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12th September 2012, 04:48 AM
#2741
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
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12th September 2012, 01:14 PM
#2742
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?
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12th September 2012, 01:45 PM
#2743
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
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12th September 2012, 02:37 PM
#2744
Sounds great so far. *thumbs up*
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13th September 2012, 12:29 AM
#2745
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13th September 2012, 03:09 AM
#2746
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.
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13th September 2012, 05:09 AM
#2747
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...
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13th September 2012, 06:20 AM
#2748
Generally we keep the skype chat open all the time, and whenever we get around to catching up, we reply to anything we missed.
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13th September 2012, 08:39 AM
#2749
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
Last edited by MyNameIsBom; 13th September 2012 at 08:48 AM.
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13th September 2012, 02:47 PM
#2750
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
Last edited by zero3growlithe; 13th September 2012 at 06:47 PM.
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13th September 2012, 08:29 PM
#2751
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. 
Yes, I'm evil.
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13th September 2012, 09:18 PM
#2752
@AG-Sys: What's that?
Anyways, started making the pause menu:
Attachment 6704Attachment 6705Attachment 6706Attachment 6707
Whadda ya think? xD
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14th September 2012, 12:09 AM
#2753
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?
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14th September 2012, 02:49 AM
#2754
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14th September 2012, 04:41 AM
#2755
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
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14th September 2012, 08:50 AM
#2756
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.
Last edited by Xpand; 14th September 2012 at 09:16 AM.
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14th September 2012, 10:51 AM
#2757
I like this design.
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14th September 2012, 11:21 AM
#2758
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.
Last edited by Rotational_aspect; 14th September 2012 at 11:24 AM.
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14th September 2012, 11:32 AM
#2759
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...
Last edited by Xpand; 14th September 2012 at 12:23 PM.
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14th September 2012, 12:13 PM
#2760
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
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