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Author Topic: ninkeoKART Alpha coming soon (Pre-Alpha Testing underway!)  (Read 1613 times)

« on: May 25, 2012, 02:55:00 AM »
Hi, me again!

We've released ninkeoKART Indev 3 for public testing! You can view the release thread at (http://ninkeokart.webs.com/apps/forums/topics/show/7721214-ninkeokart-indev-3-released-?page=last) to download or view some screenshots below. The download is about 125MB and the game is 300MB unpacked.




BUGS YOU DON'T NEED TO REPORT:
Windy Hill practise track doesn't work (cars fall infinitely)
GP Mode doesn't exit to next track (fix available)
More choice menu doesn't have a return to tile screen arrow
On some tracks, the lap counter fails to reset and/or the race timer resets to 1:00:000
ALL ABOVE BUGS WILL BE FIXED IN MULTIPLAYER UPDATE (Indev 3.1)

Thanks for testing the game.  :)

EDIT: Alpha is coming out soon!
« Last Edit: June 28, 2012, 04:01:09 AM by oldnoob973 »
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BorekS

« Reply #1 on: May 25, 2012, 03:12:50 AM »
ohoo, that looks great, the environment  ;)
« Reply #2 on: May 25, 2012, 04:21:39 AM »
300mb's unpacked? Damn why's it so big? Also do you plan on changing the car? Good work keep at it!


Gamefreaks1234 gaming forum a great place for general gaming chat and getting your games out there and played.
« Reply #3 on: May 25, 2012, 05:21:35 AM »
300mb's unpacked? Damn why's it so big? Also do you plan on changing the car? Good work keep at it!
The reason why it's so big is because it includes 5 cars (1 not drivable), 9 tracks and 4 (soon to be 5) game modes. And don't forget all of the sprites and the sounds!
ohoo, that looks great, the environment  ;)
Thanks! There's about 8 more tracks to check out as well!
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« Reply #4 on: May 25, 2012, 06:12:24 AM »
i don't think that that's the reason it's so big...

--Mike

GTGwalkthroughs

« Reply #5 on: May 25, 2012, 06:40:19 AM »
make sure you have the .cmp
« Reply #6 on: May 25, 2012, 01:20:07 PM »
..
« Last Edit: November 15, 2013, 04:35:06 AM by Leonopteryx »
Using 3D Rad 7.22
« Reply #7 on: May 26, 2012, 06:17:49 AM »
All of those excess sound files shouldn't be there, as only half of them are used. And for some reason my compiler is leaving some things out (like the rigidbody and the skinmesh for one of the tracks) while things that aren't even used are put in the 3DRad_res folders. If there weren't any.cmp files, the game would have been 10GB!
I like it - driving is fun - but would make one thing better if I were you.
You could use a texture shader for the floor and add a detail map - Shadmar has uploaded a lot of those shaders that enhance the looks - it makes a ground look 1000 times better.
Thank you for suggesting to use some shaders Leonopteryx! I intend on implementing some shaders in the next update.
Who's crowding around here?!
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« Reply #8 on: May 26, 2012, 07:46:28 AM »
125MB download is extremely large... especially for a game like this, and from what i see in the screenshots...

300 MB of disk space also seems to be too much...

it's not the compiler that's doing anything fundamentally wrong... i think the resources may be the issue... sounds, models, textures...

--Mike
« Reply #9 on: May 26, 2012, 04:21:49 PM »
I did some experimenting and with the Classic game mode removed, the game gets down to about 90MB in a zip file and 170MB unpacked. So it's all of the unused stuff in the Classic game is why it was so big. It will have all of it's unused resources striped and will be released as an addon (for the game). Optimization wii occur in the next update for the rest of the game.
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« Reply #10 on: May 27, 2012, 03:30:57 AM »
OK - I still had the last release you had done on this forum so I booted that up, had a little play through and then ran your new one.... just so we could see what had changed.

The handling has definitely been improved, you've obviously worked hard on this, it's much better.

It's really starting to take shape well, I have the same concerns about the size of the download, and there are a few collision detection problems (buggy didn't collide with ai buggy on the raceway course) but it's really coming along nicely, you guys should be proud and keep working hard.

I think the first course needs some way of telling you if you have missed a waypoint though, or some barriers to stop this happening, I ended up doing 5 laps simply because the quickest ai car had shoved me off track and I didn't know I'd missed a waypoint - was a bit of a let down.

On the whole though, really good so far. Keep up the effort.  8)
« Reply #11 on: May 28, 2012, 05:38:33 PM »
Thanks for the feedback! Alot of people seemed to get lost in the first track (turning the wrong way on the crossroad, cheating and falling off in places) because the other buggy pushed them out of the way. And that they didn't drive on the road.

Heres a hint: If you get right behind the AI buggy in some of the tracks, and you hit them in either side back wheel, they will spin out and you can cruise right past them.
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« Reply #12 on: June 23, 2012, 12:35:28 AM »
The alpha release for ninkeoKART is coming, and it will be the best release yet! Here's the complete list of changes:

New UI

New Free Race menu

Replaced HairPin City with the new Disco City

Player car now has a shiny paint job (Yes, it does reflect the enviroment around it!)

Fixed the very sensitive steering

Multiplayer! There are 3 races, across Downey Forest, Blackwater Raceway and Windy Hill. The steering is still sensetive, so a joystick is HIGHLY recommended.

Added 3 new colours to the buggy (Blue, Red and Green)

Added checkpoint posts to Downey Forest. Now all you need to do is drive past them (the side facing towards the road).

The Pickup truck is now in the game, all 4 colours of it

Fixed the handling on the Safari Rida and added another colour for it.

GP Mode now features the extra tracks

No music is included in the game, you must replace the 2 sound.wav files if you want any music.

Greatly reduced loading times

Space requirement dropped from 300mb to 180mb

Don't forget, the expansion packs that came with Indev 3 will NOT work with Alpha! And this is the last final revision to the game, there will be no more big changes.

« Last Edit: June 23, 2012, 12:41:28 AM by oldnoob973 »
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« Reply #13 on: June 28, 2012, 04:00:34 AM »

We've released the 1st test release of ninkeoKART Pre-Alpha! We are looking for feedback on what improvements were made on the AI, the handling and the GUI. The GP Mode doesn't have it's project files installed yet so it won't work.

There will be 3 pre-releases, which will update the current pre-release

If you are interested, go to http://www.mediafire.com/?ct30v2krov8aosv to download the 1st preview.
Or look at these pretty pictures if it gets you excited.

Who's crowding around here?!
I should learn not to leave my profile logged in when my bro is on the internet, and maybe I would have not lost all my profiles all over the internet.
« Reply #14 on: June 29, 2012, 06:30:01 PM »
Some VERY BIG news:

Yesterday, I talked to ninkeo whether he still wants to produce ninkeoKART or not. Sadly, he said no but he offer to sell me the source code (project files, resources etc). I took the offer and bought it for a disclosed amount, and so now I'm developing it by myself and I am going to change a few things....
Who's crowding around here?!
I should learn not to leave my profile logged in when my bro is on the internet, and maybe I would have not lost all my profiles all over the internet.
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