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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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Ric
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Posted: 7th Aug 2007 01:54 Edited at: 8th Aug 2007 02:39
Thanks!

Small update: pressing space now fires lasers. Should work in chase cam mose or cockpit mode.




Next thing to do is program some detection so that hitting other ships depletes their shields/destroys them, and makes them mad enough to attack you!

<edit> You can now fire at other ships, which will deplete their shields and eventually destroy them. They don't fire back, yet, but theoretically they should at least chase you. Going on holiday for a week so won't have a chance to do anymore just yet - hopefully there'll be time to do a bit more before the challenge finishes, though. </edit>

acelepage
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Posted: 8th Aug 2007 22:01
I'm up to 300 lines of code. I usually average 600 lines on an entry, so I guess I'm halfway there.

( 2b || !2b ), that is the question. The answer: true
acelepage
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Posted: 8th Aug 2007 23:11
@qwe:

I use SQRT quite a bit to calculate distances. I have tried to find usage examples of vector3(), but cannot seem to find how to use it. I understand vectors, and would like to utilize a built-in command.
Would you be able to provide a sample?

( 2b || !2b ), that is the question. The answer: true
qwe
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Posted: 9th Aug 2007 00:20
^in your initialization code, make the vector3



to get a distance, set the vector, and use get vector length command

acelepage
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Posted: 9th Aug 2007 21:04 Edited at: 9th Aug 2007 21:08
Here is what I have so far.
This is an orbital space game. You are in orbit around a planet. So orbital dynamics play an important role in moving your ship. Increasing speed increases your orbital height. Slowing down requires you to rotate 180 degrees and then hit thrusters.
There are 10 alien satellites orbiting the planet. You must blow them up.

Arrows keys - rotate ship
Shift - thrust
Space - Fire

Don't fall into the atmosphere.



Thanks qwe for your vector3 sample.

( 2b || !2b ), that is the question. The answer: true
qwe
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Posted: 10th Aug 2007 08:48
ok well, here's my entry:

http://forum.thegamecreators.com/?m=forum_view&t=112036&b=8&p=0

i guess it might be a little unfair since i've been working on it since christmas, i use media, and i am the judge

but uh, i think, i win!
jasonhtml
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Posted: 11th Aug 2007 01:39
heres my entry:

its really buggy and i couldn't get timer-based movement to work for some wierd reason. (and i left in a whole bunch of comments from previous stuff i was working on that i couldn't implement correctly such as Zrotation of the ship) but basically, this is a squadron combat game where you start behind your squad so you can see all of the action.

use the mouse to fly around and shoot. when you die, you take control of another one of your ally's ships. first team to kill the other wins!

Note: I was playing this in full screen exclusive mode: 1024x768x16M (M = TrueColor). it might not work in other resolutions, i dont know.


and here is a list of the most common bugs(these dont occur every game, so in brackets i put its rarity)

crash on EASY mode [rare]
2 or more fighters will become locked forever in a circle trying to shoot eachother and will never succeed unless you intervene [very rare]
1 fighter will appear to shoot at nothing and trail off into the distance [uncommon]
1 fighter will bounce back and forth in one spot and continually shoot at nothing [uncommon]

Ric
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Posted: 13th Aug 2007 12:22
@Acelepage: looking very good!

@Jasonhtml: I get an array out of bounds error at line 288 after a few seconds. Also, I only get about 4 frames per second - although my pc is pretty ancient!

jasonhtml
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Posted: 13th Aug 2007 17:41
hm... thats odd... here, i uploaded the .exe of it, try it and see if it works.

Jimmy
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Posted: 13th Aug 2007 19:03
Yeah, I don't get the error, but it runs at about 6 FPS for me and my computer isn't too ancient.

acelepage, yours is pretty dang cool, man. My only gripe is that shooting the enemy boxes is slightly difficult, especially from far away.

"Oh hey, nice website Jimmy, it's really nice and fancy." -- That C++ Nerd
Visit. Website. NOW!
qwe
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Posted: 13th Aug 2007 23:09
jason perhaps center the mouse in the do loop so clicking to fire doesnt accidently bring up another screen

when you go upside down, left-right turning becomes inverted

the AI runs in repeating loops and the ship seems too fast, i think it's hard to hit the enemy but i'm not sure cuz nothing indicates whether ive damaged an enemy

cool dogfight though

4 player 3D space combat sim! Coding nearly finished! Visit WIP thread!
http://forum.thegamecreators.com/?m=forum_view&t=112036&b=8
jasonhtml
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Posted: 14th Aug 2007 00:16
Quote: "Yeah, I don't get the error, but it runs at about 6 FPS for me and my computer isn't too ancient.

acelepage, yours is pretty dang cool, man. My only gripe is that shooting the enemy boxes is slightly difficult, especially from far away."


ya, the slow down is due to me not using sparky's because we aren't allowed to use plugins, right?

Quote: "jason perhaps center the mouse in the do loop so clicking to fire doesnt accidently bring up another screen

when you go upside down, left-right turning becomes inverted

the AI runs in repeating loops and the ship seems too fast, i think it's hard to hit the enemy but i'm not sure cuz nothing indicates whether ive damaged an enemy

cool dogfight though"


u shouldn't need to center the mouse because you should run it in full screen exclusive as i said above. and enemies dont have damage, one hit kill.

i know its hard to hit them. everything moves really fast lasers and guys are small.

Ric
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Posted: 16th Aug 2007 19:26 Edited at: 16th Aug 2007 20:56
Latest update:



Now, when you fire on a ship, it fires back, and continues to hunt you down until your shields are depleted. The AI is much better than it was before, so watch out!

Next on the to do list:

- explosions when ships are destroyed
- radar

Penfold
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Posted: 17th Aug 2007 21:25 Edited at: 17th Aug 2007 22:35
@Ric , finally managed to find a version I could move looking great , although I couldn't see the radar which would have helped and maybe you need to do some form of proximity collision detection. for both enemy craft and planets. maybe even get those pesky green blighters to not actually try to ram you very good though

<edit> oh whoops you haven't done the radar yet

'Ooh 'eck chief'...'crumbs'
Ric
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Posted: 18th Aug 2007 02:07
Quote: "oh whoops you haven't done the radar yet "


Yes - not that I haven't tried - I currently have a radar system that looks great but fails entirely to work! 'Tis a bit more tricky than I realised! Anyone else had any radar success yet? I was hoping to do an'elite' style radar which shows everything relative to the player's ship's local axis. The relevant non-working-properly-code is contained within the function called 'cockpit()'



acelepage
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Posted: 18th Aug 2007 07:13
Here is my updated entry. Ric: I have radar. Just draws a target on the object and gives distance. Look for the code [ if radar=1 ]
I have tried to keep with the instructions of the challenge and make the control of the space ship as real as possible. So, it is tricky flying in orbit, but the physics are real.



( 2b || !2b ), that is the question. The answer: true
gadgetfreak 66
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Posted: 19th Aug 2007 19:32 Edited at: 19th Aug 2007 19:37
Alright, here's my semi-entry. I'm of half-way through finishing it, but I ran out of time, as it's now a couple of minutes to 12 o'clock here.

Basically, you're in a small ship, zooming around, trying to make some money. The idea was to collect ore from asteroids, but now you just have to blow them up and you get credits proportional to their size. The controls are fairly simple:

Up key: Increase throttle
Down key: Decrease throttle
Left and Right keys: turn left and right
Space bar: Shoot
Mouse: Navigate menus

Before you try it, you'll need to know that you don't actually start with a weapon. To get one, dock with the station you're closest to,(right click on station, click "request dock," and when close enough to blue lights, right click again and select "dock"). Then you can click the "weapons" tab, choose which slot you want by clicking on the text in the bottom right, and choosing a weapon. To start flying again, click "Launch". Also, the collision system is a bit screwy, so try not to bump into the stations to much.

part 1


[img]http://i52.photobucket.com/albums/g28/gadgetf
gadgetfreak 66
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Posted: 19th Aug 2007 19:35
part 2


Ric
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Posted: 19th Aug 2007 21:26
We have a few hours here before midnight - so I'll probably make one final update before then if I get a chance!

Ric
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Posted: 20th Aug 2007 00:24
Last update from me:



Now has working (I think!) 3d radar, explosions, and player rating. This challenge has been extremely educational - and definitely needed the extra week! Making the radar was the hardest part, and forced me, finally, to read Philips excellent vector tutorial, and learn how to use DBP's built in vector commands. The code, I'm afraid, is an utter mess - with several chunks of code that don't even get called, but heyho, the deadline is upon me!

qwe
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Posted: 20th Aug 2007 00:43
Cool, I'll be playing all the finished versions tonight

4 player 3D space combat sim! Coding nearly finished! Visit WIP thread!
http://forum.thegamecreators.com/?m=forum_view&t=112036&b=8
qwe
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Posted: 21st Aug 2007 01:41 Edited at: 21st Aug 2007 01:42
Jasonhtml - Dog fight

good concept (AI dogfight) and good laser/weapons sight but it but doesn't feel very playable. when you go upside down, the left-right control is inverted, its hard to stay in the combat area (you zoom right by it), the AI gets stuck in loops and the mouse isn't centered so clicking to fire often leaves the window. nice starscape

Gadgetfeak - Top-down, player gains money, can dock at space station to buy weapons/items/ships

this has the potential to be an awsome game. it feels professional, with a good looking backround. adding stuff to the level like planets, black holes, etc, and using good models and adding some combat, and it could easily be one of the top DBP games

Acelpage - destroy a number of orbiting boxes while keeping yourself in orbit

I like the orbital physics. the camera control is awkward though. incorporating orbital physics and debris, attempting to dock at a space station after destroying the boxes might be a fun addition

Ric - Dog fight

Fun fighting. it would be a good idea to have ships that are attacking you to be red on the radar, otherwise you dont know which ship to turn towards. ship to ship and ship to star collision also would be nice. the background for this is good (great looking star, and the 'stars' flying by showing velocity was a nice touch)

Winner



4 player 3D space combat sim! Coding nearly finished! Visit WIP thread!
http://forum.thegamecreators.com/?m=forum_view&t=112036&b=8
gadgetfreak 66
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Posted: 21st Aug 2007 10:56
Awesome! Thanks qwe! Okay, ideas for the next challenge anyone?

Ric
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Posted: 21st Aug 2007 13:46
Congrats Gadgetfreak - I haven't been able to get your code working here yet (probably just my computer being too slow - I'll try it on a other machine when I get a chance), but I can see from the amount of code that your entry was a pretty monumental effort!

Couple of ideas for the next challenge ....

1. Build a roller coaster - or even a roller coaster editor that enables you to build it then ride it. Probably quite hard.

2. Make a marble rolling game/simulation (where you tilt a platform to make the marble move where you want). I've never tried making one of these - could be quite hard too, thinking about it!

qwe
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Posted: 21st Aug 2007 14:27 Edited at: 21st Aug 2007 14:28
flight sim? i haven't gotten a chance to do the aircraft physics and radar code since i was judge

4 player 3D space combat sim! Coding nearly finished! Visit WIP thread!
http://forum.thegamecreators.com/?m=forum_view&t=112036&b=8
Ric
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Posted: 21st Aug 2007 14:30
A flight sim would be good. As I mentioned before, it is possible to make a flight sim as simple or as complex as you like, so the difficulty level is up to you.

el zilcho
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Posted: 21st Aug 2007 14:50
i love the sound of either of ric's suggestions.
gadgetfreak 66
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Posted: 21st Aug 2007 17:33
The marble thing would be interesting. Spherical collisions, gravity, bouncing physics, etc. To be honest, I actually burst out laughing when I read that suggestion, 'cause I started making a game exactly like that last night for my school computing project. Anyway, I think that'd be a good one (and I know it is for me so far), but I'll need a little feedback before it's set.

acelepage
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Posted: 21st Aug 2007 17:46
I like the marble thing.

( 2b || !2b ), that is the question. The answer: true
Ric
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Posted: 21st Aug 2007 18:15
Looks like I better start reading up on Euler rotation then - I never got the hang of that. Just getting a ball to rotate properly as it moves is tricky - I remember that from the snooker/pool challenge we did ages ago.

If we go with this, it's going to be another educational one for me - which is a very good thing as far s I'm concerned!

gadgetfreak 66
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Posted: 22nd Aug 2007 03:50
Seems like two approvals so far, and that'll have to be enough, cause I'll be going away to Perth for the next couple of days.

Closing Date: Wednesday 5th September (two weeks)

Challenge: To make a game that involves the rolling of a ball or marble around some kind of level. There's been quite a few of these made over the years commercially (Super Monkey Ball, Marble Madness, etc.) so you shouldn't need to go far for inspiration. If, however, if you don't own or haven't seen a game like this and would like something to have a look at, you can get Neverball free at http://icculus.org/neverball/

Ric
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Posted: 23rd Aug 2007 02:28
Ok - discussion ......

If you want to roll a ball forward (eg. away from you, along the z axis), you would rotate it on its x axis. If you want to roll the ball to the left or right, you'd rotate it on it's z axis. I get that so far. But, say you roll the ball forward a bit, then right a bit. When you roll it forward bu rotating on its x axis, the z axis tilts a little too. So when you then roll it to the right, you can no longer just rotate on its z axis because the z axis has changed!

So, the question is - how do you rotate a ball on the global x and z axis, rather than the local x and z axis? This seems rather tricky!

I wonder if 'set object pivot' could come into play here somewhere?

MickeyIII
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Posted: 23rd Aug 2007 02:56
@ Ric
Use the "Pitch Object Up/Down" and "Roll Object Left/Right" commands. This worked for me when trying something similler a long time ago. I might want to finish it now that I kind of know what I'm doing with gravity and collision now.

Anyway, those commands do what it says,only seemingly ignoring the z-axis when rolling on the x-axis, and etc...

It's kind of like the "Move Object" commands, only with rotation.

Try looking in the help file under 3D Object commands. It's somewhere at the beginning, I think.

Hope this helps.

Mickey III
Ric
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Posted: 23rd Aug 2007 13:03
As far as I can tell, the pitch roll and turn commands are also local to the object's own axis. The only difference is they are relative to the current rotation, rather than absolute ....

eg. 'pitch object down 1,1'

is exactly the same as

'zrotate object 1,object angle z(1)+1'

..... the problem being that neither method allows you to rotate on the global x, y or z axis.

I have tried using the command 'fix object pivot' before each rotation command, to set the local axis back to the global axis, but this doesn't actually seem to do anything.

This simple example demonstrates the problem - use arrow keys to move the ball:




Diggsey
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Posted: 23rd Aug 2007 13:55 Edited at: 23rd Aug 2007 13:56
@Ric
Check out my thread about euler/matrix/quaternion conversions It is entirely in dbp, and can apply global rotations to an object. Let me find the link...

edit:
Here is the link

Ric
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Posted: 23rd Aug 2007 14:13
Nice work Diggsey - what did you do, swallow a maths book?

As it happens, I just did a search and found Lower Logics set of rotation functions before I came across yours - which also does global rotations. So, problem solved thanks to the community's maths gurus:



I know recycling someone elses code will loose us credit when it comes to judging this challenge, but I suspect we'll all be needing these functions, so I guess we're in the same boat!

Diggsey
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Posted: 23rd Aug 2007 15:09
@Ric
Only a small one

David Gervais
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Posted: 23rd Aug 2007 15:25 Edited at: 23rd Aug 2007 15:28
@ric,.. Hi,.. can't you roll a bit,.. then reset the object orientation to the start, then move forward again, rinse repeat as the ball moves along? Or would that make for jerky movement?

Just a thought, cheers.

Edit: nvm,.. missed the 'problem solved' post.. (but sometimes working out a problem without resorting to external sources is more rewarding.)
Sid Sinister
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Posted: 23rd Aug 2007 16:06
I wonder if scrolling the sphere's texture would be easier to simulate movement. What do you think?
Diggsey
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Posted: 23rd Aug 2007 19:49
@David Gervais
You can only use set object pivot once, any further uses just replace the existing pivot

@Sid Sinister
1) Scrolling the texture is bugged in DBPro
2) It will look wierd on a sphere due to the UV mapping
3) It has the same problems as rotate object

Ric
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Posted: 23rd Aug 2007 20:20 Edited at: 23rd Aug 2007 21:02
Quote: "ric,.. Hi,.. can't you roll a bit,.. then reset the object orientation to the start, then move forward again, rinse repeat as the ball moves along?"


That's kind of what I was trying to do, using the 'fix object pivot' command to set the orientation to zero, without changing the way the mesh looks - although as Diggsey pointed out, it seems you can only use it once for some weird reason. If you use 'rotate object 0,0,0' to set the object back to zero orientation each time, then the object would only ever appear to roll on one axis (the last one called in the loop) - no good for diagonals etc.

<edit>

Actually, looks like there is another way .... fix object pivot doesn't work more than once, but, you can make a mesh from the object with its current rotation, delete the old object, and make a new object from the mesh. This keeps the orientation of the mesh as it was, but sets the axis of rotation back to zero. It works (as you can see in the code snippet), although this is a horribly nasty workaround for the bugged fix object pivot command, costing about a 25% drop in frame rate on my PC (delete object has always been slow).



So, I'm happyish that I have come up with a version of my own, but for speed, I'm going to use Lower Logic's global rotation function.

gadgetfreak 66
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Posted: 24th Aug 2007 18:37 Edited at: 24th Aug 2007 18:40
As far as the Set Object Pivot command goes, and I could be wrong, I think all it does is set an offset for the object's rotation values that are applied every sync, instead of actually recalculating the mesh. I think.

Ric
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Posted: 24th Aug 2007 23:30
Same effect, really. It allows you to have the mesh orientated at a different angle from the object's local axis, which is effectively the same as rotating the mesh. It's a useful command, but it only works once per object as far as I can tell, so it's no good for multiple rotations.

Onto the next problem .... collision!

qwe
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Posted: 25th Aug 2007 07:37 Edited at: 25th Aug 2007 07:38
if you store a velocity vector for the marble, constantly apply gravity, and modify the acceleration vector each loop depending on the tilt of the surface under the ball (use intersect object as a 'get ground height' equivalent at four vertical rays around the ball),

then the ball will move of its own, and you can rotate it depending on its movement direction and speed (delta XYZ from last loop)

4 player 3D space combat sim! Coding nearly finished! Visit WIP thread!
http://forum.thegamecreators.com/?m=forum_view&t=112036&b=8
Penfold
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Posted: 25th Aug 2007 14:54 Edited at: 25th Aug 2007 15:14
Um ok don't flame me if this is wrong

But I think I get the jist of what your trying to do, so how about this as an option.

Have 2 object to simulate the ball, one is the actual 3d object the other is an invisible null. use the null to perform all the positional equations etc. and just use the 3d object to simulate the rolling and graphical aspect.

I've just recently used this. I apply my movement code to my null to get it to face the right direction or turn and move etc. then I use its x y z on the 3d object to position and then apply spin etc. to that to make it look as though its going the right direction.

Or have I got completetly the wrong end of the stick and have no idea what your talking about

'Ooh 'eck chief'...'crumbs'
Diggsey
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Posted: 25th Aug 2007 22:24
@Penfold
1) Nobody is going to flame you
2) The difficulty is in applying rotation on more than one axis, for example, a rolling ball. One option, is to always point the ball in the direction you are going, and then use the X rotation for the rolling, but this can look odd and jerky when the ball is moving slowly. The only way possible, is to 'add' to rotations together to produce a third one. This is near impossible if you use euler angles alone (DBP uses euler angles). The link to my code on the previous page converts the euler angles to a matrix, adds the matrices' together (very easy) and converts it back to euler angles.

Penfold
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Posted: 25th Aug 2007 22:39
Ah right rotation onto more than one axis.. gotcha..

I must have missed that bit

'Ooh 'eck chief'...'crumbs'
RedFlames
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Posted: 26th Aug 2007 00:04
Hi all,
this is my first post on this forum^^
but i've been reading this topic for some time now and just played around with Rics code to add some velocity to the ball:



But i think i'm too new to DarkBasic to enter this one... really dunno yet...

RedFlames

ps: i'm german, sorry if I made mistakes or something
Ric
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Posted: 26th Aug 2007 13:10
Welcome, RedFlames. That works nicely. Just one little tip - when dividing a float, make sure you divide it by another float - example:

inc xm#,v#/5

should be:

inc xm#,v#/5.0

If you don't add the '.0' on the end, the result will be an integer, so you will get some rounding errors. Not really a problem here, but can cause problems in other cases where you need to be accurate.

RedFlames
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Posted: 26th Aug 2007 19:03 Edited at: 27th Aug 2007 17:33
Thanks, I hope I haven't made this wrong again
I decided to enter this challenge and mainly improved my graphics, added an 3rd person camera and in the last version you could speed up endless, fixed that now.



And i attached an image how it should look (i'm not shure wether the cartoon-outline wil work as intended^^)

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