Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / Super Air Bikes

Author
Message
Psycho Gary
20
Years of Service
User Offline
Joined: 17th Sep 2004
Location: The United Kingdom....is boring
Posted: 3rd Nov 2004 02:31 Edited at: 3rd Nov 2004 02:42
Im making a quick little game using pre-made media from DarkMatter. Its gonna be a free roam bike game and will allow air control.... Probably be stuff to collect and jumps to perform....still thinking of what to do... this is basically a practice project, but i will still post it on this web site when its done.....
So far ive got a basic system allowing you to do high jumps in the bike and travel across a small island of randomized landscape...















BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 3rd Nov 2004 04:00
It would look better instantly if you used Advanced Terrain. You'll be able to use the same theory for riding across the landscape.

BatVink
http://biglaugh.co.uk/catalog AMD 3000+ Barton, 512Mb Ram, 120 Gig Drive space, GeForce 5200 FX 128 Mb, Asus A7N8X Mobo.
Terms & Conditions apply
Ian T
22
Years of Service
User Offline
Joined: 12th Sep 2002
Location: Around
Posted: 3rd Nov 2004 04:32
Also, throw in fog and a skybox, it'll look very nice then .

(Your signiture is too big, please resize it)


Here we go again!
TRANSGRESS AND I SHALT BAN YE! (Just kidding...)
Psycho Gary
20
Years of Service
User Offline
Joined: 17th Sep 2004
Location: The United Kingdom....is boring
Posted: 3rd Nov 2004 04:32 Edited at: 3rd Nov 2004 04:34
im a newbie, how do you do advanced terrain?


k, i'll add skybox and a long-distance fog, and shrink down my signiture(if i rememebr to)

Psycho Gary
20
Years of Service
User Offline
Joined: 17th Sep 2004
Location: The United Kingdom....is boring
Posted: 4th Nov 2004 02:38 Edited at: 4th Nov 2004 02:40
ok, ok. Im new to DBpro, ive done an advanced terrain, but the reading for the height of the ground is dodgy....
Am i doing soemthing wrong? Or is DBpro just like that...

:p
CattleRustler
Retired Moderator
21
Years of Service
User Offline
Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 4th Nov 2004 04:17
the sig dimesions can be found in the general forum as a sticky thread at top.


DBP_NETLIB_v1.4.3 DarkTOPIA site coming soon!
TEH_CODERER
21
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 4th Nov 2004 04:33
I know it will probably be no but could you please let me know how you get the physics? This is the one thing I've never been able to do.

Realms Of Tutopia: Rise Of Evil
http://www.freewebs.com/elbsoftware/index.htm
MikeyP
21
Years of Service
User Offline
Joined: 21st Aug 2003
Location: Manchester, UK
Posted: 4th Nov 2004 04:58
*stares insanely at Andrew Neale's Sig* .. Wow ..
Psycho Gary
20
Years of Service
User Offline
Joined: 17th Sep 2004
Location: The United Kingdom....is boring
Posted: 4th Nov 2004 22:29 Edited at: 4th Nov 2004 22:31
Hmm, the physics? You mean the bike rotating over the landscape, and jumping off of the hills?

And i done advanced terrain, but it messed up and the bike didnt collide with the ground properly... im just gonna do plain old matrices, but i'll make the hills less pointy and stuff....

:p
TEH_CODERER
21
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 5th Nov 2004 04:08 Edited at: 5th Nov 2004 04:14
Yeah! Thats what I meant. Mainly the jumping but don't worry if you don't want to tell me. Anyway, good luck with the project.

Whats wrong with the sig? For some reason it doesn't even show up for me.

[Edit]
Oh. I think I can help with the matrix smoothing.


There. Think that works.

Realms Of Tutopia: Rise Of Evil
http://www.freewebs.com/elbsoftware/index.htm
Psycho Gary
20
Years of Service
User Offline
Joined: 17th Sep 2004
Location: The United Kingdom....is boring
Posted: 5th Nov 2004 04:56 Edited at: 5th Nov 2004 04:56
Basically: (i'll send code clippet later, cause this all is a mess):

Grav#=Grav#-0.01 <Gravity aways decreasing
Position object 1,object position x(1),Object position y(1),object position z(1) <Gravity sorted onto object

If object position y(1)=<Get ground height(1,object position x(1),object position z(1)) then Grav#=Grav#+0.02:position object 1,object position x(1),Get ground height(1,object position x(1),object position z(1)),object position z(1) <so basically, when you go of a bit of landscape, the grav# will build up and fire you off, i'll send a code clippet later of a little demo of how to do it......

:p
BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 5th Nov 2004 04:56
Advanced Terrain ground heights should work, as long as you place the terrain at 0,0,0, which is where it loads by default. At the moment, there is a bug where it reads incorrectly if you move it.

I used 'em for my compo entry, and it was very accurate.

BatVink
http://biglaugh.co.uk/catalog AMD 3000+ Barton, 512Mb Ram, 120 Gig Drive space, GeForce 5200 FX 128 Mb, Asus A7N8X Mobo.
Terms & Conditions apply
Psycho Gary
20
Years of Service
User Offline
Joined: 17th Sep 2004
Location: The United Kingdom....is boring
Posted: 5th Nov 2004 04:58 Edited at: 5th Nov 2004 04:59
When i used advanced terrain, placed at 0,0,0 , it read the height of the ground ok when it was flat, but hills were read higher, and narrower than they really were...... If i can get it working, i'll use it in the game... which is coming along pretty well....

:p
TEH_CODERER
21
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 5th Nov 2004 23:51 Edited at: 6th Nov 2004 00:02
Thanks.
[Edit]That code you gave doesn't do alot. I'll wait for the snippet.[/Edit]

Realms Of Tutopia: Rise Of Evil
http://www.freewebs.com/elbsoftware/index.htm
Psycho Gary
20
Years of Service
User Offline
Joined: 17th Sep 2004
Location: The United Kingdom....is boring
Posted: 6th Nov 2004 01:26 Edited at: 6th Nov 2004 01:32
I always do things the HARD way for some reason, anyway, texture the matrix to see this better, just try it out, theres no friction so up increases acc and down decreases it.... sorry bout it being all messed up, try and simplify it? Anyway, you can see how it basically works...



:p
JerBil
20
Years of Service
User Offline
Joined: 8th May 2004
Location: Somewhere along the Z axis...
Posted: 6th Nov 2004 10:26 Edited at: 6th Nov 2004 10:41
Psycho, your sample is fun. Looks like a good game in there.
I put a texture on the matrix so I could see what's going on
better, and changed only the way you add and subtract the
Grav# variable. Notice that it's now entirely in the
If statement, and uses DEC and INC instead.

EDIT: You do need the Move object statements: Please
put them back in -my bad-

Also, you didn't need the Move object 2,1 and Move object 3,-1
commands because the Position command does what you need
anyhow.

There's probably more that can be done to it, but this is just
for fun.

If you want to see it, just unzip it to it's own directory, and load the DBPro source in the editor and run it, so you don't overwrite
your own code.

-JerBil

Attachments

Login to view attachments
Psycho Gary
20
Years of Service
User Offline
Joined: 17th Sep 2004
Location: The United Kingdom....is boring
Posted: 6th Nov 2004 19:08 Edited at: 6th Nov 2004 21:03
Ok, thanks. I am ok with using DBpro but i aint used to ALL the commands yet... anyway, thats a basic version of the physics in my motorbike game, which i'll leave on for download when i finish the demo...

Anyway, the games called 'super air bikes' because, you turn, brake and accellerate whilst in the air, and the faster you go, the higher you can jump with air spings or something, that build up air from the speed your getting. Right now its a game on trying to get as fast as possible by going downhill more than uphill, and then trying to do the highest jumps you can... if you think this sucks, note that this isnt a serious project anyway :p

To get the most speed, go downhill, press shift(jump button) and try and jump OVER the uphill part and then aim to land on another downhill part. When you built up enough speed, go uphill and release the shift button JUST BEFORE the top of the hill to get extremely high :p

Download the demo from http://www.freewebs.com/psychogary/Games.htm 4.9mb file (when i put it on there in about 5 mins)

:p
Psycho Gary
20
Years of Service
User Offline
Joined: 17th Sep 2004
Location: The United Kingdom....is boring
Posted: 8th Nov 2004 01:03 Edited at: 8th Nov 2004 01:06
Im trying to save a high score, but when i do it, it crashes the program. Tell me how to do it properly please, heres how ive been doing it so far:



HighJump# is the HighScore displayed on-screen, 'score' is the variable that is saved....help, it keeps crashing on me... Is this the wrong way of saving? And whats an easier way of saving large numbers of information easily? (e.g. 10 object positions and angles saved)

Thanks for telling me how to save properly in advance...

:p
TEH_CODERER
21
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 8th Nov 2004 02:43
Thanks thats great. Nice work.

Realms Of Tutopia: Rise Of Evil
http://www.freewebs.com/elbsoftware/index.htm

Login to post a reply

Server time is: 2024-11-22 18:52:18
Your offset time is: 2024-11-22 18:52:18