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knights on wheels beta #206290
05/12/08 19:24
05/12/08 19:24
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
kow.exe ~27mb (self extracting 7zip archive)

a week ago i did some experiments and recycled some of my old stuff for the upcoming contest. i decided to release a beta even if it isn't really finished. smile

f1 = restart level1
f2 = restart level2
right shift = reset vehicle 1
left shift = reset vehicle 2
cu cr cd cl = vehicle 1
w d s a = vehicle 2

currently it takes 87 lines (i already use many tricks but maybe i can reduce it some more). my plan is to add sound effects and particles (i guess particles will be hard with the few lines left) and if the there is a working map compiler in time i will add light maps.

Re: knights on wheels beta [Re: ventilator] #206293
05/12/08 19:47
05/12/08 19:47
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
you stole my idea, lol.

I created physics code as well (in 50 lines).
only stumbled upon the movement right now XD for some reason my wheels wont rotate correctly...
If you want, maybe you could help me, and explain a bit more on that topic (PM me or email me smile ).

but this looks cool so far, i like the suspension update!
oh, and multiplayer wont work, the 2nd view is not working, but that's because the limit is exceeded on my display adapter i guess (working on a laptop here).

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: knights on wheels beta [Re: Helghast] #206294
05/12/08 19:57
05/12/08 19:57
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
my two vehicles take 22 lines. with fully animated suspension. :p the rest is for shortcut detection, lap counting, camera and hud and so on.

the resolution is 1280x1024. i will probably reduce it to 1024x768.

Re: knights on wheels beta [Re: ventilator] #206295
05/12/08 20:23
05/12/08 20:23
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I enjoyed to play the demo very much! smile

What I miss is a reset button and the ability to drive backwards.
I managed way to often to get blocked when driving against a border, or onto the border with all wheels without contact to earth! laugh

Re: knights on wheels beta [Re: ventilator] #206297
05/12/08 20:25
05/12/08 20:25
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
wow! shocked

No way i'm gonna win that :P lol
still, for learning reasons, i'll try and finish this wink
Is your code set up for the car from WED, or created by code ?

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: knights on wheels beta [Re: Helghast] #206304
05/12/08 20:45
05/12/08 20:45
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
the vehicles are set up in WED. saves some lines.

Quote:
for some reason my wheels wont rotate correctly...
did you set up the axes correctly? and do you use spheres and no boxes? smile

there is no reverse gear but with the shift keys you can reset the vehicles.

Re: knights on wheels beta [Re: ventilator] #206370
05/13/08 08:48
05/13/08 08:48
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
Originally Posted By: ventilator
the vehicles are set up in WED. saves some lines.

Quote:
for some reason my wheels wont rotate correctly...
did you set up the axes correctly? and do you use spheres and no boxes? smile


yes, i set the up axis on axis one (0, 0, 1), and the tilt axis on axis 2 (0, 1, 0).
Nothing wrong there, i also use PH_SPHERE indeed when creating the physical objects :P

Might have to do though with the way is control my car... could you the part where you control the wheels for us? (or if you dont want to do that, PM me... or not at all :P ).

kind regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: knights on wheels beta [Re: Helghast] #206430
05/13/08 14:42
05/13/08 14:42
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
great, really. really good possibility for winning the competition.



Ubi bene, ibi Patria.
Re: knights on wheels beta [Re: croman] #206455
05/13/08 16:43
05/13/08 16:43
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:
yes, i set the up axis on axis one (0, 0, 1), and the tilt axis on axis 2 (0, 1, 0).
are you sure the y-axis is correct? in my case i have to use the x-axis. this depends on the orientation of your entities.

Re: knights on wheels beta [Re: ventilator] #206630
05/14/08 18:29
05/14/08 18:29
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
I would love to test this out but since the server isn't directing me towards the download link itself, I can hardly C&C on it ^^

Thanks in progress

Frazzle


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