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AppGameKit Classic Chat / Funfair rides

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puzzler2018
User Banned
Posted: 11th Nov 2018 00:02 Edited at: 11th Nov 2018 00:04
I did think about this long time ago as something to achieve back in Jan last year - but thread is 90 days old, so thought start a new one

Possible Twister



Possible Walzter - In progress



Waltzer car

fubarpk
Retired Moderator
19
Years of Service
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 11th Nov 2018 00:19
Both the twister and Waltzer is great and can really show off camera views
Be great with pretty models for a theme park im thinking in a 3D shooter
Should keep you busy because there are allot of rides that could be done
fubar
puzzler2018
User Banned
Posted: 11th Nov 2018 11:36 Edited at: 11th Nov 2018 11:36
Thanks Fuparpk

Ive now added seats and footwell - im rather impressed i must say

Now time to add them to the waltzer itself and get the motion calculated correctly

Also, to implement a SaveObjectToMeshMemblock command, cause this car contains about 300 individual objects combined together - and that be awful for FPS - but thats a venture for the memblock thread in a week or 3 lol



puzzler2018
User Banned
Posted: 11th Nov 2018 16:59
Benn working on the motion

I think this is right, but not sure


fubarpk
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Playing: AGK is my friend
Posted: 11th Nov 2018 17:17
That's great just need the cars to rotate locally now
fubar
puzzler2018
User Banned
Posted: 11th Nov 2018 17:20
Thanks


Up and down to spin the whole

fubarpk
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Playing: AGK is my friend
Posted: 11th Nov 2018 17:25
Apart from the cars spinning a little too fast proportionally I think that's very close
and maybe some flashy lights.

Would be good in a theme park


fubar
fubarpk
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Playing: AGK is my friend
Posted: 11th Nov 2018 17:41
Ive seen theme parks in popular online worlds but unless rides are interactive people usually
just ride the ride once perhaps another time with a friend and never visit the them park again
Hence my idea of a theme park shooter gone wild in a theme park where perhaps the idea is
to stop the shooter by somehow riding the rides not really sure but just because it hasn't been
done with success that I know of in the past doesn't mean it wouldn't be a big hit

Im just not sure how to give it more of a lasting appeal, fine if the world is some huge world
and played on a pc where limitations of size aren't a problem. Because then it could be used as
some kind of adventure. AHHHH that's it explore a theme park discovering clues and solving
puzzles that might just work but still best suited to a pc project. Different rides could have there
own puzzle element or be the last part in solving some puzzle.

Hopefully someone takes on the Themepark idea because I wouldn't mind seeing that its
just a little out of scope for my mobile projects. But as from a programming problem your
solving it well as usual


fubar
puzzler2018
User Banned
Posted: 11th Nov 2018 17:44
Thanks for you input, the car spins now as stop point between -10 to 10, like a fade does

so once it spins left say up to speed 10, it will go in reverse to -10 and then forward to 10 and reverse to -10

velocity of the spin is increased by the speed of the platforms to, this is much nicer i think



I am implementing this verson to have the ticketoffice in the centre been the object every other single object is attached to., so we have the ability to potentially "pick up as a whole" and move it somewhere else in the park too.

Shall carry on in a little while
puzzler2018
User Banned
Posted: 11th Nov 2018 20:56 Edited at: 11th Nov 2018 21:02
After looking at proper buiild ups, the track is more than just up and down like previous

Something like this, the platforms will then roll around this track



The red bars is where the entrance will be constructed

Phew - I can sleep easier now
puzzler2018
User Banned
Posted: 11th Nov 2018 21:28
Platforms added to this matrix



Sleeeeeep!!
puzzler2018
User Banned
Posted: 11th Nov 2018 22:55 Edited at: 11th Nov 2018 22:58
ok, we have a track that needs to stay static, does anyone know if there is a command or few to make something stay close to a different object

In my terms it would be a platform edge and a static track.

Or would we need to make fine heights calculations all way round for the height of a track at every millimeter going round it.

I know what I mean so im sorry if im confusing you all.

I may have made things more complicated for myself than necesssary - but who doesnt like the look of the real waltzer look and feel.
blink0k
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Location: the land of oz
Posted: 11th Nov 2018 23:23
puzzler2018
User Banned
Posted: 11th Nov 2018 23:30
Cheers

Ill check that out to see if i can make the wheels attach to the track rotationally



Thanks
puzzler2018
User Banned
Posted: 14th Nov 2018 18:38
Think we got there with collisions to make object stick to another object now



Just need to apply it to all the platform wheels
puzzler2018
User Banned
Posted: 14th Nov 2018 20:14 Edited at: 14th Nov 2018 20:17
Bugger it - its not happening for me. I need to learn more

I will do it the hard way



Catch up soon

fubarpk
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Playing: AGK is my friend
Posted: 14th Nov 2018 22:07
Im sure you will work it out even if you are a bit puzzled atm
fubar
puzzler2018
User Banned
Posted: 15th Nov 2018 19:25 Edited at: 15th Nov 2018 19:27
Dont know what happend yesterday - brain not working.

But this is MAGIC!!!

puzzler2018
User Banned
Posted: 15th Nov 2018 20:33
Im going to leave it here for tonight before i made any more boo boo's



Catch up more with it ove rthe weekend

puzzler2018
User Banned
Posted: 16th Nov 2018 22:11
Im nearly here with the Waltzer, I will create 2 versions. 1 been AGKs object creations, and Meshmemblocks versions. and see which one is best - with Prebans updates

Utimately, I really need to get mind round on saving multiple of objects that are joined together to a single mesh (In time)

Night



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