3D Rad - Free 3D game maker - Forum

This forum is now archived!

This forum is locked, and is a read-only version. A new community-ran forum can be found at classdev.net

News:

The 3DRad community can be found at classdev.net.

Pages: 1 2 3 [4] 5

Author Topic: Line Masters tracker topic  (Read 2183 times)

« Reply #45 on: September 08, 2013, 11:17:15 AM »
Bumping this to get a few more points of view :)

http://www.3drad.com/forum/index.php?topic=8842.msg73216#msg73216
« Reply #46 on: September 10, 2013, 09:29:53 AM »
I would REALLY LIKE some more feedback on this.  Please check it out and critique, it will only take 2 minutes of your time.
« Reply #47 on: September 10, 2013, 09:40:30 AM »
I'm sorry, I've completely missed this!

First impression: awesome!  :o

This is a menu system like I have never seen before! So smooth, so good looking, so interactive... Really, amazing!  ;D

I wish I could give you some real points of critic/improvement, but I'm afraid all I can come up with is that some parts of the sledge need some use of smoothinggroups.



Really, well done!
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #48 on: September 10, 2013, 09:43:42 AM »
Thanks robertoo, you are right about the issues with the models, and I am too :p

All it needs is a save ability and polish.  I also want to make a quick and expert mode (for those that want a truly unique sled).

 
« Reply #49 on: October 10, 2013, 01:21:02 PM »
Build 6 is here!  This one showcases the ability to perform tricks and stunts in the air and a progressive leveling system.

https://www.dropbox.com/s/po84jil4q32qvc6/LM_Build_Aplha_6_.rar
« Reply #50 on: October 10, 2013, 01:35:51 PM »
Coming along very nicely there Sorvius.

Keep it up.  8)
« Reply #51 on: October 10, 2013, 02:06:50 PM »
This was rather odd...  ;D
Is the demo the concept for the final product? This might be a stupid question, but I'm just checking.

Visuals all seem okay, tough the steering in the air goes way too easily. You can make a 360 on barely a second. Also, you can jump incredibly high, a little too much.

But I'm glad you got your spinning problem figured out, that's good.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #52 on: October 10, 2013, 02:16:20 PM »
Come a long way and looking good. Still a lot of control issues to iron out like Roberto says, and the gravity seems a little weak.
Maybe lock out other directions when a trick is picked so you can't get the odd spins
I managed to get over 5000 in a single trick by hovering the sled upright on boost whilst spinning

I too am intrigued, is the RAD project a proof for the kickstarter or will this be the final engine?
« Reply #53 on: October 10, 2013, 03:05:39 PM »
Thanks guys, it is true that there is a ton of tweaking to be done and you don't get anywhere near that much boost in a real level, its part of the game progression model. 

I wanted to show you this so you could see the help you've all given me in action.  Without the people of this forum, this would not be possible

To answer yoru questions, this is a proof of concept, but I'm going to throw it all together now and make a project demo you can play with that will be for the KickStarter and my pending advertisers.

Oh and also @cypermethrin, how would I go about "locking out" inputs as you suggested. 
« Last Edit: October 10, 2013, 03:37:28 PM by Sorvius »
« Reply #54 on: October 11, 2013, 01:00:25 PM »
That depends entirely on how you made the game, I personally use a boolean named 'busy' in my current project, so when a command is selected 'busy' becomes true, then false when that move is complete, all my inputs are then in the style
if(command && !busy)

works for me, may not work for you
« Reply #55 on: October 11, 2013, 02:56:31 PM »
Actually, I think I did that, maybe I missed somewhere, here's a command input from my code (there are 6 of these):

Code: [Select]
      if (iKeyDown(iKeyCode("DIK_A")) && !doingTrick)      // check if player presses a key (in this case the 1 key)
      {
         doingTrick = true;
         OUT_946 = -force;
         spiny -= theMagicNumber;           // update the rotation value
         if (theMagicNumber <= 7) { theMagicNumber = spinTimer + trick; }
         if (theMagicNumber > 7) { theMagicNumber = 7; }
         if (iFloatAbs(spiny) >= 360 && iFloatAbs(spiny) <= 370)
         { spiny = 0; trick++; iObjectShow(OBJ_242); iObjectStart(OBJ_264); iObjectStart(OBJ_308); }
      }
      else { doingTrick = false; }
« Reply #56 on: October 21, 2013, 03:03:25 PM »
This is what happens when you clean up your graphics and use 3d rad xD  Posting for fun.

1st image: what it was
2nd image: what is is becoming
« Reply #57 on: October 24, 2013, 11:19:38 AM »
New build available.  I'm just putting this out there as an update.  I am aware of all the problems and bugs, but it can be played and will save your progress.

https://www.dropbox.com/s/tlj1pgxsk1uvkax/LM_Build_pre_alpha1.rar

Feedback is appreciated regardless whether I know of an issue or not.
« Reply #58 on: October 30, 2013, 11:54:21 AM »
Just curious if anyone looked at this iteration of the game yet?  I got 200 more views but no comments...
https://www.dropbox.com/s/tlj1pgxsk1uvkax/LM_Build_pre_alpha1.rar
« Reply #59 on: October 30, 2013, 12:44:47 PM »
You're right. I tried it, but was in too much of a hurry to give a proper review.
Today I have some more time, so here goes.

Let's start positive:

The menus are excellent! Very easy and clear to move through, looking really flashy and fits the style of the sledge race completely. They got the cartoonish look just right.
The background of the main menu is worth mentioning. You've done it spot on! Not distracting, yet you kept me from getting bored.  :D
Music is also very good, again, fits the style nicely.

Next is the in-game HUD. I like it a lot. Just as before, looking organized yet flashy. The text which appears as the race ends is done nicely as well.


One thing, you've forgotten to add a mouse pointer. It's now impossible to play this game in full-screen.
And, this might be unnecessary, you should add a custom loading screen.
Also, the physics bugged quite a bit. I got stuck to one of my opponents almost immediately.


I assume you won't like hearing this, but to be honest, I didn't like the actual gameplay very much. I was expecting to see a funny down-a-slope kind of race, so I was disappointed to see it was on a horizontal course. I would really recommend this slope kind of race. Create a mountain side with a down hill ski slope with some low-poly, cartoonlike trees and snowmen which you have to evade. You could even consider pick-ups.

And finally, I would suggest keeping the entire upgrade thingy simple. Personally, I would make it money based. The player could earn money for each race, getting more money for harder levels and for ending with a higher position. Then, the player can buy new parts for his sledge and browse through the already bough items. Better items would be considerably more expensive. A level system wouldn't be necessary.
Combining the getting of new sledge parts and the gaining of skillpoints which you can spend on skills is too much of the same. I would drop it.


On the whole, you got a very nice looking game and you should of course build it as you please.
You're on the right track, keep this up. ;)
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
Pages: 1 2 3 [4] 5