Page 62 of 179 FirstFirst ... 125258596061626364656672112162 ... LastLast
Results 1,221 to 1,240 of 3564

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

  1. #1221
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    How the zombie ships are eating your shields and how you can't pass by.

  2. #1222
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    779

    Default

    About 10 seconds to completely destroy your ship when colliding constantly. When I time it right I can pass them so I didn't make it impossible to win.

  3. #1223

    Default

    Just come across some code which has made my life a lot easier! It checks the magnitude of collisions, so if a ship hits anything I can see how 'hard' the collision was (ships, walls...anything!!). My weapons scripts automatically deplete the energy property of the target object hit so that is handled too. The only problem I have is that only the parent object registers hits, so children act as ghosts.

    zero3growlithe> sounds cool! I take it the other ships lose energy too in the collision? Get a shield power up and slam into them!

  4. #1224
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    779

    Default

    zero3growlithe> sounds cool! I take it the other ships lose energy too in the collision? Get a shield power up and slam into them!
    They don't lose energy for now but it's just adding one line to my code so no problem, but this line gave me new idea. How about making something like powerful sideshift? Double tap sideshift button, hold it to charge and slam! If only I would be able to make online play it would be awesome to get rid of your opponent when head-to-head on wep off race.
    (the only thing I dislike right now is that on keyboard controlling my ship now is pain in a**, so I'll start mapping controls to my PS3 controller. For those who don't own one I'll leave controll mapping enabled in script [input options when opening up the game])

  5. #1225

    Default

    Sounds similar to the F-Zero X spin attack- very handy!

  6. #1226
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Just came out the shower and had a "eureka!" moment.

    How about level of simulation?
    (I. damage only to shields, dumping weapon gives you shield energy. (basic WipEout)

    II. damage done to shields first then armor, pits must be used to "cool" engines and regenerate shields (heat levels do not damage shields). (amateur WipEout)

    III. full racing sim, batteries for engines and weapons must be recharged. Overheating, shield failures, weapon malfunction, battery overloads, is possible. Damage is done to shields and armor at the same time (shield - 60% damage to armor). Recharge lanes are activated (across pit lanes). Heat levels damage shields. Low shields = lower speeds. Possible engine failure from direct weapon impact to thruster. Once shields are "offline" they never restart (shields low -> shields critical -> shields fail -> shields offline). (FX-150 amateur league complete simulation)

    I know it might be... impossible to get it like this, but I just wanted to share.

    P.S. Thanks for Python tuts Aspect.
    Last edited by feisar rocket; 27th January 2012 at 02:01 AM.

  7. #1227

    Default

    Some interesting ideas feisar rocket- I don't know if this would suit a 3 lap race, you may have to increase the race distances to make these features more meaningful, plus it would be a challenge to balance the gameplay.

    Not impossible though.....

  8. #1228
    Join Date
    Dec 2011
    Location
    Cyber Space
    PSN ID
    Killercrusher232
    Posts
    106

    Default

    This could be where endurance and speedway races could have a part

  9. #1229
    Join Date
    Jun 2008
    Location
    Singapore
    Timezone
    GMT + 8
    PSN ID
    FEISAR-CSY
    Posts
    867

    Default

    I remember having a super speedway track made with twisted wires.
    Plan View
    Side View

  10. #1230
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Damn, forgot about it...

    I see, Aspect. I even drew a HUD at school today

  11. #1231
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Quote Originally Posted by feisar rocket View Post
    Just came out the shower and had a "eureka!" moment.

    How about level of simulation?
    (I. damage only to shields, dumping weapon gives you shield energy. (basic WipEout)

    II. damage done to shields first then armor, pits must be used to "cool" engines and regenerate shields (heat levels do not damage shields). (amateur WipEout)

    III. full racing sim, batteries for engines and weapons must be recharged. Overheating, shield failures, weapon malfunction, battery overloads, is possible. Damage is done to shields and armor at the same time (shield - 60% damage to armor). Recharge lanes are activated (across pit lanes). Heat levels damage shields. Low shields = lower speeds. Possible engine failure from direct weapon impact to thruster. Once shields are "offline" they never restart (shields low -> shields critical -> shields fail -> shields offline). (FX-150 amateur league complete simulation)

    I know it might be... impossible to get it like this, but I just wanted to share.

    P.S. Thanks for Python tuts Aspect.

    I like the full-sim idea... The number of variables would be immense, but I'm starting to get a look at Java scripts for Unity, next wednesday I'll be working on this at 100%!

  12. #1232
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Learn that Java... maybe even drink some

    I gotta get bitten by Python, I got nothing... stuck. By Xpand learns Java, I'll learn Python.

  13. #1233
    Join Date
    Dec 2010
    Timezone
    GMT + 12
    Posts
    408

    Default

    anything i can do?

  14. #1234
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Well Bom, help me with a HUD, track, and ship discription. Is that good?

  15. #1235
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Quote Originally Posted by feisar rocket View Post
    Learn that Java... maybe even drink some

    I gotta get bitten by Python, I got nothing... stuck. By Xpand learns Java, I'll learn Python.
    Unity supports python? I never saw that anywhere...

  16. #1236
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    I'm not sure if Unity has Python support. I was talking about Blender.

    Hey, what's the ships dimensions have to be?

  17. #1237
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Well, I've been making mine in real-world realistic sizes: from 10 to 20 meters in length, 6 to 12 meters in width and 2-4 meters in height.... Those are the average measures of a fighter aircraft, which I reckon the AG-ships must be around the same size... I usually use a human analog: a line with 1.6-1.7 meters just to get a feeling of how big the ship will be in comparison to the pilot... I usually do that while still on the drawing board, in scale obviously, but in the 3D it's all real size...

  18. #1238
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Ah thanks Xpand!

  19. #1239

    Default

    I think Unity uses Boo (similar to Python), Java and C#. Zero will have the definitive answer as he is currently the UnityMasterâ„¢

  20. #1240
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    779

    Default

    Ha ha, Unity master xD
    And yeah, C#, JavaScript and Boo are used. JavaScript is good but it doesn't have the possibility to access external files so I have to add C# to my learning list No idea about Boo.
    btw. I've divided Xpand's track on two objects and I can detect whether I'm hitting wall/track so now falling of the track is... IMPOSSIBLE, BWAHAHAHA!
    EDIT: New track: Up View | Perspective (I'll make better texture...)
    btw. If it reminds you something then know it wasn't on purpose
    Last edited by zero3growlithe; 28th January 2012 at 08:54 PM.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •