calc84maniac wrote:
Ooooh, awesome, do want. *me downloads*. So besides F-Zero, are you planning on releasing the engine source as an SDK either before or after the game is released?
calc84maniac wrote:
I fired it up, but something just seems off to me. When approaching the road from an angle >45 and <90, it looks like I'm almost moving backwards. Its a little hard to describe, but it just seems off.
Aside from that, its technically impressive. Some minor complaints, like the vehicle being far too large and the camera could be a bit higher up with a higher horizon (so you can actually see over your vehicle and see where you are going )
Kllrnohj wrote:
calc84maniac wrote:
I fired it up, but something just seems off to me. When approaching the road from an angle >45 and <90, it looks like I'm almost moving backwards. Its a little hard to describe, but it just seems off.
Aside from that, its technically impressive. Some minor complaints, like the vehicle being far too large and the camera could be a bit higher up with a higher horizon (so you can actually see over your vehicle and see where you are going ) Yeah, everybody's been complaining about the vehicle size and camera height. I hadn't really planned that out at that point, anyway.
Oh, and in the finished product, you won't ever be "approaching the road", you'll be on the road already.
calc84maniac wrote:
Oh, and in the finished product, you won't ever be "approaching the road", you'll be on the road already.
Yeah, I know - just something I noticed.
calc84maniac wrote:
Oh, and in the finished product, you won't ever be "approaching the road", you'll be on the road already.
What about at a 90 degree turn?
Also, I think making a "turning left" and "turning right" sprite would really improve the appearance of the vehicle.
New screenshot, with a second ship going around in a circle. Also shows off the camera's ability to move up and down.
that's hawt, but you need better sprite scaling...
DShiznit wrote:
that's hawt, but you need better sprite scaling...
There is no sprite scaling, they're pre-drawn.
calc84maniac wrote:
There is no sprite scaling, they're pre-drawn.
I assume you aren't doing sprite scaling for performance reasons? Why not just have 3 or 4 sprites for different distances? Its a space trade off, sure, but I don't think you are running into space limitations yet, are you?
Kllrnohj wrote:
calc84maniac wrote:
There is no sprite scaling, they're pre-drawn.
I assume you aren't doing sprite scaling for performance reasons? Why not just have 3 or 4 sprites for different distances? Its a space trade off, sure, but I don't think you are running into space limitations yet, are you? I am using different sprites for different distances... and yes, it's mainly for performance reasons, plus scaled sprites would look ugly at such a low resolution.
The sprites for the other ship look pretty good to me, but I still think you need turning sprites for the player car. The camera moving up and down looks pretty good as well.
Both ships use the same sprite set... it's just that the camera is always directly behind the player's car.
New screenshot and
demo!
Added acceleration, collisions with walls, and TI-Nspire compatibility.
The AI is just holding down accelerate and turning left, but I'm hoping to add real AI sometime soon.
calc84maniac wrote:
New screenshot and
demo!
Added acceleration, collisions with walls, and TI-Nspire compatibility.
The AI is just holding down accelerate and turning left, but I'm hoping to add real AI sometime soon.
Nice work but I'd make the walls cause a larger deceleration. You seem to still be able to go pretty fast even when over a wall.
Well, I'm not sure if I have the physics exactly how I want them yet...
Also, you will be discouraged to run into walls since you'll lose energy.
that's pretty frakking awesome looking.
elfprince13 wrote:
that's pretty frakking awesome looking.
Quoted for emphasis. I agree with Kllrnohj though that you need more sprite scales.
This is looking stunningly similar to the real F-Zero. I am definitely going to play this all the time.
Do go for having more sprites for the vehicle, though. With enough sprites, very good pseudo-3d effects can be achieved.
IT'S ALIIIIVEEE!
So yeah, I decided to ditch my plan for the Artificial Intelligence, because it was getting way too complicated (and it probably wouldn't work anyway). Instead, I'll use the tried-and-true waypoint method. So, I decided to get the AI to be able to aim itself at a point. The best way to test that, in my opinion, was to have a moving target - that is, the human-controlled car. And it seems to work! The artificial intelligence is using the exact same controls as the human - left, right, and 2nd.
ahhhh, wow, nice to see some life in this
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