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Work in Progress / Jet Set Radio Air

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Diru
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Posted: 25th Jan 2009 20:18
Jet Set Radio Air
A Jet Set Radio and Air Gear fan game


Features
Combo Counter
Health Bar
Experience Counter
Pedestrians (grey boxes for the time being)
Acceleration
Deceleration
Powerslide (doesn't rotate you)
Falling from a height can hurt you
Jumping
Grinding
Boosting
Tricks (when you have enough speed, i.e. from grinding or boosting)
Radio (allows you to select music tracks)
Graffiti Spraying
Picking up yellow spray cans
Half-Pipes (very basic - you can go up them now - it may have to be taken out, it all depends on if it doesn't screw up anything more important)

Features to add
Wall riding
Menu
Character Select
Cops
Map your own keys
Buying Skates
Different stats for different characters
Blue Spray Cans
Red Spray Cans

Screenshots









Video Channel

http://www.youtube.com/user/alexslipknot666

About the game

The game is a fan game of Jet Set Radio http://en.wikipedia.org/wiki/Jet_set_radio_future and Air Gear http://en.wikipedia.org/wiki/Air_Gear As it is a fan game I have to be careful not to infringe copyrights therefore this game will not be commercial and no media from the games/manga/anime are being used.

The idea of the game is to mix the characters from Air Gear into the Jet Set Radio universe.

I will give a description of the game seeming as most people have never even heard of it... Basically you skate around Tokyo-to on futuristic skates (i.e. you can grind up telephone poles). You can also pick up graffiti cans and spray certain "tag spots" to mark your territory. Basically it's a mix of crazy skating and non-violent gang warfare with cops added in.

Currently I am working on the engine, and occasionally on the map editor. I have people contributing to the stuff I am no good at(i.e. art and music).

It is being programmed in DarkGDK.

There are currently 15 or 16 characters, modelled, textured and animated. There is one good map I have, and another good map but I can't get the textures working.

Ummm, I think that's it...

C&C Please

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Dragon Knight
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Posted: 25th Jan 2009 21:04
Awh man that anime was awsome, i'm a fan aswel heh.

Looking really good, I'd say add in some shader effects to make the level look a bit more rustic, the characters look very professionally done, make the levels up to that standard, with a few little more modifications to them I'm sure they'll just just as the characters.

I'll have to keep an eye on this one

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Virtual Nomad
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Posted: 25th Jan 2009 21:10
this looks pretty good. a couple questions for you:

i never played the games this is based on but are you supposed to be able to change direction in mid-air (ie, fly?)?

and, i skimmed through some of your video clips on youtube and never once saw the player crash or fall. maybe i missed it. i know there's a damage meter but i don't see it (damage/falling/etc) visually. just not animated yet or ?

i guess both questions involve some physics stuff (also noted the player turns on a dime, etc). what's in it/what's to come?

looks fun, tho. reminds me of the tony hawk game i used to play

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Diru
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Posted: 25th Jan 2009 21:20
Dragon Knight: screenshots 1,2 and 6 show a placeholder map made by me quickly. The other screenshots are from a map made by Bagjac - the character modeller. He is also working on another map which looks like it has brighter colours so it should look great. Here is a screenshot of it (in the modeller)


Virtual Nomad: in mid-air you can go left and right and rotate - making it easier to land on certain objects (i.e. grind rails). As for the player not crashing when falling I have implemented that, it decreases health from the health bar in the top left. I think the characters have a falling/crash animation but I haven't added it, I'll put it on my to do list. By turning on a dime, if you mean turning quickly then that's because I am using mouse move to rotate instead of the keys. I will use keys at a later stage to make it more challenging and take cornering stats into account. To come is more maps, characters, wallrides, improvements to the graphics although I need a new laptop first (the bigger map runs at a whopping 14FPS). I am 100% it's my laptop not code


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Diru
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Posted: 26th Jan 2009 21:45
Well I have to bump this seeming as I can't edit yet...

Here is my to do list which I want to get done soon:

Falling Animation/Indicator
Boost Animation
Graffiti Tag Animation
HUD Redesign
Character Select
Menu
Level Select
Boost particles (flame)
Rhyth pink retexture
Objects in sky (planes, blimps etc - for extra detail)
Proper skybox/skysphere
Blue Spray Cans (*5 spray cans)
Red spray cans (Health)
Grinding Animation

Just wondering, does anyone know a good system for particles (which works with DGDK because the default ones seem to be rubbish). Basically I just want a speedy flame which comes out of the back of the skates like in this video http://www.youtube.com/watch?v=oYkWcFWCPCM&feature=related

Or would it be better to make a flame object and animate it, position it at the back of skates and hide/show it when needed?

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Diru
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Posted: 28th Jan 2009 19:24
Updates: Added a proper sky (not just orange), done a pink retexture for Rhyth (a character), recieved a new map but it doesn't work for two reasons: 1) My laptop is slow and therefore has a tantrum at anything greater than 10k polys 2) The map uses planes and collision doesn't work with planes... But here is a video of it in BlitzSonic (I think) not JSRA.

http://www.youtube.com/watch?v=SRPu87mbmXs

So you can see the map but with incorrect gameplay

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Cian Rice
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Posted: 29th Jan 2009 22:58 Edited at: 29th Jan 2009 22:59
Quote: "Awh man that anime was awsome"


There was a Jet Set Radio anime? Anyways it looks pretty cool. Right now the world looks a bit too dark and drab in contrast with the characters and doesn't really have the JSR vibe, in my opinion.

EDIT: OH! You were talking about Air Gear... (the anime)

Diru
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Posted: 29th Jan 2009 23:22
Cian Rice: Yeah, the level does look depressing compared to the game. But since then I have added a new skybox with a proper sky not just grey on the top and orange on the bottom.

Bagjac - the guy who modelled most of the characters (par one) has made quite a few new textures and they look much brighter. I have made a new map in the past two days, it's not too big - I just wanted to see what the textures looked like in the engine and I just wanted to create a new map.

The new map isn't completely finished - it needs a run through the level editor (well when the level editor is done) to add in spray cans and grinds. The video of the new map will most likely be up tomorrow since I don't have time to upload it tonight.

I'm guessing another way to 'attack' the drabness of the map would be to set the ambience up?

Still need an answer to:

Just wondering, does anyone know a good system for particles (which works with DGDK because the default ones seem to be rubbish). Basically I just want a speedy flame which comes out of the back of the skates like in this video http://www.youtube.com/watch?v=oYkWcFWCPCM&feature=related

Or would it be better to make a flame object and animate it, position it at the back of skates and hide/show it when needed?

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Phaelax
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Posted: 29th Jan 2009 23:33
Looks sweet! I didn't see 'flips' listed anywhere, you gotta add the misty flip, it's my signature move. How complicated will you get with the tricks? Different types of grinds? Combos?

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roka
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Posted: 29th Jan 2009 23:41
good work

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Virtual Nomad
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Posted: 29th Jan 2009 23:56
just watched the latest vid and WOW!

nuff said

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Diru
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Posted: 30th Jan 2009 21:42
Yay lots of feedback - thought this thread was going down the drain because my posts didn't seem to bump it up (noob status maybe?)

Phaelax: I may try a add a grinding combo system it will either take a very long time or be quite easy, I think. I cannot tell the difference between tricks, to me they are just 'tricks'

roka and Virtual Nomad: Thanks

Video of new map (doesn't look as boring - texturewise)

http://uk.youtube.com/watch?v=dQAzhXF73K0

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Diru
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Posted: 8th Feb 2009 09:47
New video, an improved version of the map

http://www.youtube.com/watch?v=2UKKCiEc9Ag

Haven't done much because I haven't had the motivation... Next up - a bug fix

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Diru
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Posted: 9th Feb 2009 21:47
I have been thinking of adding an inventory where you can carry stuff like coffee, beer and chocolate which once eaten gives you temporary stat buffs (or drops). But you can also upgrade skates and clothes (no visuals though).

Any opinions on this?

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Virtual Nomad
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Posted: 9th Feb 2009 22:48
i don't feel it necessary to have an inventory system unless you're itching to dig into one; i would just place "power-ups" around that we can use by rolling over them. maybe even 'hide' some of 'em so we'd be more prone to thoroughly explore the maps/levels.

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Diru
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Posted: 9th Feb 2009 23:06
I am really itching to make one, hopefully it will cure my crave to make an RPG. But I was thinking of having shops, and maybe 'hidden' shops where you can get special stuff from. And maybe have super hidden items which appear after the game and once you collect all the pieces you unlock a secret character, but an inventory system wouldn't really be needed for that.

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Diru
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Posted: 15th Feb 2009 13:11 Edited at: 15th Feb 2009 13:53
Added a shop, where you can buy one item - sake
It looks basic but it works the look will be worked on later
At the moment I'm making the inventory so you can actually drink the sake, then get drunk and skate badly.
I'll put a video up when I've done the inventory but I doubt you would be able to see it since it is just text with areas you can click to buy 1 of the item.
(Listening to An Cafe - Maple Gunman *upbeat song*)

Edit: Added the inventory, Sake decreases your health by 10 when you drink it, atm I have added in drunk states so it wll heal you but the more you drunk the harder it will be to skate

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Irradic
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Posted: 16th Feb 2009 23:35 Edited at: 17th Feb 2009 00:14
I really love Jet Set Radio. I played it a lot on the Xbox.
Together with Shenmue it was one of my favorite games at that time.
The music really did add a lot to the game. This looks really great, keep up the good work !

castek
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Posted: 17th Feb 2009 00:00
Wow! I just had a flash back! JSRF was one of my favorite games on the xbox!!!! This is awesome! Cant wait to play

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Diru
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Posted: 18th Feb 2009 15:36 Edited at: 18th Feb 2009 15:37
Some new characters done by Bagjac
Ikki:


Ringo:


DJ Professor K:


Simca:


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Van B
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Posted: 19th Feb 2009 10:41
Jet Set Radio was one of those games that I never expected to like, but absolutely loved once I gave it a shot. Looks great so far, not many people have the skills to do all this on their own, look forward to playing it, drinking lots of sake and spraying some walls . You are including graffiti right? - It would be great to be able to design your own graffiti or just import it as an image.


Health, Ammo, and bacon and eggs!
Sven B
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Posted: 19th Feb 2009 15:22
When I watched Air Gear I always thought it was based of a game. (And I'm still not sure) The whole concept of challenging (putting your emblem over the emblem of another team), battles (Tag, The Cube, Hurds, ...), ranks (A through F), etc. seemed like all the things needed for a game. Even some cool tricks got a name in the anime, like bucca doing the wall riding, etc.

Are you going to adapt these things in your game? And what about the story?
I also saw you named your map to Swallow Lane. I assume this is a reference to Simca ...

Diru
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Posted: 19th Feb 2009 15:49
Van B: Graffiti has already been done, just not perfected so it is basic atm. Graffiti will be easily enough to import as you can just change the image in the media file, however if I decide to (as it isn't top priority, but I had it in mind) then it will be easy enough. While at the point of creating custom stuff, I am planning to release themap editor so people can make custom map. Although the state that the map editor is in atm -- I have probably forgot how to use it. Well it isn't finished anyway, but I hate creating map editors.

I am not working on it on my own. I am working on all the programming on my own, lots of other people are helping with stuff. Someone else is modelling nearly all the characters and animated and texturing them for free which is really generous of him. He is also helping with the music and so is another person. And I could go on but it would generate a wall of text.

Jet Set Radio is an awesome, earlier today I bought my second copy of JSRF because I need a back up in case the other get scratched

Sven B: I think Air Gear is heavily based on Jet Set Radio which is why I am putting them together also JSR is my joint best game (Doom is with it). And Air Gear is my favourite anime, and the first manga I read and am waiting for chapter 232 to come out.

I am probably going to base the game more on JSR but I really loved Cube in Air Gear (and also Dash but that's just a race...)

I want to keep things such as the tricks basic to start with (there are three trick animations). But I may expand by adding tapping a key makes you do tricks on a rail/in mid air.

The story isn't really important at the moment but it has been redrafted, recreated many times. Swallow Heights (as it is now called) is a reference to Simca who is my favourite character


Anyway I spent a few hours today fixing the grinding because it stopped working again (second time). And am adding in the characters from the previous post. And I’ve also been cleaning up the code and media files.

Anyway amazing concept art by Nessa from http://www.jet-set-radio.com/forums/showthread.php?t=2079:

Nessa:



High Rush:



Nyshie:



I'll post some graffiti at some point

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Diru
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Posted: 21st Feb 2009 21:15 Edited at: 21st Feb 2009 22:24
Here is all the characters done by Bagjac, so there is one missing and I will probably upload a shot later. (4 have already been posted, but 2 have different shots)

Here we go... (not sure if the ages will stay the same but whatever)

gender/age/gang

##Made by Bagjac http://www.youtube.com/user/Bagjac

Ringo: f/16/Genesis


DJ Professor K: m/??/-


Yuzuke: m/22/-


Yoyo: m/14/GG's


Soda: m/20/GG's


Rhyth: f/16/GG's


Gum: f/18/GG's


Garam: m/19/GG's


Cube: f/21/GG's


Corn: m/19/GG's


Combo: m/22/GG's


Boogie: f/19/GG's


Beat: m/19/GG's


Simca: f/17/Genesis


Ikki: m/16/Genesis


Freekwin-C: m/26/GG's


Jazz: f/20/GG's


##Modelled and textured by rffbassist http://rffbassist.deviantart.com/
##Rigged and animated by Bagjac

Lock: m/26/GG's


Think that's all the characters. Now for some more concept art...

##By use-the-force http://use-the-force.deviantart.com/

Rapid 99: f/18-21/Rapid 99


##By Nessa http://nessasan.deviantart.com/

Well there's the concept art in the previous post. And some for the police:

Natalya:


Natalya and Sukiko:


Think I got the names right.

And now for the programming side. This is what I've done yesterday, haven't had a chance to today:

*Fix the grinding 3rd time
*Check Ikki works
*Check DJ PK works
*Write the setup function
*Add SphereNum to actor class
*Texture Shibuya sign
*Change cShop Shop to an array
*Make all the functions work for the shop array (for loop if each shop is open)
*Make the text not display when the inventory or shop is open *Edit texture on Ikki’s face.

So in short. The grinding works. Hopefully it won't screw up again.

Oh, and I do have permission to use the art for JSRA else I'd be an idiot...

This post is gunna be long with the images :x

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Satchmo
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Posted: 22nd Feb 2009 03:30
You might want to thicken up the lines on the characters faces, so they look nice from farther away.

Diru
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Posted: 22nd Feb 2009 08:38
Satchmo: Do you mean the cel-shading lines? Anyway you won't be looking at their faces, so it doesn't matter much

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Diru
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Posted: 22nd Feb 2009 15:27
Video of the 4 new characters

http://www.youtube.com/watch?v=O56oEPwL5aA

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Drew Cameron
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Posted: 22nd Feb 2009 17:54 Edited at: 22nd Feb 2009 17:57
I love inline skating and always wanted to make a game about it, this project is HIGHLY promising!

On a side note I absolutely love your level design; I really do love it. Its really "Playstationey". I think quite honestly the animation needs a lot of tweaking and Im not sure I like the way you can turn in mid air...kind of impossible, but apart from that this is shaping up well!

NeX the Fairly Fast Ferret
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Posted: 22nd Feb 2009 21:45
I've an idea for their faces; instead of making the lines thicker, use a DDS texture with custom mipmaps so the sharpness isn't lost through resampling.

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Diru
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Posted: 23rd Feb 2009 22:52
Drew Cameron: Thanks. The level design is supposed to look playstionary (that and I am not a good level designer). At some point I'll change it so you can't turn in mid air, I'll also have to make the gravity stronger.

NeX: I don't have a clue what you meant there... Except for DDS.

Everyone: Please don't comment about the models, because I don't understand much modelling lingo.

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Diru
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Posted: 24th Feb 2009 22:59
Added a character select system so I don't have to keep recompiling everytime I want to change a new character, which saves a lot of time. At the moment it is very basic - just clickable text.

4 character's animations are being fixed as they aren't how they should be.

Recieved a new song for the game.

If anyone is willing to make a map editor I'd be glad as I hate making them, please reply saying you do and I'll give you more details. (It's worth a shot)

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Diru
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Posted: 26th Feb 2009 20:54 Edited at: 26th Feb 2009 21:00
I've made it so you don't turn in mid air, you turn a little bit and move sideways...

Music:

#Alex#
Cradle to [JSRA] http://www.youtube.com/watch?v=c7ttJRyDzuA
Midnight (Finale Remix)

#Bagjac#
Add & Tech Scratch 1
Add & Tech Scratch 2 http://www.youtube.com/watch?v=l_hh9m_RcR0&feature=channel_page
Cut a Break
Fear (fear the killer remix) http://www.youtube.com/watch?v=S2ZVezUaJK8&feature=channel
Hello Alison (freek remix)
Higher Plain of Funk http://www.youtube.com/watch?v=9zSlSWEl23I&feature=channel
Look at the Funk http://www.youtube.com/watch?v=ZOFnVYCNeTg
The One for me http://www.youtube.com/watch?v=eUyPy15yLH0&feature=related

#Ryzbot#
Drumbeats
Evil (JSRA Mix)
Midnight
Soul Fear
Swash
Where I Am http://www.youtube.com/watch?v=CfNToqlAqXk

(I'll probably delete cradle to jsra)

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kordman916
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Posted: 27th Feb 2009 02:42 Edited at: 27th Feb 2009 02:43
Hi, I wanted to know if I could work on this project with you as I am an adept user of Gimp,Blender, and 3d world studio and I own jet set radio future (xbox Version) and love the game and hoped you'll let me help with something because I can't make a game on my own and wanted to join your crew.

ps: hit me up at kordman916@hotmail.com

edit: I also own Mixcraft 4 which is like garage band for windows so yea.........

zzz
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Posted: 27th Feb 2009 11:58
Wow, this looks like a great game! Nice characters and concept art! The only thing that seems weird is the lightning in those in-game screens, it looks a little dull compared to the colourful characters.
Anyway, great work, keep it up!

Diru
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Posted: 27th Feb 2009 20:35
zzz: Yeah, I haven't added lighting to the levels yet (mainly because I haven't done the level editor which is the reason why there isn't much interactive stuff in the levels). And thanks

kordman916: Awesome! More help is better seeming as school and exam work is starting to drag me down (which I guess it should...)

Could you sign up at jet-set-radio.com as that is where I like to organise stuff, cheers. I'll send you an email anyway

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kordman916
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Posted: 28th Feb 2009 04:14
Diru: I sent you some e-mails so yea hit me up on those and we can get to world buildin'!

kordman916
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Posted: 1st Mar 2009 05:15
Sup Diru I've been building a world (forgot the name) and i thought i'd post some pics of my current progress

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kordman916
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Posted: 1st Mar 2009 05:16
Here's image # 2

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kordman916
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Posted: 1st Mar 2009 05:16
And image number 3

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Diru
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Posted: 1st Mar 2009 12:48
Drew on the map (possible expansions?)

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Diru
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Posted: 8th Mar 2009 22:13
Pedestrians are now people not grey boxes, haven't implemented the animations yet though.




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Diru
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Posted: 9th Mar 2009 22:50
I had a great idea for a menu system in JSRA. Instead of having a boring menu, there will be a phone which you can access from anywhere.

First a need to define a meeting point… A meeting point is an area located in a map, much like a save point in JSRF.

Now for the phone’s layout:

(CONTACTS)
(GPS) or (MAP)
(OBJECTIVES)
(MUSIC)
(STREET CHALLENGES)
(SAVE)
(LOAD)
(EXIT)

Now to explain each option…

(CONTACTS)

A list of characters you have unlocked. If you ring them when you are in a meeting point you can change character, however if you aren’t in a meeting point then you can’t meet them.

(GPS) or (MAP)
Shows a bird’s eye view of the map you currently in. Your position is marked, any meeting points you have discovered are marked, graffiti tags are marked and map exits are marked.

(OBJECTIVES)
The objectives of the current chapter or mission.

(MUSIC)
Allows you to change music tracks to the available music.

(STREET CHALLENGES)
The challenges of the street which you are in, i.e. accumulate a combo of 20.

(SAVE)
Allows you to save the game when you are in a meeting place.

(LOAD)
Allows you to load the game when you are in a meeting place.

(EXIT)
Closes the phone and allows you to get back to playing the game.

I have started coding it using basic text commands to display stuff and it seems to be working well.

Good idea?

Dir en grey + Slipknot = Best bands ever
Profit
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Posted: 11th Mar 2009 01:47
I can certainly appreciate the amount of work you've put into this, but personally, I don't really care for games that deal with rollerblading DJ's.


Diru
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Posted: 11th Mar 2009 22:31
I don't really know whether to take that as a compliment or not

Dir en grey + Slipknot = Best bands ever
Eevil Weevil
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Posted: 12th Mar 2009 23:57
About the music, what type are you using? I mean, is it fast, upbeat music, or sort of slow bass? I've got a music track that I've made on my computer going to waste, so you may as well have it.

Impossible? Anything is impossible. 48'6F'77'20'64'61'72'65'20'79'6F'75'20'77'6F'72'6B'20'6F'75'74'20'6D'79'20'73'69'67'21

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Diru
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Joined: 25th Jan 2009
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Posted: 18th Mar 2009 21:40
Eevil Weevil, that track sounds cool Do you want to be credited
as the artist on the song file: Joseph (a surname)?

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Yes, I really didn't want to do this but I haven't been working on it much, and I'd rather not screw up my exams - by feeling guilty for not working on it, and therefore program instead of revise.

I may work on it occasionally but since my workload from school has increased, I get some spare time but not enough to warrant working on it.

Oh my final exam is June 19th, and then I'll have loads of free time... Until the start of September.

Dir en grey + Slipknot = Best bands ever
Bizar Guy
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Location: Bostonland
Posted: 20th Mar 2009 16:08
Don't feel bad about not having time to work on this for a while, some of us are so busy some times that when they do have free time, they've forgotten half of what they games code is.

The forum will still be around in June, we can be patient. I'm going to say right now though that you should make working on the physics a priority when you do start again. They don't have to be super realistic (I remember from playing Jet Set Radio Future they weren't), but you should have momentum and air movement down. And once you do have momentum, your top speed should be much faster. Speed and air time are vital to the experience. You also could incorporate into the game the ability to tilt yourself slightly in the direction you're looking in the air. And at least in platformers, it's no big deal if you can slightly control you're forwards and backwards movement in the air. How the character moves is a major part of the gameplay, and you should work it out before you make anymore levels. The levels you have seem great for testing.

Momentum is pretty easy too, just some curve values. No or less control in the air just means when you check and see the character isn't on the ground, you turn off or reduce the friction to the momentum, and turn off or switch the controls.

Diru
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Posted: 7th Apr 2009 19:05
Well, I have done some work on it although only a video to show off the new camera position which is HERE

I find this camera position more useful as the player focuses on the skates.

(I'll probably have a proper video up soon)

Bizar Guy: What do you mean by momentum (I know it equals mv) but does that mean acceleration and deceleration because I don't see much point nudging buildings when skating into them But I'm guessing I don't understand you fully here. Oh and what do you mean by air movement down? Do you mean the player can move less in the air, because I reduced it but I can't remember if it was in the lastest video. About the friction do you mean the player will move faster (forwards) in the air because there is no friction on the ground and slower on the ground as there is friction? Anyway thanks for the analysis of the physics no-one else has done that yet and that was a part which I wasn't so sure about but no-one said anything. And sorry for my bad understanding

Dir en grey, Slipknot, the GazettE, Gackt, Miyavi, SuG, Sadie, alice nine., exist trace, HIGH and MIGHTY COLO(u)R, Kagrra,, MAXIMUM THE HORMONE = <3
Neuro Fuzzy
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Posted: 7th Apr 2009 22:45
Diru, i take my hat off for you.
I love this game! it was the first game i got on my xbox, and the only game i had for about a month, and i never got bored of it. The game's looking really good right now... i think im gonna have to get out my xbox and play jet set radio for the next couple hours.
Diru
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Location: England
Posted: 7th Apr 2009 23:31
Hmmm the forums deleted a really long post about a bug -.-

And I really can't be bothered to rewrite it at the moment.

Anyway thanks Neuro Fuzzy and have fun playing

Dir en grey, Slipknot, the GazettE, Gackt, Miyavi, SuG, Sadie, alice nine., exist trace, HIGH and MIGHTY COLO(u)R, Kagrra,, MAXIMUM THE HORMONE = <3

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