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

« Reply #135 on: January 19, 2014, 02:12:56 PM »
Looks Retro-Pretty :)
« Reply #136 on: January 19, 2014, 11:08:12 PM »
Looks Retro-Pretty :)
Thanks!   ;)

Just playing around with the early version (not for testing quite yet), be careful with the cheats if you do use them. Or else you could launch your kart out of the map.  ;D 
« Last Edit: June 21, 2014, 05:32:20 AM by Dr. Ninkeo »
« Reply #137 on: January 31, 2014, 01:51:23 AM »
Meanwhile, during the breaks I have from playing GTA 5 (just got it, pretty good game!), I've been busy with the update for the original game (the sequel pre-release is almost finished, just gotta apply a couple of things here and there). Instead of using the old game's slow and unoptimized project files, I've gone and used the ones running NK-2. All I've really done is deleted the exclusive features to the sequel and changed the cars around, incase you're wondering, yes the AI will drive straight.  :P

EDIT: I plan to add an option to NK-2 to load the first game, if you copy the 2 objects and projects over one another.
« Last Edit: February 05, 2014, 03:41:57 AM by Dr. Ninkeo »
« Reply #138 on: February 09, 2014, 02:13:17 AM »
The pre-release for NK-2 will be released in the next few hours. Some things you need to be mindful of:

- At the moment, only freeplay mode works. However, it should be enough to give some feedback on the cars and the first cup of tracks.

- Hardwick Raceway is not actually in the game, it had a severe bug causing the AI cars to go forward for a couple of seconds, and then turn around and go back to the start of the race. The track is currently being substituted by Ultra Raceway. I'll post another thread with this track and the default cars, to see if it can be fixed.

- Some tracks might exit out of the game instead of going back to the menu. This is because I removed the loader, and instead putting it in both menu projects and all the track projects.

EDIT: Having the time of day sync across all the tracks was a BAD idea, it likes to break the time changer.  :-\
I'm also correcting the dash cam issue.
« Last Edit: February 11, 2014, 12:29:30 AM by Dr. Ninkeo »
« Reply #139 on: February 11, 2014, 12:23:55 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, 02:14:06 AM by Dr. Ninkeo »
« Reply #140 on: February 11, 2014, 11:44:56 AM »
This is quite fun. The only negative for me is that I have a much slower laptop, and it hasn't been rebuilt in ages.
Really fun though, steering sucks at really slow speeds, but this is about racing, not driving in the city. Very fun!
« Reply #141 on: February 13, 2014, 12:10:17 AM »
This is quite fun. The only negative for me is that I have a much slower laptop, and it hasn't been rebuilt in ages.
Really fun though, steering sucks at really slow speeds, but this is about racing, not driving in the city. Very fun!
Thanks for the feedback! The steering used to be insanely touchy at higher speeds, but that was fixed with the cost of having bad steering at very low speed.
The game seems to run slow on older hardware (think around 5 years old), but it was nowhere near as bad trying to run the original game.
« Reply #142 on: February 13, 2014, 04:26:05 PM »
Quote
The steering used to be insanely touchy at higher speeds, but that was fixed with the cost of having bad steering at very low speed.

why couldn't you have implemented some variable steering logic...

if(above a certain speed) steering = loose
else steering=tight

--Mike
« Reply #143 on: February 14, 2014, 12:21:34 AM »
Yeah, like Mike said, I was doing something similar, steering was a problem at high speeds. The car spun out too much, or started jumping about. I felt that if you could reduce the maximum steering angle when the speed increases, it wouldn't do that, and the car would be easier to control. But I don't know if you could do that, to my knowledge, its not possible.

But you can change the lateral friction, so that the car sort of turns less, at high speeds and turns more at lower speeds.

Small section from my code that i used, it works alright:

Code: [Select]
float speed = iObjectKmh(OBJ_0);
float grip = 3 - (speed/85);

//Cart Turning adjustment when at high speed
if((iKeyDown(iKeyCode("DIK_Left")) && iKeyDown(iKeyCode("DIK_UP"))) || (iKeyDown(iKeyCode("DIK_Right")) && iKeyDown(iKeyCode("DIK_UP"))))
   {
     iObjectParamSet(OBJ_0,MAX_LATERAL_GRIP_FRONT,grip);
     iObjectParamSet(OBJ_0,MAX_LATERAL_GRIP_REAR,0.1);
     iObjectParamSet(OBJ_0,MAX_AXLE_TORQUE_FRONT,1.0);
     iObjectParamSet(OBJ_0,MAX_AXLE_TORQUE_REAR,2.0);
     
     
   }
   else
   {
     iObjectParamSet(OBJ_0,MAX_LATERAL_GRIP_FRONT,grip+grip);
     iObjectParamSet(OBJ_0,MAX_LATERAL_GRIP_REAR,2);
     iObjectParamSet(OBJ_0,MAX_AXLE_TORQUE_FRONT,0.4);
     iObjectParamSet(OBJ_0,MAX_AXLE_TORQUE_REAR,0.4);
     iObjectStop(OBJ_88);
     iObjectStop(OBJ_110);
   }
« Last Edit: February 14, 2014, 12:23:39 AM by Hawk »
« Reply #144 on: February 14, 2014, 01:49:43 AM »
I inserted a small script into the first track, with the buggy, to try and fix the touchy steering at top speed. Try this and see if it makes it any better.
« Last Edit: February 28, 2014, 02:13:46 AM by Dr. Ninkeo »
« Reply #145 on: February 14, 2014, 10:09:19 PM »
Some history for you guys now.

Below is the original ninkeoKART game (as image):


From NK1:


Then NK2:

It's funny to think that the team went from having the default cars with no-one in them, to having a pretty fun game with awesome tracks and cars. 
Magic of polishing up your skills ;)

EDIT: The next release will add the next set of tracks into the game, including the first release to divide them into their respective cup. It'll also have the first Champion Mode cup added as well (I intend to add the multiplayer after everything else works OK and is mostly done).

« Last Edit: February 16, 2014, 01:31:47 AM by Dr. Ninkeo »
« Reply #146 on: February 23, 2014, 03:10:54 AM »
I've started work on the 2nd cup, the offroad racing cup it's called. It will have tracks mostly outside but one of them is going to be inside the same stadium from the Dirty Buggy Racing game (no the buggies from that game will be playable). I've also began working on the first champion mode cup as well, the only real difference being that you can't change the time to night (since there can only be 4 pointlights at a time and I'm already at that limit in freeplay mode).

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 24, 2014, 04:02:17 AM by Dr. Ninkeo »
« Reply #147 on: June 18, 2014, 05:29:24 AM »
Been a while, hasn't it?  ;)

I haven't forgotten about this, hang around for more in the future, but have these screenshots


Think of it as Ninkeo Kart Mk. III (won't be called that  ;D)
I took all of the feedback into consideration and got this. Re-did the interface again, and added a minimap (finally!) plus arrows to see where the other cars are if you can't see them. At this stage, the steering is very fast around corners, but I'll do something that allows you to mess with it. I also added a distance counter which tells you how many kilometers you've done in the current race (0.3 is 300m), and when you get close to the AI cars, the body mesh disappears and shows up again after you get past them.

The images above are a work-in-progress so they probably will change abit when you get to play the next demo.
« Last Edit: June 18, 2014, 05:32:32 AM by Dr. Ninkeo »
« Reply #148 on: June 18, 2014, 11:10:40 AM »
good game ( downloaded version 2 ). the project is completed. 't noticed bugs.
if possible, 2 of the Council:
1 may not strive for realism, time low-poly model.
2 trees better to do trunks, polygons, and the view would be better. sorry for bad English
« Reply #149 on: June 21, 2014, 04:01:20 AM »
The AI tracker arrows now have what place they are in, below the arrow. This and the minimap can be turned off.

Also, I'm going to introduce a new car into the game because I thought I may as well use the old race promo car from 3 years ago (credits to Rush3Fan for making it) since no-ones used it. This car will have its own separate class of events, and it'll need more work in order to make it race-ready, either by yourself or with AI.

EDIT: This is going to be one of the last updates on this forum for NK in general. I'll re-create the thread when this forum closes down. I've removed the minimap because it's too much of a pain in the ass to get working properly.


« Last Edit: June 21, 2014, 06:40:17 PM by Dr. Ninkeo »
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