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Hell IVIonkey
22
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Joined: 1st Apr 2003
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Posted: 4th Jun 2003 14:48 Edited at: 6th Jun 2003 12:41
Hello.

Sorry about the double posting, but I figured I could get some more input this way on how to improve my game. I've just release SkyCars V.80beta.

http://www.darkbasicpro.com/apollo/view.php?t=11228&b=8

Pricey
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Posted: 4th Jun 2003 21:20
Cool, so like SkyRoads

I don't know i can't tell!
I push the button and run like hell!
UberTuba
22
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Location: Brittania
Posted: 5th Jun 2003 11:34
it speeds up and slows down annoyingly. put sync rate in there or something

Life is a terminal disease.
You never survive it.
Hell IVIonkey
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Posted: 5th Jun 2003 14:09
Has nothing to do with sync rate. I just fixed it though... will release in next beta.

Hell IVIonkey
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Posted: 5th Jun 2003 14:48
The game is now at V.81beta which should fix the gameplay problems mentioned. Check the link.

Hell IVIonkey
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Posted: 6th Jun 2003 12:00
And now at V.82! There were some issues I really needed to address with .81...

freak
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Posted: 7th Jun 2003 20:04
I just tried you game, it's nice but I think its not fun enough to play. Maybe you could stretch the levels and let the skycar move faster, that would give a better speed feeling

the last levels are a bit slow on my pc... I don't know why

[href]www.bernardfrancois.com[/href]
Hell IVIonkey
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Posted: 7th Jun 2003 21:02
Not fun enough to play... oh...

Guess it's not for everybody. The original SkyRoads was kind of a hit-or-miss game also. I'll try to speed it up though.

Hell IVIonkey
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Posted: 7th Jun 2003 21:42 Edited at: 7th Jun 2003 21:43
I just increased the speed 200% as a test. It gave the feeling of speed, but made many of the jumps nearly impossible. The game's more about accuracy than speed. At a 150% increase, the game is still playable though, so I may boost it to this in the future.

Perhaps a "race mode" would be appreciated. Race against a computer (or other player) in easier, longer tracks. If you blow up or fall off, you just respawn where it happened, like Mario Kart. Dunno, just a thought; this really isn't the purpose of the game.

freak
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Posted: 7th Jun 2003 23:04
that was what I mean by stretching the tracks (to make the jumps easier coz the speed is faster)
that wouldnt change anything at the concept, just the feeling of speed is higher then
when I play it now I even can't use the fastest speed coz its too difficult

[href]www.bernardfrancois.com[/href]
Hell IVIonkey
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Posted: 8th Jun 2003 12:11
Stretching the track in just 1 direction would wreak havoc on my collision code and on the precisely-spaced jumps (due to 3d parabolic motion). I could just flat out change the camera FOV so the track seems to be more stretchy, but I don't think I will. The game's intent is not the sensation of speed, just basically the 3d platform/arcade genre.

It's probably just not your type of game, which is ok...

freak
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Posted: 8th Jun 2003 18:59
I could just flat out change the camera FOV so the track seems to be more stretchy, but I don't think I will. The game's intent is not the sensation of speed, just basically the 3d platform/arcade genre.

you might change the fov, but then its still to difficult to do some jumps when you would speed it up...
if you use fov, I think that that is enough to make it looking faster, in that case you don't need to really increase the speed
you might also place the camera a bit lower for some more speed feeling...

you might just add another camera mode for this, if it's worth it

[href]www.bernardfrancois.com[/href]
UberTuba
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Posted: 9th Jun 2003 00:59
i love this game but needs a delagger sooooo badly

Life is a terminal disease.
You never survive it.
freak
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Posted: 9th Jun 2003 02:52
what's a delagger?

[href]www.bernardfrancois.com[/href]
Hell IVIonkey
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Posted: 9th Jun 2003 04:51 Edited at: 9th Jun 2003 05:05
Darkfluff, glad you like the game. I have an unlagger though. Try playing around with the speed/accuracy settings in the new version (if you don't already have the new version).

Unlagger/Delagger: this dynamically modifys game speed based on the FPS values. I have a method that uses the results of an unlagger and smooths them against the accuracy/speed value you choose (or you can opt to just use the accuracy/speed value without a delagger).

freak
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Posted: 9th Jun 2003 12:41
You mean that when the frame rate drops, the calculations become less heavy so the frame rate can stay more stable?

Interesting... But doesn't the fps check drops the framerate a bit?
When I use the built-in fps() command, it always returns a number below my sync rate. For example, when I have sync rate 30, fps() returns 24

[href]www.bernardfrancois.com[/href]
Hell IVIonkey
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Posted: 9th Jun 2003 12:54
Yeah, you can alter the percieved game speed by doing a number of things.

1) Reduce the calculations. I don't like this because it messes up precise physics calculations, especially non-linear calculations.
2) Change the manual sync rate. I use this: only call SYNC when there is enough free SCREEN FPS() time to do so.
3) Do complicated, unstable (at least in my experience) calculations with TIMER() and manual SYNC rate (or calculation reduction).

There are probably more ways to unlag, but this is all I can think of.

I don't think that checking SCREEN FPS() slows the game down. Try setting SYNC RATE to 0 and see if SCREEN FPS() slows you down any. (You could get a precise measurement of FPS with TIMER() to compare to the SCREEN FPS() if you wanted to compare calling the FPS function with not doing so, but doing so would be probably very difficult). My theory is that setting SYNC RATE will try to push the FPS below the value you supply, but will do so in a rough way (not enough time increments) that may end up pushing the rate below what you actually desired.

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