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Author Topic: Ninkeo Kart - Why so long? Nevermind, we're back  (Read 12368 times)

« Reply #60 on: February 02, 2013, 01:41:08 AM »
Update 0.50 incoming!
Quote from: The Game
-Moved the ConfigureControls to the title screen's mode selection menu (right click on a button to set the controls for all tracks)
-New Title Screen
-Activated full GP Mode and unlockables (this means you can't play all of the freeplay tracks and Multiplayer Mode until you complete the GP Mode. The exploit for this screws up the Freeplay menu until you do it again)
-Colour selection has been restored (it's now activated by right clicking on any track in Freeplay Mode only)
-New track: Bile River
Bile River is the final track in the last GP (one with the 3 on it). In this track, all of the cars are present (and their alternative colour) and you race around an insanely hard track. This is the only track that cannot be played in Freeplay Mode.
No more things are going to be added to the game now. It's up to you guys to (please!) tell me of bugs so I can fix them (since this is eventually going in the hall of fame and to CD-ROM, I would really like the game to have no bugs).



« Reply #61 on: February 02, 2013, 02:36:45 AM »
There are 2 options to get Ninkeo Kart Beta 0.50.
Download the full game if you have never downloaded it before.
Use the Ninkeo Kart Beta Upgrade link if you have either 0.40 or 0.40 (The upgrade link simply updates your files, replace every file if Windows asks).
Using the upgrade link saves you from having to download the full version and it's easy to work with.
« Reply #62 on: February 02, 2013, 04:47:16 PM »
Sorry guys, the zip files don't seem to extract properly. I'll fix them soon.

EDIT: Updated! They now work correctly.
« Last Edit: February 02, 2013, 06:46:18 PM by Dr. Ninkeo »
« Reply #63 on: February 04, 2013, 11:33:20 PM »
Ninkeo Kart is officially finished!  :)

Beta v0.50 has no major bugs so the other releases are not needed. I'll release a small update to add v1.0 related files to the Beta release and I'll make an official installer.

NINKEO KART RELEASE DATE: 5th February 2013
« Last Edit: February 05, 2013, 03:18:17 AM by Dr. Ninkeo »
« Reply #64 on: February 05, 2013, 03:24:54 AM »
...And I'll make an official installer.

No! Please don't! I don't want your game in my PC's register (no offense). I just want to play your game and be done with it, I don't need traces of your game all over the place.
Just zip it, please.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #65 on: February 05, 2013, 04:23:23 AM »
...And I'll make an official installer.

No! Please don't! I don't want your game in my PC's register (no offense). I just want to play your game and be done with it, I don't need traces of your game all over the place.
Just zip it, please.
There is a zipped version as well as an installer.
« Reply #66 on: February 07, 2013, 12:40:26 AM »
News time
The first Ninkeo Kart game has been finished, and a second one is in early development. Now is the time to request features for the second game!

Me and oldnoob973 have agreed on using his track models and car models for the 2nd game. You will see a track from his dead NAR game which I will now use.

THINGS THAT I'M ALREADY DOING:
Video settings and switchable bloom
Weapons - need more suggestions!
More cars / tracks
« Last Edit: February 07, 2013, 12:43:08 AM by Dr. Ninkeo »
« Reply #67 on: February 07, 2013, 04:12:27 AM »
Give us some new pict dude! :)
« Reply #68 on: February 08, 2013, 05:23:12 AM »
I found a bit of time last night to have a look at this (very late I know).

I found myself extremely disappointed - sorry to say.

I liked the menu systems - all very nice and work well (shame they seemed to be individual .3dr projects - something that will be contributing to the frankly massive file size).

I had selected a full screen at my computers native resolution as that is what had worked well on all the previous versions of your game that I had tried. Unfortunately the game was unplayable, running at pretty much a slideshow fps.

Having waited for an eternity for the game to load originally - and seeing the first track (as a picture anyway) contained a lot of unoptimised default sketchup stuff - I had no desire to try again at a much reduced resolution.

Shame really - you have great determination, and many people never get to the stage you are at with your game.

But there is an awful lot of work needs doing before this could be considered 'finished' I'm afraid. At the moment the game screams "rushed" at me.

I do apologise at how harsh this will come across - and I do appreciate that there has been a massive amount of commitment and drive gone into this game. I just hate to see something that could be really good not fulfilling the potential of the game or the creator.
« Last Edit: February 08, 2013, 05:26:27 AM by Grimbarian »

BorekS

« Reply #69 on: February 08, 2013, 05:37:20 AM »
hmmm, 3drad game projects huge loading time, low ingame fps...  same song again. time to rewrite the whole code and decrease 2d/3d sources. wellcome in the world of really sensitive "speedy" game engine :-D
« Last Edit: February 08, 2013, 05:42:48 AM by BorekS »
« Reply #70 on: February 08, 2013, 06:18:56 AM »
hmmm, 3drad game projects huge loading time, low ingame fps...  same song again. time to rewrite the whole code and decrease 2d/3d sources. wellcome in the world of really sensitive "speedy" game engine :-D

It's really easy to bash the engine - but if early advice is taken on board and the constraints of the engine (which we all know there are) are thought about early on in the project, then everything that is wanted to be achieved in this game can be done.

The project below is testament to what can be done when the engine constraints are worked with.

http://www.3drad.com/forum/index.php?topic=10147.0
« Reply #71 on: February 08, 2013, 02:47:03 PM »
I actually felt the same way (yep, I feel that there's a challenge to do better) in the middle of making this game, so I'm going to use the 2nd game to rebound on the shortfalls of the first. But not before trying to make this one run better on older PC's.

I found a bit of time last night to have a look at this (very late I know).

I found myself extremely disappointed - sorry to say.

I liked the menu systems - all very nice and work well (shame they seemed to be individual .3dr projects - something that will be contributing to the frankly massive file size).

I had selected a full screen at my computers native resolution as that is what had worked well on all the previous versions of your game that I had tried. Unfortunately the game was unplayable, running at pretty much a slideshow fps.

Having waited for an eternity for the game to load originally - and seeing the first track (as a picture anyway) contained a lot of unoptimised default sketchup stuff - I had no desire to try again at a much reduced resolution.

Shame really - you have great determination, and many people never get to the stage you are at with your game.

But there is an awful lot of work needs doing before this could be considered 'finished' I'm afraid. At the moment the game screams "rushed" at me.

I do apologise at how harsh this will come across - and I do appreciate that there has been a massive amount of commitment and drive gone into this game. I just hate to see something that could be really good not fulfilling the potential of the game or the creator.
I think I need to totally erase the tracks and re model them. The game loads in under 10 seconds with the car and track meshes removed.
« Reply #72 on: February 09, 2013, 01:06:11 AM »
I'm currently trying to make a game like the game FFX Runner (search it up in Google). I'll use the same concept (get away from the evil cars and escape) but with more than one track.

fourdee

« Reply #73 on: February 09, 2013, 04:07:36 AM »
I actually felt the same way (yep, I feel that there's a challenge to do better) in the middle of making this game, so I'm going to use the 2nd game to rebound on the shortfalls of the first. But not before trying to make this one run better on older PC's.
I think I need to totally erase the tracks and re model them. The game loads in under 10 seconds with the car and track meshes removed.

Optimizing models is fun when you get the hang of it.
It can actually become relaxing, finding those edge loops/rings that just dont need to be there and picking them off.

As a reference, here are the poly counts i try to stick to. I'd suggest you set yourself similar targets, stick to them, that way, it forces you to learn how to optimize models (it worked for me!):
- 6k - 10k for car models (that includes all wheels/extras)
- 5k - 10k for the track
- 5k - 15k for the terrain, and, all trackside objects

Set yourself the lowest possible polygon counts. Give yourself room to add more detail as you need it. Nothing worse than having a great looking model, but no performance room to add more AI models. Its easier to ADD more polys, than to take them away, always remember that.

In terms of loading times and limits, check a similar issue with loading times here:
http://www.3drad.com/forum/index.php?topic=9874.msg89202#msg89202
I'am sure theres millions of tutorials and tips on getting loading times down, here on the 3Drad forum, have a good search one day.

Stick with it Dr. Ninkeo.
Passion/dedication/enjoyment are the key aspects of making solid games (which you have lots of!). Listen to everyones feedback, and, work with the suggestions that you agree with.
« Reply #74 on: February 09, 2013, 05:17:18 PM »
I actually felt the same way (yep, I feel that there's a challenge to do better) in the middle of making this game, so I'm going to use the 2nd game to rebound on the shortfalls of the first. But not before trying to make this one run better on older PC's.
I think I need to totally erase the tracks and re model them. The game loads in under 10 seconds with the car and track meshes removed.

Optimizing models is fun when you get the hang of it.
It can actually become relaxing, finding those edge loops/rings that just dont need to be there and picking them off.

As a reference, here are the poly counts i try to stick to. I'd suggest you set yourself similar targets, stick to them, that way, it forces you to learn how to optimize models (it worked for me!):
- 6k - 10k for car models (that includes all wheels/extras)
- 5k - 10k for the track
- 5k - 15k for the terrain, and, all trackside objects

Set yourself the lowest possible polygon counts. Give yourself room to add more detail as you need it. Nothing worse than having a great looking model, but no performance room to add more AI models. Its easier to ADD more polys, than to take them away, always remember that.

In terms of loading times and limits, check a similar issue with loading times here:
http://www.3drad.com/forum/index.php?topic=9874.msg89202#msg89202
I'am sure theres millions of tutorials and tips on getting loading times down, here on the 3Drad forum, have a good search one day.

Stick with it Dr. Ninkeo.
Passion/dedication/enjoyment are the key aspects of making solid games (which you have lots of!). Listen to everyones feedback, and, work with the suggestions that you agree with.
Thanks for the tips! Luckily there was only 1 car model and maybe 2 track models needing to be fixed, all I need to do now is reverse all of the backfaces and export without them.  :)
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