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Author Topic: Ninkeo Kart - Why so long? Nevermind, we're back  (Read 12365 times)

« Reply #90 on: March 24, 2013, 02:54:06 AM »
A silent update was released to Ninkeo Kart 1 today. It attempts to fix the lag caused when you race with the Oldman Racer (I don't think it does).
« Reply #91 on: March 29, 2013, 01:00:30 AM »
Some good news! :)
After overcoming a very painful compiler problem (you can't name the 3D Rad folder with a full stop in it, like 3D Rad v7.19 or else the compiler will make folders with .19 at the end, confusing the 3D Rad player), the first demo for Ninkeo Kart II will be released soon!
Quote from: NKII Developer's Hole
-Added fully functional video options selection menu with Low, Medium and High settings! (game defaults to low for slower computers and can be set before entering the game, High setting enables Bloom)
-Safari Rida is back!
-Added the Grenade and the Speed Boost (the boost will cause lag at the moment)
-4 AI Cars instead of 3
-New speedometer and tachometer

« Last Edit: March 29, 2013, 01:02:21 AM by Dr. Ninkeo »
« Reply #92 on: April 05, 2013, 03:50:27 AM »
The Pre Release for Ninkeo Kart II (shortened to NK-II or NoKa-II) is now available. Download it here (http://www.mediafire.com/?2s7ee3vo7jmje07) and if you want, post what speed (FPS) you got on whichever setting you used. (We have designed the game with performance in mind)

The controls are mostly the same as the first game, still the arrow keys and F1 to access pause functions. You fire/use the held weapon using Enter at the moment.
« Last Edit: April 05, 2013, 03:55:11 AM by Dr. Ninkeo »
« Reply #93 on: April 14, 2013, 05:45:28 PM »
Cool. I think the turbo power up could use some work though.
« Reply #94 on: April 15, 2013, 01:15:38 AM »
Cool. I think the turbo power up could use some work though.
The turbo is the one item I've had trouble getting it to work properly.  :-\ But I'm going to make it work better in the next release.

In the news today, I've changed the interface to look similar to the one in my Stadium Racing game. We couldn't make a decent interface without it looking like we drew it in MS Paint (even though we used GIMP to design it).
« Reply #95 on: April 30, 2013, 01:45:59 AM »
Over the past 15 days, we've been doing some testing on other people's computers (school, library, friend's houses) and came to a decision.

We've decided to use the old ninkeoKART Alpha 1 base again for Ninkeo Kart 1 and 2. Why is this so? Because with the alpha 1 version of the original, the game was stable, ran great and had the best graphics. And we thought "if we had Alpha 1 with the good looks of NK-II, then we could make a perfect game!".
« Reply #96 on: May 01, 2013, 02:35:25 AM »
Guess what? The transfer to the old alpha 1 base was successful, and we gained a lot of frame-rate thanks to the variable video settings! We plan to make the settings adjustable from the menu as well as on-the-fly in the pause menu. Below I have provided what each video setting does.

Low Video Settings- No reflection in the car, no shaders and low LOD level
Medium Video Settings- Reflection on car, some shaders and default LOD level
High Video Settings- Full HDR bloom, highest shaders and full enviroment map on player car

We also decreased loading times from around 34 seconds in Ninkeo Kart 1 to around 9 seconds (on a normal HDD, no SSD's here!)!  ;D
« Reply #97 on: May 05, 2013, 02:58:48 AM »
Check out these new pictures!


« Reply #98 on: May 06, 2013, 04:57:17 AM »
Ninkeo Kart II Pre-Release 2 is out! Just click download at the bottom of this post.

EDIT: The controls mentioned in the game loading screen is incorrect. Here's the actual controls.
Arrow keys to drive, [ENTER] to fire the held weapon and F1 to access the pause menu. The ESC button is disabled out on the track.

CHANGES: Turbo works much better than before.
Nuke isn't affected by gravity.
All cars are now present in game. (Instead of different menus for each car, there is one menu for all of them. The counter object is used alot here)
Still only one track works at the moment.

EDIT: It seems like the track loader in this version is broken... I've corrected it and should work fine in Indev 1.
Thanks for 65 downloads!  ;D (as of 12/06/2013)
« Last Edit: June 12, 2013, 04:19:40 AM by Dr. Ninkeo »
« Reply #99 on: May 30, 2013, 01:31:08 AM »
We haven't been working on NK-II for a while, because real-life stuff is getting in the way ATM.
« Reply #100 on: June 12, 2013, 03:34:20 AM »
We've finished all of the modelling today, and this will be the last time we'll be meeting for a little while (around the start of August is when we meet up again, a little winter break is what we're having). So, in the freetime I've got now, I can fix up our old Ninkeo Kart 1 game (and fix that damn website).

The bugs reported to me about Ninkeo Kart 1 are critical ones that require rebuilding the game in v7.19 (the game kept hanging with physics errors, cars floating away, the menu keeps breaking and even one instance of causing a blue screen...). Although this seems like a complicated task, this will allow me to back-port some features from the newer game.


Upon closer inspection, these glitches were caused by simple errors. The game won't be totally rebuilt (except for all of the Oldman Racer tracks).
« Last Edit: June 19, 2013, 02:12:47 AM by Dr. Ninkeo »
« Reply #101 on: June 19, 2013, 03:10:52 AM »
I've started to replace the Oldman Racer with a new car. More will come later on....  ;)
« Reply #102 on: June 21, 2013, 01:47:51 AM »
Sorry for practically spamming the forums, but here's some pictures of the SpeedMaster car in action.


This can be injected into the latest version (v1.0) but it makes the wheel meshes lag (a 7.22 bug). Also, is it strange that I can open any 3D Rad project file saved in v7.22 with my older v7.19?

Lastly, here's the planned changes: UPDATED 3/07/2013
-Colour of cars is now determined by the counter object (still right-clicking in menu)
-Removed the Oldman Racer
-Added the SpeedMaster
The SpeedMaster is the new gen Oldman Racer! It handles much better and has an even higher acceleration rate.

-Fixed rear cam showing more than 100 meters
-Removed the mod loader
-Added the Skiddi Cup
-Added 4 new tracks to go into the Skiddi Cup
-Moved the final track to the end of the Skiddi Cup
« Last Edit: July 03, 2013, 01:45:37 AM by Dr. Ninkeo »
« Reply #103 on: June 22, 2013, 12:35:36 AM »
Looks nice! :)
« Reply #104 on: June 23, 2013, 04:48:54 AM »
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