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AppGameKit Classic Chat / Carnival Game

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fubarpk
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Posted: 10th Nov 2018 06:04 Edited at: 22nd May 2021 21:11
Quote: "Please get into the 3D world and maybe we could be driving that dodgem too."

They are all 3D, the main things that hold me back on 3D is it requires much more art skills and can be more costly
not to mention how fidly it is to place the objects unless you use a program like AGE3D which im still learning and
is the reason i have been doing smaller 3D stuff. and dodgems is def 3D I just set the camera a far as I haven't done
,a player car yet

Thanks GarBenjamin
I owe allot of thanks to Blink0k, but think toilettoss and hooptoss look better than they did lol im thinking it should
be toiletchuck and hooptoss. Will next have a play with the dodgem concept again still thinking that may be best as
a sort of bonus game and you pay so much to play each game but bowling is so much higher scoring it might cost
twice as much with the artifical coinage.

BETA hopefully a beta version soon as im not sure if ive set the gyro settings well as its not set to be used
perfectly upright. And the gyro mouse settings might need tweaking

Heres what there is so far
Edit Video removed for space please see the latest one below
Weekend
I thought it was time I formatted my machine and setup what was needed again, that has taken most of my time
this weekend

fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk

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puzzler2018
User Banned
Posted: 10th Nov 2018 11:17
Hi,

Just a little something - sorry, couldnt resist



fubarpk
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Posted: 10th Nov 2018 15:13 Edited at: 10th Nov 2018 15:57
That looks pretty cool puzzler

If I went down the flashy light path tho ide want one model texture with all the lights attached
and ide do it similar to this where the second texture would be the glow of just the lights
fubar
puzzler2018
User Banned
Posted: 10th Nov 2018 15:53
Here is a little more with on sreen keys info



Youll get the idea


Enjoy! - will provide more when got the maths right for the rotations and maybe put you on the ride too (in time)
fubarpk
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Posted: 10th Nov 2018 16:03
That's really good.


fubar
puzzler2018
User Banned
Posted: 10th Nov 2018 16:06
Your welcome - happy to help...

I like your light shader routine.. Splendid idea
puzzler2018
User Banned
Posted: 10th Nov 2018 21:36
Just a small update - a waltzer car



Needs more work, but the mechanics and look and feel looks ok.

Medialess - Unless we fancy doing a lot better one in blender

More tomorrow, need rest
fubarpk
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Posted: 10th Nov 2018 22:44 Edited at: 11th Nov 2018 15:28
Decided to release and Early Beta version of what I have
Mostly because I would like some feedback on the controls etc
https://play.google.com/store/apps/details?id=carnival.games
No sounds or catchy carnival music yet all to come in future

the mouse uses the gyro as the following which to me needs work espesh in hoop toss
as you need to tilt the mobile too far for the y axis

There is a known bug in hoop toss that the hoops might stick to wall

Thanks Puzzler not sure how I can use rides yet thinking they may be best suited to a 3d person game created with guru
or something and imported in so as there is a whole world of rides for a windows based game possibly a mad shooter
gone crazy at a park. For the moment im sticking with games I can get some kind of score from. Hope that don't offend
you. BTW the Waltzer car looked great
fubar
blink0k
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Posted: 11th Nov 2018 02:44
Disney have a ride which combines twister and a shooter. Go to about 4:16. Not too sure how you'd implement that in a game but it would be cool if you could
fubarpk
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Posted: 11th Nov 2018 03:22 Edited at: 11th Nov 2018 03:46
That's is pretty cool a ride with sideshow elements
The main issue I forsee is setting up the scene for all the rides and getting it to stop correctly at each
but would be pretty cool

That would incorporate puzzlers ride idea into whats there atm as sideshows
I think with the way scenes are loaded now could add values to the x,y,z axis etc and do a rotation on them
without changing there original offsets. Or could simply have a plain image with the front of what a game
would look like and then play that game when it stops. Or possibly just load the scene before spinning towards it

But for now happy with how it is as it requires allot of scene placement
fubar
blink0k
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Posted: 11th Nov 2018 03:57
I never thought of that! It would be a really cool transition from puzzle to puzzle
fubarpk
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Posted: 11th Nov 2018 04:27 Edited at: 11th Nov 2018 07:07
Sure would im looking at what models are available free that could be used now as a ride you and puzzler have me thinking now
but ide prob need help with scene placement

could possibly use a ride like https://www.yobi3d.com/q/teacup%20ride
and attach and detach the cups as necessary to do the rotation as each sideshow game could take up a side

Which would work well for four sideshow games
fubar
fubarpk
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Posted: 11th Nov 2018 06:24 Edited at: 13th Nov 2018 21:15
I been toying with the concept of going down the path of having a ride that stops at each sideshow
just would need to fix a camera to one of the cups that's the easy bit the hard bit is recreating all the scenes there
is for carnival games and having each one situated at one end of the tent
The code for it is quite simple and uses the teacup model from the above link but cut to pieces and resized etc
EDIT VIDEO removed for space


and adding these two lines of code


It produces this
EDIT VIDEO removed for space

If anyone would like to test the beta its available free here https://play.google.com/store/apps/details?id=carnival.games
fubar
fubarpk
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Posted: 11th Nov 2018 09:05 Edited at: 13th Nov 2018 21:16
I don't know about you folk but this gives me motion sickness
EDIT VIDEO removed for space
admittedly I use pictures of the games instead of actual 3d depth which may not be as bad nor as bad viewing on a mobile
and adding a pointlight might help but any motion sickness is a no lol

but haven't given up on the concept yet

turning off the lightmode on the sides and tents and slowing it down considerably helps
EDIT VIDEO removed for space

not sure if I like it or not now as a game selector il think on it and leave that as that for the day
I think the gyro could be added to look up or down as it may be quite slow getting levels this way
and ofcourse would need some carnival music
fubar
puzzler2018
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Posted: 11th Nov 2018 09:45
Nice work as always - keep it going and keep all the ideas flowing - nice POV on the tea cups...



blink0k
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Posted: 11th Nov 2018 23:18 Edited at: 11th Nov 2018 23:19
Formula One (Different colours) or regular vehicles (I could make about 5 i think)

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fubarpk
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Posted: 11th Nov 2018 23:42 Edited at: 11th Nov 2018 23:43
They look great but couldn't make a decision atm as I just had to bury our beloved dog RIP Tiger
fubar
blink0k
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Posted: 11th Nov 2018 23:53
My condolences
fubarpk
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Posted: 12th Nov 2018 00:13 Edited at: 12th Nov 2018 00:30
Thanks Blink

Im thinking formula 1 but the cars look great too
I think the advantage with the formula 1 is they would all be behave similar
but disadvantage that people might expect the wheels to turn
fubar
blink0k
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Posted: 12th Nov 2018 00:36
Turning the wheels will be easy. Don't worry about that
puzzler2018
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Posted: 12th Nov 2018 00:44
sorry for your loss.


Speed and volicity of wheels spinning according to speed# - yes its acheivable - just creats a wheel and attach to a car with fixobjecttoobject, we can then stil change a wheel Y with speed vehicle is going

Yes is acheivabble
fubarpk
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Posted: 12th Nov 2018 00:50 Edited at: 12th Nov 2018 00:51
I understand its possible just with the fluid movements of a dodgem car it is a little harder than just rotating locally
for example at a time one wheel should go in one direction and the other in another direction
fubar
blink0k
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Posted: 12th Nov 2018 01:07 Edited at: 12th Nov 2018 01:30
Have a look at this
Sorry. forgot to upload it

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fubarpk
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Posted: 12th Nov 2018 01:27
not sure if this is the engine I was thinking about http://torcs.sourceforge.net/index.php?name=Sections&op=viewarticle&artid=1
but if it is it allows everything from 18 wheelers to two wheelers
fubar
puzzler2018
User Banned
Posted: 12th Nov 2018 01:48
- Make a dodgen with no wheels

- Create the wheels seperately

- Fix the wheels to the dodgem

- Rotate the wheels independantly

Its easy

fubarpk
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Posted: 12th Nov 2018 02:46
That's a pretty neat kart-game
Mustve taken some time
fubar
blink0k
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Posted: 12th Nov 2018 02:56 Edited at: 12th Nov 2018 02:58
Took a little time to match up the 2D-3D physics. Got a lot of help from Markus
The thing is, it shows how you can attach the wheels to the car and rotate them around the y-axis (for turning) and the z-axis for rolling
fubarpk
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Posted: 12th Nov 2018 03:08
Oh yes Markus haven't heard from him in a while he helped me allot in dark GDK with math
fubar
blink0k
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Posted: 12th Nov 2018 03:26 Edited at: 12th Nov 2018 03:28
if you look in the main.agc source there is a commented line SetPhysicsDebugOn() . Uncomment that and you can see the 2D shapes that are used to implement the physics.
Do you think it might be easier to use this technique. I'm a little reluctant because it forces everything to be flat.
You can't have jumps and hills
fubarpk
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Posted: 12th Nov 2018 03:56 Edited at: 12th Nov 2018 05:03
wow it uses 2d physics shapes I would never thought of that. I think agk has good 3D physics commands maybe not driver orientated
hence why the 2d physics shapes. There was someone in here who worked on car engine physics they may be willing to share some information
unfortunately due to a disagreement it never made it to AGK

I think for dodgems the car physics is good enough in AppGameKit now
but for a proper racing clone needs new commands

I wish I had it set up in vis studio as im sure there are plenty of commands that would help online

Ide love to redo stuntcar racer oneday




I think if you SetObject3DPhysicsLinearVelocity( objID, dirX, dirY, dirZ, initialSpeed ) once a loop depending on speed etc
but only if there was ground below the car you would have a car that would do jumps
fubar
blink0k
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Posted: 12th Nov 2018 09:19
Ha! That STunt car racer look pretty wild
fubarpk
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Posted: 13th Nov 2018 07:16
It was definitely an all time favourite blink as it was two player and car damage
effected the driving. And when the crane dropped you off if you happened to
drop yourself on the other player it totalled the other player and you would win
but a very hard thing to pull off. And I seem to recall nitro being an important
boost factor to get right on the jumps. but I think AppGameKit has the ability to reproduce
if the tracks where made as pieces and pieced together sort of like lego.

Still looking for Beta Testers https://play.google.com/store/apps/details?id=carnival.games
fubar
Virtual Nomad
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Posted: 13th Nov 2018 08:57
first impression(s):

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fubarpk
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Posted: 13th Nov 2018 10:08 Edited at: 13th Nov 2018 10:42
Thanks Virtual Nomad for your valued feedback

1>The angle to set the aiming is a pain to get right on mobile matybe il offset the angle by -45 degrees that should make it flat when centered
2>Im not sure of the easiest of the easiest way to stop the rings in the wall but i think i manage it because i have played so many times in windows
3>That missing sprite I never noticed before myself but I think I know the reason now and should be fixed with the next update
4>Thanks glad you liked the bowling and there will be sounds added later that should help with toilet toss

As i set the mouse relative to the position the phone is tilted, I will play with the settings some more im just not sure what position is best for the centre
position as if the phone is flat you tilt it away form you or toward you accordingly. If centre is upright which is what i was going for, for the centre position

anyone got a better algorithm than?


ok so I changed the y value of mouse to its default


and uploaded a new version 1.001 that should fix the issues mentioned above
but the jittery mouse in duckshoot im not sure of

BETA 1.001 should be available soon when they approve
https://play.google.com/store/apps/details?id=carnival.games


Think I need to work on sounds next
fubar
fubarpk
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Posted: 13th Nov 2018 20:56 Edited at: 29th Nov 2018 20:12
Ive taken in nomads feed back and made some changes added sound and now the toilet moves back and forth
Edit Video removed for space please see the latest one below
BETA Version 1.002 available here as soon as google approve https://play.google.com/store/apps/details?id=carnival.games


and if I decide to go with the teacup ride selector it will go something like this and I may just do away with the money concepts
Edit Video removed for space please see the latest one below but would need some works
The teacup selector needs work and I still need my centre to ride routine worked on. Like you presently see with the duckshoot
and I guess I could force it to go around a couple times before it selects etc

What do people think?
fubar
fubarpk
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Posted: 14th Nov 2018 02:53 Edited at: 29th Nov 2018 20:13
Ok finally combined the two and ended up with this
Edit Video removed for space please see the latest one below


BETA Version 1.004 available here https://play.google.com/store/apps/details?id=carnival.games
fubar
puzzler2018
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Posted: 14th Nov 2018 12:43
Nice work as always.. Keep it up..
fubarpk
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Posted: 14th Nov 2018 13:38
Thanks Puzzler


hahah was thinking of changing the name to mad hatters carnival challenge that incorporates the ride concepts
not sure about copyrights on that tho
fubar
Cliff Mellangard 3DEGS
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Posted: 14th Nov 2018 21:44 Edited at: 14th Nov 2018 21:54
This could be the app that strikes it big for you fubpark

Pros….
Something i can see many wanting to pay for to play.
good color full visuals.


A app that fits all ages….


It looks extremely promising….


This is a app that you might talk to tgc about publishing thru there partner focus multimedia when its done?


If you not already have a dev page here so create one and show your game here..

FubPark Apps or something as a dev team and publisher?

https://www.slidedb.com/


Publishers check this page for the next hit so could be a start..
fubarpk
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Posted: 14th Nov 2018 21:58 Edited at: 14th Nov 2018 21:59
Thanks Cliff it still needs some polishing and may even get a name change lol

I try the family audience with most my apps according to googles family audience rules etc
fubar
fubarpk
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Posted: 21st Nov 2018 20:45 Edited at: 29th Nov 2018 20:13
A few updates
1>added get ready notification
2>added strike notification
3>fixed the scoring with bowling it now adds the scores of the next to bowls for a strike and next ball for a spare

4>hooptoss got a major overhaul with improved graphics thanks to blink
hooptoss does have the code for a cannon that shoots the hoops but found that nearly impossible to land a hoop nomatter what settings so went back to hand method atleast for now
hooptoss nolonger keeps scores im thinking it may do it with anything thats not on the ground as its still quite hard. The back image in hooptoss on my phone doesn't show but does in
windows.

5>toilet toss looks more appealing
6>added sounds

Known Problems
There is a issue Ive noticed with lights, I have to clear all pointlights before each game and hence recreate them which is kinda working but in bowling it appears the light to the floor
dont show it may be an object settings not sure as of yet but this only is a problem on the second time round.(in other words have to play all other games first before it becomes a
problem) Last time I had that problem it wasn't lights at al it was an array that wasn't empty.

Heres what there is so far
Edit Video removed for space please see the latest one below

This version is available here
https://play.google.com/store/apps/details?id=carnival.games
fubar
puzzler2018
User Banned
Posted: 21st Nov 2018 21:11
Fantastic work -- does the bowling alley one have the right trajectories - meaning - go to a real life one and aim for the strike
fubarpk
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Posted: 21st Nov 2018 21:17 Edited at: 21st Nov 2018 21:22
Quote: "does the bowling alley one have the right trajectories"

That button you see in the left corner hold that down and tilt mobile to aim otherwise just use gyroscope normally to move ball

The move ball with gyro has been set to not go as far as the gutter so a straight ball will never gutter ball unless it bounces off a pin
fubar
fubarpk
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Posted: 22nd Nov 2018 18:24 Edited at: 29th Nov 2018 20:13
A few updates
1>added get ready notification
2>added strike notification
3>fixed the scoring with bowling it now adds the scores of the next to bowls for a strike and next ball for a spare

4>hooptoss got a major overhaul with improved graphics thanks to blink
hooptoss does have the code for a cannon that shoots the hoops but found that nearly impossible to land a hoop nomatter what settings so went back to hand method atleast for now
hooptoss nolonger keeps scores im thinking it may do it with anything thats not on the ground as its still quite hard.

5>toilet toss looks more appealing
6>added sounds

Known Problems
There is a issue Ive noticed with lights, I have to clear all pointlights before each game and hence recreate them which is kinda working but in bowling it appears the light to the floor
dont show it may be an object settings not sure as of yet but this only is a problem on the second time round.(in other words have to play all other games first before it becomes a
problem) Last time I had that problem it wasn't lights at al it was an array that wasn't empty.

Heres what there is so far
Edit Video removed for space please see the latest one below

This version is available here
https://play.google.com/store/apps/details?id=carnival.games
fubar
fubarpk
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Posted: 26th Nov 2018 02:15 Edited at: 26th Nov 2018 04:41
Carnival Games



Google Download
https://play.google.com/store/apps/details?id=carnival.games


Might add a quit game button during the teacup ride but apart from that finished
fubar
fubarpk
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Posted: 27th Nov 2018 01:32 Edited at: 27th Nov 2018 16:48
The inside workings of the clowns you pop balls into

Im not sure even if il use it but if I do it will be in carnival games 2
and im struggling with the collisions of kinematic objects again but
here is what I have.



After Experimenting with the above it seems fixobjecttoobject upsets kinematic physics
Im sure I have probably come across with that issue before with blocklifter but I forgot lol
so the below update works


Press space to drop ball
fubar
GarBenjamin
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Posted: 30th Nov 2018 16:45
Wow @fubarpk you have really been focusing on this game. Huge improvements since a few weeks ago. You've put a lot of care into tweaking gameplay and the visuals are excellent too.

Interesting you mentioned an issue with point lights and also physics. I was pushing hard to complete my game when I did some thorough playtesting and discovered a hell of a bug. Finally tracked it diwn to the DeleteAllImages api function. No error message is thrown at all but "program stopped working". So I then wrote all the code to manually delete each image and ran into it again always while trying to delete a certain group of subimages or their image atlas. Again the error occurs right on the DeleteImage function call. So there was no way for me to debug it. Finally I just got rid of loading & deleting images in each phase (Title, Gameplay, etc) and keep the images loaded the entire time.
fubarpk
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Posted: 30th Nov 2018 17:30
Thanks Garbenjamin

I found it was a problem with the sun and not pointlights in the end and just needed to recreate the sun settings
I kept my deleteall() function
fubar

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