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- Freestyle X3 Stunt park game
Author Topic: Freestyle X3 Stunt park game (Read 3326 times)
Ok. I'll get it uploaded tomorrow when I am in a faster Internet connection than the one at my house. It would take hours if I did it here!
I dowloaded your game and played it a little
the ring of fire was my favourite part! is very well done.
only thing was that its base has flipped normals so when I crashed into it I was trapped inside and unable to scape
the engine sound didnt worked for me either, it was always like idle.. I dont know...
overal, as a freestyle stunt park game it was nice, even I think it could have more details here and there, and maybe you could work on the points system, informing the player each time he made some points and why he made those points for example... and some more graphic details along the circuit would be nice too.
keep working on it!
the ring of fire was my favourite part! is very well done.
only thing was that its base has flipped normals so when I crashed into it I was trapped inside and unable to scape
the engine sound didnt worked for me either, it was always like idle.. I dont know...
overal, as a freestyle stunt park game it was nice, even I think it could have more details here and there, and maybe you could work on the points system, informing the player each time he made some points and why he made those points for example... and some more graphic details along the circuit would be nice too.
keep working on it!
Thanks to you all. This is my first real game that I'm making here, so it's really great to have good feedback. Loop: the sound problem is one that has been dogging me since the beginning. I added a soundsource and bound it to my car skinmesh, and then gave appropriate values for speeds and fequencies and bound the freq. to speed, but it either idles or immediately shoots up to high rpm depending on what I do. This is most likely due to the fact that I don't know very much about the soundsource object. I am experimenting with scoring. Rush3Fan had a great idea, that he's still working on.
Does anyone have a working script that monitors the orientation of an object and updates something when it is at a certain poin, say, 90 degrees, 180, 270, etc.?
Once I get the actual systems on place o will work on eye candy but it's still a work in progress. Also, what are "flipped normals" and how do I fix them? The lack of detail/features is because I am still trying to work out the general mechanics of the game with as few features as needed. You are the second person who liked the ring of fire . Thanks for the impressive feedback. If you could answer my questions it would be much appreciated. Thanks.
Does anyone have a working script that monitors the orientation of an object and updates something when it is at a certain poin, say, 90 degrees, 180, 270, etc.?
Once I get the actual systems on place o will work on eye candy but it's still a work in progress. Also, what are "flipped normals" and how do I fix them? The lack of detail/features is because I am still trying to work out the general mechanics of the game with as few features as needed. You are the second person who liked the ring of fire . Thanks for the impressive feedback. If you could answer my questions it would be much appreciated. Thanks.
flipped normals would means that your object is upside down, or reversed.
an object, in example a cilinder, at least you do double faced on porpouse, have only one face that you can see and collide with, tipically the outside one. so, if a character is inside a tipycal cilinder it can get out without colliding with anything.
in this case, the car entered the cilinder (which shouldnt, the car should crash (collide) against it) and couldnt get out, because collide with the inner walls.
I really dont know the technical definitions to explain it in an apropiate way, but more or less thats it.
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about the sound problem, I would recomend put in scene a new soundsource and play with it using the default values, which works just fine. from there you can experiment to reach a better result.
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an object, in example a cilinder, at least you do double faced on porpouse, have only one face that you can see and collide with, tipically the outside one. so, if a character is inside a tipycal cilinder it can get out without colliding with anything.
in this case, the car entered the cilinder (which shouldnt, the car should crash (collide) against it) and couldnt get out, because collide with the inner walls.
I really dont know the technical definitions to explain it in an apropiate way, but more or less thats it.
----------
about the sound problem, I would recomend put in scene a new soundsource and play with it using the default values, which works just fine. from there you can experiment to reach a better result.
----------------
Thanks Loop.
the scoring system is dogging me though. I am using eventonlocation to track when the car goes off a jump but it doesnt work very well, for most advanced purposes. I really need something to track car rotation in the air, which Rush3Fan has a great idea about. I am not a very good scripter though so I'm haveing a lot of trouble. Implemented a Nitro, though!
the scoring system is dogging me though. I am using eventonlocation to track when the car goes off a jump but it doesnt work very well, for most advanced purposes. I really need something to track car rotation in the air, which Rush3Fan has a great idea about. I am not a very good scripter though so I'm haveing a lot of trouble. Implemented a Nitro, though!
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