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

  1. #2721
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    We have no idea what happened to Mach One

  2. #2722
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    @Feisar: I suppose it will be available for tracks created for it

    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...
    Last edited by zero3growlithe; 9th September 2012 at 08:09 PM.

  3. #2723
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    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

  4. #2724
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    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
    Last edited by Hellfire_WZ; 9th September 2012 at 08:03 PM.

  5. #2725
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    Ok, now programmer is going to criticize players I'm going to be mean:
    - Airbrakes don't seem to work. The control binding lists sideshift twice, maybe this is the issue?
    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...
    - Left and right triggers on 360 pad aren't recognised and cannot be bound
    Go to microsoft or look for better drivers in internet, I'm a game developer u can say, not software maker.
    - Is there a function to return to the main menu? I've bound "Escape" to the controller but no response
    Escape key on keyboard, on game controller which u select is used, if it is still your 360 controller, find another one.
    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)"

  6. #2726
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    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?

  7. #2727
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    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.

  8. #2728
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    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!

  9. #2729
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    The demo is very good. However, I have one compliant.

    Where is the exit button? Escape doesn't work.

  10. #2730
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    Quote Originally Posted by zero3growlithe View Post
    @Feisar: I suppose it will be available for tracks created for it
    They'll be a nightmare to render

  11. #2731
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    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.

  12. #2732
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    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.

  13. #2733
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    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.

  14. #2734
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    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.

  15. #2735
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    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.

  16. #2736
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    Quote Originally Posted by Ragsus Maxima View Post
    • The rockets shooting animation reminds me to this one.
    I knew they reminded me of something!

  17. #2737
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    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

  18. #2738
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    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

  19. #2739
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    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.

  20. #2740
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    okay, I'll try.

    By the Way, do you know what are the issues he's trying to fix now?

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