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Author Topic: Ninkeo Kart - Why so long? Nevermind, we're back  (Read 12362 times)

« on: October 30, 2012, 01:40:05 AM »


Here it is, the Ninkeo Kart 2 Pre-Release is finally out! Grab it here or go to the OP.

Credits to MetallicDoom for the MiniSkiddi go kart model.

Here's the feedback I'm looking for:
- The tracks, how are they, any errors I should fix, or change the look of it?
- Karts, do they all work on all of the tracks? Maybe I should change something?
- The options, do they save, or do they do anything?

It is intentional that only freeplay mode works. The others (champion mode and multiplayer) have not been built yet. They should be in the game along with the next set of tracks in the next pre-release.
The next releases will only be released if there's any interest or demand for it. I'm not releasing something for nobody to even bother looking at it.


« Last Edit: February 28, 2014, 02:13:03 AM by Dr. Ninkeo »
« Reply #1 on: November 03, 2012, 02:39:55 AM »
Update 0.2 incoming soon! Thanks to the kind fellas that tried 0.1.
Here's the changes.
Quote from: Ninkeo Kart Changelog
Making one new car (Boxy Man, a Minecraft Easter Egg)
Added Snowy Hill
Tweaked the gravity slightly to reduce floating on Snowy Hill
Custom loading screens for each track
New game loader with more details about each option
The buggies and the red race kart should now have shadows underneath them
Configure Controls on every singleplayer track
Works with Windows 8 (most likely since it was tested with the Release Preview)

One thing I should point out, the snow on Snowy hill doesn't keep up with the car very well, causing "snow showers" (how can I solve this???). And the custom launcher will be available to download after this update is out.

EDIT: High res (1024x1024) grass textures should be added to the list
« Last Edit: November 05, 2012, 01:46:08 AM by Dr. Ninkeo »
« Reply #2 on: November 06, 2012, 01:57:08 AM »
A huge city plug in is being added to Ninkeo Kart! Here's what you can do in it:
-Play "Get to the location" in which you need to get to a location somewhere in the city (quite hard because it's so big!)
-Race (as usual) around a set track  :)
-Drive freely around the city with the opponents racing in buses for no reason
-Chase a thief who stole your fuel to race with! (Weapons included)

Because this causes the zip file to triple in size, you can choose not to download it if you don't want it. (Having 5 parts of a 20km city adds around 85MB to the unzipped file size!)   
« Last Edit: November 06, 2012, 02:15:29 AM by Dr. Ninkeo »
« Reply #3 on: November 06, 2012, 02:06:16 AM »
Haven't had chance to test this yet with the Rotary challenge taking up a lot of my time.

I'll get round to it though - before other issues arose you had a really good start to a game.

I hope to test this soon and give as much feedback as I can. Keep at it.  8)
« Reply #4 on: November 06, 2012, 03:17:57 AM »
Haven't had chance to test this yet with the Rotary challenge taking up a lot of my time.

I'll get round to it though - before other issues arose you had a really good start to a game.

I hope to test this soon and give as much feedback as I can. Keep at it.  8)
Thanks! Your challenge really brought out the best in the guys who finished. And the games are good fun as well! :)

BorekS

« Reply #5 on: November 06, 2012, 09:54:05 AM »
hey, that is sweet, esp. the hardwood valley track ;)
is there any possibility to add cockpit look camera / or car nose camera?
« Reply #6 on: November 06, 2012, 03:42:28 PM »
OK - Found a bit of time to have a slight run through mate.

In all honesty - I'm afraid I'm very confused now.

The first tests of the Ninkeo Kart I remember were really good fun - interesting courses and not too long. I remember how the first track (Windy Something???) was graphically very nice, along with the trucks, and suggested the other tracks tried to match the visual style of it.

With the new one here - it looks like there's a lot more default sketchup stuff (not good) and I personally found the first track far too long. I got thoroughly bored after the first lap.

I do however love both the cars included - really, really nice.

With all the changes in control and direction this project has undergone - I suggest finding it's identity. What makes it fun and why you (as the creator) have a passion for making it.

When this is done I really think you are capable of making a cool racing game out of this.

Sorry if this seems harsh - I know there is a lot of work gone into this and you shouldn't be discouraged.



« Reply #7 on: November 06, 2012, 11:33:24 PM »
OK - Found a bit of time to have a slight run through mate.

In all honesty - I'm afraid I'm very confused now.

The first tests of the Ninkeo Kart I remember were really good fun - interesting courses and not too long. I remember how the first track (Windy Something???) was graphically very nice, along with the trucks, and suggested the other tracks tried to match the visual style of it.

With the new one here - it looks like there's a lot more default sketchup stuff (not good) and I personally found the first track far too long. I got thoroughly bored after the first lap.

I do however love both the cars included - really, really nice.

With all the changes in control and direction this project has undergone - I suggest finding it's identity. What makes it fun and why you (as the creator) have a passion for making it.

When this is done I really think you are capable of making a cool racing game out of this.

Sorry if this seems harsh - I know there is a lot of work gone into this and you shouldn't be discouraged.
I thought the same thing about the first track, because I found it boring as well when I recorded the path for the AI. After I got this update out, I changed the textures on it (and soon to be some models too) and I'll scale it down too.
hey, that is sweet, esp. the hardwood valley track ;)
is there any possibility to add cockpit look camera / or car nose camera?
There's actually a cockpit cam in there at the moment, you can press C (or X if you're Player 2) and the cam will switch. I'm going to add a nose cam as well.   

Now for my own question, can anyone break the pause screen? Or has any glitches like falling out of the track been found?
(The game keeps playing if you press it and pauses when the menu hides)
« Reply #8 on: November 07, 2012, 12:03:23 AM »
A bit of an update.
Remember when oldnoob changed the cars just before he worked on this game alone?

Well, I was able to get a copy of all the old cars that were never used and now I'm going to put them to good use.
They were about 2 of them.
-A monster truck (will be included in the Monster Plug on)
-A late model Formula 1 car 
I'll modify them so that they don't look like the originals. (Yeah, I'm looking at you, resource thieves!  ;D)
« Reply #9 on: November 16, 2012, 12:36:44 AM »
Update 0.2 coming out soon! Here is the changelog (quite long!)
-Overhauled the single player menu to show all cars in a showroom (made sketchup with a 16 Bit style light)
-Added color choice selection to all karts except for Skiddi
-Added 2 more tracks, Snowy Hill and Breezy Forest
-Changed textures on Flying Cartwheel Raceway to custom 1024x1024 ones
-Fixed minor shadow errors on the Oldman Racer and added shadows to the Skiddi
-Custom Skyboxes are now included

One advantage working by yourself is that all decisions are made by you. A good example is when I was in a team, I wanted the color selection and pause menus built at the start but I didn't because no one else wanted them.
Another thing, they couldn't code the pause menu!  :D 

EDIT: The forum is up (http://ninkeokart.createaforum.com) and should be now working properly! Check over there for news that won't make headlines here.
« Last Edit: November 16, 2012, 12:49:01 AM by Dr. Ninkeo »
« Reply #10 on: November 16, 2012, 09:43:47 PM »
Ninkeo Kart 0.2 out now! (http://www.mediafire.com/?71cvdxmn3orvj2z)

I've noticed issues with the multiplayer mode since I updated the first track. Player 1 spawns in a wall and Player 2 spawns in the middle of nowhere, and the ConfigureControls does not work in single player. I will fix these in a small patch coming soon.
EDIT: The patch won't work in other copies of the game except for mine. It's already fixed and will work in an plug-in.
« Last Edit: November 27, 2012, 01:35:07 AM by Dr. Ninkeo »
« Reply #11 on: November 25, 2012, 02:30:31 AM »
Hey guys! I'm not working on this at the moment as I've got some work to do in real life for a couple of weeks. I'll try to get some time in on the weekends to work on it more.
« Reply #12 on: November 27, 2012, 11:39:06 PM »
I finally found a little time to work on Ninkeo Kart! Here's my checklist:
Quote from: The Ninkeo Kart Checklist 28/11/2012
MAJOR PRIORITIES:
-MAKE BETTER WHEEL MESHES (might get them off the warehouse if I can't get the wheels to morph into shape)
-Fix the broken configure controls (may as well fold it into the pause menu)
-Fix flying car glitch
-Investigate possibility of a Minecraft easter egg
MEDIUM PRIORITIES:
-Work on tire sound and skid marks
-Set up better pause screen
-Shining cars (similar to the original team version)
LOW PRIORITIES:
-Make an installer
-Optimize the overall rendering scene
-Make the speedo look more race-worthy (adding a background to it and digital counter)

BorekS

« Reply #13 on: November 28, 2012, 02:17:31 AM »
Ninkeo + guys, someone tried the Ninkeo Kart multiplayer mode successfully? there was such item in the menu...
« Reply #14 on: November 29, 2012, 12:39:10 AM »
Ninkeo + guys, someone tried the Ninkeo Kart multiplayer mode successfully? there was such item in the menu...
The menu link was left there so that I could update the MP menu/tracks without breaking all of the exitfades. 
If you try playing the 1st track in 0.2, the locations of the cars and paths are messed because I changed the track size in 0.2(way too big before). The 2nd one refused to work when I tried it.
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