Computer Science Canada starting a driving game |
Author: | Saad85 [ Sat Dec 10, 2005 3:49 pm ] |
Post subject: | starting a driving game |
i just started this game a couple hours ago. in my opinion, its okay but i had to make the map super crappy quality to make it faster, and its still pretty slow. if anyone has a more efficient way to do it, plz tell me. i've yet to implement collision. |
Author: | Shyfire [ Sat Dec 10, 2005 6:21 pm ] |
Post subject: | |
that is pretty good do u mind if i use ur track for my racing game? |
Author: | Paul [ Sat Dec 10, 2005 7:18 pm ] |
Post subject: | |
I like the looks of it. The only thing I noticed is it seems I'm always powersliding. I think its due to the velocity decay value you set. I think that the car sliding 4 car lengths sideways is not very realistic, I don't know if thats your intent or not. The game ran a bit slow on my 550 mHz, but otherwise it looked good. A suggestion is, you can change decay values on different road surfaces, once you get everything else working |
Author: | Saad85 [ Sun Dec 11, 2005 1:27 am ] |
Post subject: | |
i wouldnt mind in the least if you used my track. if you want to make your own, try downloading a couple of these images and using parts of them(i just googled map sprites) also, i had planned to make it decay slower if the car was going sideways but i haven't figured out how to yet, and haven't had any time to ponder it. |
Author: | Shyfire [ Sun Dec 11, 2005 2:04 am ] |
Post subject: | |
thanks alot i really needed a track and im to lazy to build my own right now thanks +10 bits |
Author: | DIIST [ Sun Dec 11, 2005 8:27 am ] | ||
Post subject: | |||
Good Start! I can see some promise!
You might want to pre-rotate all the images and store them in an array! It will make your game a bit faster! |
Author: | Saad85 [ Mon Dec 12, 2005 7:33 pm ] |
Post subject: | |
k, i've decided to give up on this game. i just dont have the time lately, too busy. maybe i'll try again in a while but for now, if any1 wants anything (code/pictures) its yours. |