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Work in Progress / F-Zero X Style Game - Track editor in progress

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MikeS
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Posted: 2nd May 2004 23:51
Wow Hamish, very nice. So far it's lived upto my expectations.

A few comments:

1.) One the flat map, I think there's a little too much recoil when you hit the walls. I guess if you were going 1000+ speed though it's reasonable you'd bounce that far, but it'll be up to you whethere you want to tone it down or not.

2.) The tubed levels are insanly hard if you try to go over 400 speed. Would also be good if you could include checkpoints in a future build so you can hit enter or something if you're falling off the map and be re-positioned.

3.) The exhaust on the car is very nice.

4.) Track designs are very nice. Going through the curves and around the tunnel is so much fun. This game is pretty true to F-Zero.

Keep up the great work Hamish, I'll look forward to further updates.



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ESC_
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Posted: 2nd May 2004 23:52
Really nice stuff! Has a very good feeling of speed. The collision worked pretty well, though it screwed up a little at high speeds on the flat track, and if I was going fast enough, I could bust through the barriers. You should include a reset button, too, as it's really easy to fall off on the tube level. Really nice for such an early demo, though

---
Hamish McHaggis
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Posted: 2nd May 2004 23:52 Edited at: 3rd May 2004 00:00
TCA - , have you tried copying and pasting? Both files are there for me.

Mike:
Thanks for the feedback.

1. Yeah, I'll try and tone the recoil down, it is an issue I noticed as well. Just first I really need to get perfect high speed collision working before I tweek it.

2. Well slow down to 400 then , you don't have to go full throttle all the way . The tracks will have varying degrees of difficulty, and I don't want it to be too easy , and I'm sure my track creation skills will get better as time goes on. And can I emphasise again how handy it would be to read the readme ? The reset button is "r".

3. Thanks, they're meant to look like rockets . Do they look like exhausts?

4. Thanks again, and I'm going to try and add some variation to the f-zero games in the long run .

ESC - Thanks, and read above about resetting

Trying is the first step towards faliure.
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Mussi
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Posted: 2nd May 2004 23:55
Really cool!, but on the tube track there is a part where you always fall down. only got a max of 30 fps tho



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M00NSHiNE
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Posted: 3rd May 2004 00:02
Just lettin you know that when I tried unRARing the RAR version it said that all the file headers were corrupt and wouldnt open it.

Hamish McHaggis
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Posted: 3rd May 2004 00:02 Edited at: 3rd May 2004 00:04
Keep practicing Mussi . And yeah, a load of people on the IRC chat only got 20-30fps. I will try and improve that, odd looking at your specs.

Moonshine - Im uploading a new one that should be ok.

Trying is the first step towards faliure.
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MikeS
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Posted: 3rd May 2004 00:45
Quote: "The reset button is "r"."


and one more time

Quote: "3. Thanks, they're meant to look like rockets . Do they look like exhausts?"


No, they look like rockets. Just wasn't sure what to call them.



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Mitchell
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Posted: 3rd May 2004 01:07
This is damn fun to race in!! This certainly has excelent gameplay potential!! KEEP UP!

http://www.cysteine.tk/
M00NSHiNE
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Posted: 3rd May 2004 02:10
I agree even at such an early development stage this has a ot of potential. It could easily be sold as shareware. Only problem I had was flying off the track when I hit a certain corner.

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Posted: 3rd May 2004 02:13 Edited at: 3rd May 2004 02:14
Its fine now - possibly too slow connecting and thus timing out.
Very nice!


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walaber
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Posted: 3rd May 2004 04:21
very very cool!! excellent track layout, nice graphics!

I think it's a little harsh when you hit a barrier, it often throws you off at such a harsh angle that you slam into the barrier on the other side of the track.

otherwise, fantastic start!

I got about 22 fps by the way.

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Hamish McHaggis
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Posted: 3rd May 2004 14:38
I hate the 22 fps . Yeah, I think I just found the problem to the track rebound thing. While neatening up my code I forgot to change something.

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Hamish McHaggis
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Posted: 3rd May 2004 17:23 Edited at: 3rd May 2004 17:26
Hamish shoots himself in the head

The .RAR version was capped at 20fps due to a stupid mistake by me. That would explain the majority of the 22fps occurances. Please download again (if you want to) if you used the .RAR version. For some reason this morning the fps seem to want to stick at either 50 or 100 on that demo, so please tell me if you get 50fps, then I know it's my code and not my computer.

I thought that it was odd that you have a better setup than me Mussi, and got a lot lower than I can get.

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Mitchell
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Posted: 3rd May 2004 17:50
That was the problem.. well, actually. I'm now hitting 66 steady, and it becomes virtually unplayable.. When all is in, I'd set the max to 40-50 or make an option so the player can set it himself

http://www.cysteine.tk/
Hamish McHaggis
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Posted: 3rd May 2004 18:04 Edited at: 3rd May 2004 18:08
Phew! It's my computer. Yeah, it's quite hard, but you can get the hang of it. The idea is to bomb it along the straights/full pipes, then slow to take the corners and pipes with gaps. I think I want to make quite a steep learning curve, but the gameplay will develop as I go on.

I will provide a setting for the max fps, but it will all run at the same speed no matter what fps there is in the end.

Trying is the first step towards faliure.
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Mitchell
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Posted: 3rd May 2004 19:03
ok

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soapyfish
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Posted: 3rd May 2004 20:13
When this is finished its gonna be interesting to see how you handled the pysics, slowing down when going uphill speeding up on banked corners etc, very nice. Well done.

code2kill

Currently busy with:: Learning 3d movement and a little C++
adr
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Posted: 3rd May 2004 21:24 Edited at: 3rd May 2004 21:26
Hamish, if you're having trouble getting the barrier collision to work, then why not just omit it totally. I liked the tube thang you have going on there... if you don't keep within the tube, you fly off - there's your penalty.... just fade to black and reset them on the track

Oh and that looks pretty sweet btw...

stop();
hammertime();
Hamish McHaggis
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Posted: 3rd May 2004 23:13
Nope, I'm gonna keep on with the barrier collision, it's something that I want in the game for various reasons. And thanks.

Trying is the first step towards faliure.
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walaber
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Posted: 4th May 2004 03:15
okay, that fixed it. got about 45 fps now!

much smoother

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Wik
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Posted: 4th May 2004 04:49
The bouncing is WAYYYY to much.
You hit one wall and end up pointing the other way.

Also in the begining of the tube track, its very hard to make it around that turn where the floor, uhh, shifts.


Mussi
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Posted: 4th May 2004 17:55
I got something you don't have


made by Hum4ngus @ apollostudio

if your intersted in it plz say so cuz I'm not doing anything with it



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Mitchell
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Posted: 4th May 2004 18:01
Wow! Apollo Studio sure had some talented modelers Give that shiney vehicle a nice texture, and it'll fit in perfectly XD

http://www.cysteine.tk/
Mussi
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Posted: 4th May 2004 18:05
Quote: "Wow! Apollo Studio sure had some talented modelers "

It has only begun...

, that's why we call our self apollostudio(apollo is the greek god of art)



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Hamish McHaggis
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Posted: 4th May 2004 18:59
Looks cool Mussi, although it looks an awful lot like the main car in F-Zero X . I'm trying hard to be as original as I can but you may as well send it, at the least it'll be a great placeholder till I can be arsed to make some of my own . You never know, I may use it.

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Hamish McHaggis
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Posted: 6th May 2004 00:39 Edited at: 6th May 2004 00:40
K, back to developing. I have now added the ability to have transitions in the track (well, actually just the ability to add lengths of track already modelled rather than just track pieces). So now you can add shapes of track like this square-cylinder transition (suppose you could call it a sqilinder ). It's from wings cos you can't get a very good idea from my editor.



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Mitchell
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Posted: 6th May 2004 02:25
Look me going!!! XD


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Cyberflame
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Posted: 6th May 2004 04:43
1. Uberpimp game!
2. Can't imagine the code for keeping the vehicle on the track.
3. Can't imagine the code for making the track.

DANGIT NEO, YOU CHANGED THE CODE AND NOW THE MATRIX WONT TEXTURE RIGHT.
Hamish McHaggis
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Posted: 6th May 2004 18:40
Yeah sMitch , I jump off at the first turn to get to there, it's pretty cool racing the outside too, and you don't fall off as easily .

Thanks cyberflame, my game code is actually a mere 970 lines fully remarked. And the track editor is >1000 un-remarked .

Trying is the first step towards faliure.
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Posted: 6th May 2004 19:41
Might be worth adding some 90degree turns and banks - add a rollercoaster effect...


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Hamish McHaggis
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Posted: 6th May 2004 20:45
Only thing with 90 degree turns is that they are insanely tight for the speed it's going at, well I presume you mean 90 degree turns where you can actually see they're 90 degrees. Will look in to when I have to design final tracks.

Trying is the first step towards faliure.
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Posted: 6th May 2004 23:58
Would be good to see


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Mussi
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Posted: 7th May 2004 15:44
hey hamish, what format you want the model in and do you want the cockpit to be a seperate object so you can ghost it?



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Hamish McHaggis
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Posted: 7th May 2004 18:42 Edited at: 7th May 2004 18:42
if you could .wings, .ndo or .obj. I know .obj doesn't triangulate so that's be good if you can't get .wings. I'm not sure about .ndo. Otherwise .x or .3ds would be fine. And yes please with the cockpit .

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the desktops
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Posted: 11th May 2004 18:36
same here, i have multiple project and not a one fully finished yet. I like to multitask. I'm also making a F-Zero like game, but in a drag racing sort of view.

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Everwhat Studios
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Posted: 20th May 2004 20:07
Sorry to resurect this, but I only just had time to download and check this out.

Ninja job Hamish, the handling is great, and the first course is especially impressive. I love the way you stay the right way up and the background and track rotate, it works perfectly, feels just like FZero-X

Don't let this die, I'd love to see this as a complete game. I started making a simlar game, but using Cycles, similar to the extremeG series. This has inspired me to continue with it, possibly when Deathbed is finished

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Hamish McHaggis
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Posted: 22nd May 2004 03:13
Thanks Everwhat . This project is far from dead yet. Just not much to show just yet. So here is something to prove I'm not sitting around doing nothing...

Screen of the new track editor. No 3D yet, just splines, but much better organised than my second and first attempts. UI is inspired by the VanMesh interface, thanks VanB .



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Everwhat Studios
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Posted: 22nd May 2004 18:24
Sweeeeeeeeeeeeeeeeeeeeeet Can't wait to get my hands on this

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David T
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Posted: 22nd May 2004 21:58
I hope we can convice Hamish of the benefits of Open Source!

Looks incredible. Already said, but I can't imagien the code used to keep the car on the track. This is the sort of game I really want to make.

Hamish McHaggis
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Posted: 22nd May 2004 22:03
Quote: "I hope we can convice Hamish of the benefits of Open Source!"


Well I can think of the financial benifits .

Maybe I will release some snippets of code when I get further into the actual game side of things. It's an arse that I have to do a track editor (or buy 3ds max ) before I can have some tracks. Would it be ok if the snippets didn't work, but there was enough to decode and get an idea from?

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David T
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Posted: 22nd May 2004 22:05
Yeah, sure. I'm sure people can make their own tracks - just anything that could help us poor souls who haven't a clue about memblocks / meshes get started

Hamish McHaggis
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Posted: 22nd May 2004 22:20
Memblocks :S. I use memblocks and meshes for the track making, but I just use intersect object to do the track sticking.

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soapyfish
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Posted: 22nd May 2004 22:21
This is gonna sound like a really dumb question but is the track editor in DB or some other code.

I SHOULDN'T BE POSTING THIS, I SHOULD BE WORKING ON SOLO, SO PLEASE IGNORE IT.
David T
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Posted: 22nd May 2004 22:22
Quote: "Memblocks :S. I use memblocks and meshes for the track making, but I just use intersect object to do the track sticking."


Whoah - nice to know memblocks ain't there.

Thinking about it, intersect object would work rather well.

What I thought you could do is, when it's possible, use NGC and "change" the direction of gravity. So if you're the right way round, then gravity's normal.
If the ship is upside down, make the gravity pull upwards etc.

Hamish McHaggis
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Posted: 22nd May 2004 23:17
Code2Kill - Yeah it is, see the little DBPro icon in the top left corner . It uses BLUE GUI for the UI.

I tried NG, didn't work that well for me, but that's not to say it will never work .

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SKiDTek
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Posted: 20th Jun 2004 10:41
Nice work!!!!!, I've been working with making the track on a single mesh (modeling triangle by triangle), basically I was working with Delphi (to speed up things) to build the the tracks and DBPro to preview the tracks. You've done a great work connecting each mesh to build the track, you named the object intersect command, that gives you where the next mesh should be according to the curve line (i suppose) but how've you managed to "mold" the mesh on those twisted curves?

I'm kinda new to DBPro.
Hamish McHaggis
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Posted: 20th Jun 2004 13:22
Memblocks . Memblocks with EZRotate (rotation plugin).

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Posted: 20th Jun 2004 23:19
good work. coming along nicely. one problem is falling of in track mode 2, you just drift away and never get reseted

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David T
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Posted: 20th Jun 2004 23:33
Memblocks with EZRotate (rotation plugin).

What feature of EZRotate allows this? I jsut thought it was (hopefully understandably) a rotation plugin

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Posted: 21st Jun 2004 03:32
You build the mesh in a memblock segment by segment then convert it to an object and put the object in the scene or you build the whole track inside a memblock? Sounds pretty complex for me (well I'm not very skilled at DB) I tried building a simple flat mesh then loading the mesh (several times) into a position in the space and oriented to the next object (based on a spline) so the "track" could have a shape, but , the corners of the flat mesh didt exactly fit with the previous and next mesh, and some times they were visible making the track look like made of square sheets of paper making a path instead of a single curved track.

I hope you'r planning in releasing at least that code to build tracks (I respect your idea of going for cash) but it would be great for other kind of driving games (not just wipeout's).

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