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

  1. #1661
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    While turning on the game an Unity's window with settings appears where you have a tab named Input where you can change controls even to gamepad buttons.
    EDIT: Ahahahahaah xD
    Last edited by zero3growlithe; 13th May 2012 at 01:37 PM.

  2. #1662
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    I lost track of current goal after bunch of Amaroq's post right now. Can you remind us what it is? More tracks?
    Will do current track's logo. But I'll take my time on it. There's no deadlines afterall.

  3. #1663
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    aye as it stands right now what we really need is more tracks, I know of 5 that are currently in modeling development out of which I don't know if all of them will stand up to scrutiny (I know 2 that will for sure) that is Cassandra, Draco Cavernae, the Basin Park tracks and Zero's track which I'm not sure I heard the name of. but then I don't know all the tracks people are working on either there might be more out there... perhaps it would be a good idea to compile a list XD

  4. #1664
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    I'm working in the interstices of work until June.. After that I'll be off for like half a month, probably, because of final exams... After that I'll turn on the turbo and finish the two tracks I'm working on.

  5. #1665
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    A preview of what's to come.



    Now back to chruncing Cassandra's logo...

  6. #1666
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    I'm liking it proton especially the hill one it's got an art deco flair to it :thumbsup: they might be monochrome in game but I'm liking these man good job

  7. #1667
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    @Proton: Aweeeesoooome! Likin it a lot ^^

    New movie from SSGX with small update of Camera/AI/Results Screen... on venom speed sometimes ships that collide together disappear because one of functions that keep them flying (sometimes they pierce into the track and don't want to move) check whether they collide constantly while having speed smaller than value which I've set too high and respawns them in last checkpoint...
    http://www.youtube.com/watch?v=RvRmn...ature=youtu.be (read description xd)
    Last edited by zero3growlithe; 13th May 2012 at 04:20 PM.

  8. #1668
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    @Proton: Cool! Like Oryx said it will probably be monochromatic in-game. Can't wait to see the Cassandra logo!

  9. #1669
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    the camera looks pretty great to me now zero the ships look a tad small though.

    Also hm... I dunno if this will simply make it more tedious or not but it seems to me that venom speed really is quite uneventful maybe an idea to spice things up would be to make the ships slidier the slower they go, calling it... "less response from control surfaces" or some physically pseudo plausible explanation like that... meh just a thought it might be a crap thought at that XD

  10. #1670
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    Quote Originally Posted by Xpand View Post
    What the... The controls are already set: Arrow keys for turning, X to accelerate. No one uses the mouse in racing games... It's much more ergonomic and efficient to use a combination between left hand and right hand keyboard mapping. There is no such thing as console in this game. This is not a FPS game. Only FPS/TPS use mouse+WASD.
    I know plenty of games that use the WASD keys and aren't shooters. I really think it is the way to go. I feel it is more ergonomic for me than using the arrow keys.

    As for the mouse, everyone knows that it is more precise than a thumbstick, and thus we could use it to emulate analogue control (we would need to hook up a controller to the computer otherwise).

    ---

    P.S.: Why did my game-mode thread get merged with this one? It was going tobe a seperate thread because I wanted to keep the conversation about it seperate from this one. It even had a poll!

  11. #1671
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    The reason why no one, and I mean NO ONE uses mouse control in racing games is because of the large amount of space you would need to move the mouse to make the car/ship turn. I mean, if it was a nascar game, where every turn is a left turn you would be constantly having to lift the mouse and place it in another position because you ran out of space. Kinda like a typewritter, really. Just imagine this in tracks where you have lots of tight corners and fast moving vehicles... Yeah... You can map the mouse as a joystick though... I think the Unity compiler has that option, right zero? Or a way to assign a certain dx movement of the mouse to a certain centripetal acceleration to make the ship turn faster as the mouse moves more to the sides. But it won't solve the reset axis problem, plus you'll have a longer reaction time for the ship to turn, because you have to move the mouse 2 times the distance to turn to the other side..
    Last edited by Xpand; 13th May 2012 at 05:17 PM.

  12. #1672
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    Um, not really. I have my windows mouse sensitivity set very high, so I don't have to move it very much to get the cursor to go from one side of the screen to another. Just have a small deadzone in the center of the screen where you won't turn, and then you can move the mouse slightly to make the ship turn slightly and move the mouse slightly further to make the ship turn quickly. Same thing with pitch contol.

    Not only that, but some people have very large mouse pads.

    Anyway, I don't mean moving the mouse constantly but just moving it once to tell the game that you move the mouse to the left and thus want the ship to start turning left, and that it shouldn't stop turning until you move the mouse back to the center of the screen.

  13. #1673
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    But to center it back it would be a problem without knowing where cursor is and where center of "deadzone" is

  14. #1674
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    Just draw some lines around the rectangular deadzone (make them translucent so that they match the HUD) and draw a simple square as a cursor, or better yet just make the game automatically center the cursor when the race starts and not show it to the players (unless they enable a debugging overlay, another reason I suggested adding a developer console so that you can edit things while you're testing them).

  15. #1675
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    I say we keep with the keyboard for now... Let's just focus on finishing the game physics and gameplay and then try that system...

  16. #1676
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    if we're talking default controls here I have no problem with wasd being used for pitch and steering but I'd rather not play with the mouse I've tried racing games with mouse control and it doesn't have the feeling (the keyboard doesn't come close to the gamepad either but the mouse is worse) I think keeping it simple and sort of conventional as far as controls go is the right way to go tbh.

  17. #1677
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    Arrow More Informormation on my Mouse-steering idea

    My idea was basically to just have the mouse behave like an analogue stick.
    TL : DR The concept is far more simple than I made it sound earlier.

    ----------------- OFF TOPIC (BEWARE OF OLD POSTS) -----------------
    Oh, I just looked at a picture you drew a while back

    Quote Originally Posted by Xpand View Post
    do that!

    BTW, can anyone tell me where's the Dynamic material tab on Blend 2.57?

    Edit: Drew two new ships:
    XpandAGbpo.jpg
    The Top-View of the first ship kinda reminds me of those Veritech drawings in the Robotech RPG books. Maybe as an easter egg, one of you guys can make a hidden Veritech (and paint it in FEISAR colors). It would be bloody-awesome to fly (especially since it would be like flying a Pir-Hana with FEISAR handling and Goteki thrust)

    Quote Originally Posted by Rotational_aspect View Post
    When I looked for a Tron glow tutorial lots popped up, I'm sure one will work!
    That just gave me another (and probably more plausible) idea: A Tron Legacy style ship that you can unlock. The lights would be FEISAR colored, and it could look like a cross between an AG Systems Fury* and a Goteki Fury*.

    Quote Originally Posted by feisar rocket View Post
    I made a awesome team logo! Zero, does atlantis have a logo yet?
    Maybe we could make an Atlantis. I hope it will look like the one in Stargate**.

    Quote Originally Posted by apemax View Post
    Ok thanks for the code Xpand. I've got the making the track working but i can't remember how you apply a texture to a model. Could you give me a point in the right direction?
    Dude, get Blender.

    *The Fury ships are the ones that came with WipEout HD's Fury expansion
    **Stargate is an awesome series. Everyone go watch SG-1 and Atlantis on Netflix


    ---
    P.S.: Sorry for scrounging up your older posts, but I am still combing this thread from beginning to end for information.
    Last edited by Amaroq Dricaldari; 14th May 2012 at 05:23 AM. Reason: I made it look WAY better

  18. #1678

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    Quote Originally Posted by Amaroq Dricaldari View Post
    I have some ideas about the control scheme.



    Better idea:

    W: Push nose down
    S: Pull nose up
    A: Left Side Shift
    D: Right Side Shift
    Shift: Accelerate
    Space: Airbrake
    Mouse: Steering/Pitch Control/Aiming
    Left-Click: Use Weapon
    Right-Click: Absorb Weapon
    Q: Mode-specific action
    E: Rear-View
    C: Change Camera Placement
    J: Jump*
    Esc: Pause
    Backspace: Back
    Enter: Select/Post Chat Message
    Y: Open Chat Window (in multiplayer lobbies)
    U: Team Chat
    T: Multiplayer Settings/View Online Friends/View Invitations
    ~ Open Developer Console**
    *this idea has been disputed on the thread "physics of wipeout 2048"
    **used for debugging, using cheats, etcetra


    Yeah - ^ That sounds badass. If you were to compile the game for mac (your working in unity right?) then the mighty mouse may be a pain in the arse.

  19. #1679
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    Aaaaaah, you can call me genius, I won't get upset
    Random Enemy AI Ships loader script is ready!
    This damn thing was hell of a nut to crunch for me xd

  20. #1680
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    Cool! Did you managed to keep repeated ships from being selected?

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