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AppGameKit Classic Chat / New game - Space Arcade

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haliop_New
User Banned
Posted: 9th Jan 2017 11:01 Edited at: 9th Jan 2017 11:45
hi , ive posted this on the Show Off section but I got no replies
so sorry mods but I would love to hear what you forum knights has to say about it .
so i'll post this once I wont post again.
hopefully some comments good and bad will be much appreciated.
theres no name yet for it .

features :

variety of space ships to buy
Upgrades
Power ups
Destruction
Lasers and such
Unlimited Track , one level do your best
this will be an android exclusive but I might turn to Steam Green Light.
if you have suggestions , please share.



thank you for your time , Haliop.
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 9th Jan 2017 11:28 Edited at: 9th Jan 2017 21:02
the video itself have to much black fade effects.
the text i would move into the edges.
at track maybe some up/down obstacles or ship movement up/down.
my teammate said the shooting sound can be better.
AGK (Steam) V2017.01.09 : Windows 10 Pro 64 Bit : AMD (16.12.1) Radeon R7 265 : Mac mini OS Sierra (10.12)
haliop_New
User Banned
Posted: 9th Jan 2017 11:49
fixed the video.

currently the ship can move only right or left
where if you pull your phone towards you you slow down
and if you push it away from you you speed up.

the objective is to do a random course the fastest as you can
you need to collect coins, powerups and letters

coins will give you the option to buy stuff such as upgrades, ships and powerups upgrades
powerups will be in real time as you play
and letters is for completing a word if you completed a word you will get extra coins

the game always pick up speed and if you ran into an obstacle you slow down
and you shoot by pressing the screen.

I thought about making it fly up and down but speed is more necessary..
thank you for the comment.
Mobiius
Valued Member
21
Years of Service
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 9th Jan 2017 12:30
It would probably be better if the camera matched the ships orientation as it could be quite difficult to control as the ship goes upside down.
And there should be some interpolation between camera and ship as it looks too rigid. The camera needs to float behind the ship, not be rigidly attached to it.
haliop_New
User Banned
Posted: 9th Jan 2017 21:01
Mobiius thank you for your comment.
but what do you mean ?
keeping it rigid is kinda cool i guess i didnt really understand what youre saying..
please explain..
Mobiius
Valued Member
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 10th Jan 2017 09:15
Play any driving game. when you turn, the camera lags behind and gradually turns to follow the vehicle. (As if the camera was a separate entity to the vehicle.) Your camera looks like it's attached to a metal bar sticking out the back of your space ship. (As if the camera is a part of the vehicle)
I believe this looks jarring, and unprofessional, which is why no good commercial games do it this way, only poor quality games. It's a simple thing, but it's the difference between a game, and a good game.
haliop_New
User Banned
Posted: 11th Jan 2017 11:23
I wonder how I do that it will defiantly improve my game, any thoughts ?
Mobiius
Valued Member
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Location: The Cold North
Posted: 11th Jan 2017 12:30
I don't understand your comment I'm sorry.
Are you asking how it will improve your game? How to implement it? Why to implement it?
haliop_New
User Banned
Posted: 11th Jan 2017 13:11
how to ..
since the game is pretty much automatic
the spaceship will always be on course
so I have the values of the angles
but I don't really get how to "lag" the camera a bit so it would look like you're saying
Mobiius
Valued Member
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 11th Jan 2017 13:46 Edited at: 11th Jan 2017 13:52
Take the position the camera currently is (The way it is now) and store that position in a set of X/Y/Z destination variables.
Then using something similar to DBPros CurveValue command, (below) interpolate between the cameras current location and the destination location gradually.



So the code should be something like this:

haliop_New
User Banned
Posted: 11th Jan 2017 14:15
cool thanks
so now its a bit more smoother but not the way you said it would be
I took the

x y z of the last camera position
and the next x y z of the new camera position
and did

x12# = curvevalue(lastX,newX,0.001)
etc.. for y and z

its smooth I can see the difference
but its not really lagging behind
pherhaps I should add it also to camera look at I think that's where the problem
let me try..
Mobiius
Valued Member
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Location: The Cold North
Posted: 12th Jan 2017 09:20
In the CurveValue function, you've used a value of 0.001, but the CurveValue function clearly restricts StepValue to a value between 1.0 and 100.0 using the Clamp# function, and the comment next to StepValue in my example clearly says Bigger number = smoother transition. A lower value will perform less smoothing. A value of 1, (Which is the lowest value you can use) will do zero smoothing. A value of 100.0 will take 100 frames to move from Current# to Destination#. (Not entirely accurate, but gets the point across.)
haliop_New
User Banned
Posted: 12th Jan 2017 10:54
there is a problem with curvevalue
when I use it , the game camera lags in a fashion which is unsuitable to the game
it create lags between camera movement rather then smoothing the angles.. I have disabled it.
Mobiius
Valued Member
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Location: The Cold North
Posted: 12th Jan 2017 17:11
Video?
I can't fix it if I can't see it.
haliop_New
User Banned
Posted: 14th Jan 2017 08:20
the problem accurs when I move right or left its a simple moveOBjectLocalX stuff until a maximum I declare
and with curveangle# it pops everytime I move aside , I guess its not the right stuff for this game , cause actually I really like the angles as rigid however I made me thinking how about creating different cameras around the track at some locations
and the cameras switch and go all the way with curveangle# so a smooth transition will be applied ...
that could really help my game .
Mobiius
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Location: The Cold North
Posted: 14th Jan 2017 12:34
Quote: "actually I really like the angles as rigid "

It ruins the immersion. Literally no other racing game does this.
haliop_New
User Banned
Posted: 15th Jan 2017 10:10
Well maybe we should think of another way cause this way creates a visual bugginess
Mobiius
Valued Member
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Location: The Cold North
Posted: 15th Jan 2017 13:31
I'll take your word for it since no-one else has seen it to help resolve the issue.
haliop_New
User Banned
Posted: 15th Jan 2017 14:11
Trust me its unusable in this case
Mobiius
Valued Member
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Posted: 16th Jan 2017 09:46
I doubt that.
Alien Menace
AGK Developer
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Joined: 11th Jan 2005
Location: Earth (just visiting)
Posted: 18th Jan 2017 03:59 Edited at: 18th Jan 2017 04:00
To add a positive comment I think it looks pretty cool. Good work.
I love my Altair 8800 Replica.

http://altairclone.com/
haliop_New
User Banned
Posted: 18th Jan 2017 08:32
Thanks Alien

It actually looks even better now ill upload a new video of one minute gameplay later on .

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