger becouse you don't have any weapons to finish him? Useless, until we won't add something like multiplayer team deathmach to this game For plasmas and other stuff there is shield.

  19. #659
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    The EMP could work as a disruptor cutting out the non-airbrake turning ability (which is more likelly to be controled by electric input than the airbrakes), or making the ship bounce as it confuses the levitator's stability controler.

  20. #660
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    Hmmm, maybe, but (if i'm not wrong) it's weapon with big field of destruction as quake. I recall someone saying that he want to bypass this type of weapons, and i'm by his side Maybe distruption ball from wipeout pure? Same effect as you say

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