Showing posts with label flash. Show all posts
Showing posts with label flash. Show all posts

18 September, 2013

Touring Car Arcade Racing Game, Update of Afternoon 5

Seems like I get most work done on Tuesdays and Thursdays, as the last 5 entries have been on the nights of these days, interesting to know!

I'm still working away on my game. I call it a 3D arcade touring car racing game.  Im thinking of two possible names for it using abbreviations:

  1. TCAR (Touring Car Arcade Racer)
  2. TC-CAR (Touring Car - Championship Arcade Racer)
What do you think?

#Progress

As the screenshots below, I've added barriers to the game, I do this by driving to the start and end point of each race track straight and recording the position and angle of the car.  I store this in a textfile under the circuit name, and then the game loads the barrier positions and works out how many sections of barriers can be fitted between the start and end positions that I recorded.  I've also added trees, which are automatically created a certain distance behind the barriers.

It's not perfect, as it's only working properly down the x-axis at the moment, but that's a small fix to make in the future, the important thing is that the system is in the game. 

I've also created the sky dome  Which draws a graphic representing the sky on the inside of a giant 3D sphere that surrounds the whole game, this means that the sky is different in each direction.  The current sky graphic has been borrowed from Google images, and I'll eventually replace it with my own. 


#Fixes and Improvement

  • Better checkpoint detection
  • Improved the cars initial grid positions so they start all lined up in a 'zig-zag' way down the road as in top motorsport racing. (I still need to add the graphics to show the grid lines)
  • Fixed a problem with the game creating too many checkpoints.
  • Fixed a problem with the game increasing the car's current checkpoint at the start of the race before the car has reached that checkpoint.

#Latest Screenshots:


12 September, 2013

Update, Afternoon 4 on my touring car arcade racing game

Today, I've been working on three areas:

 I'd already implemented a basic system where I can drive around the circuit and record the path the computer cars should follow, but now I've added braking and acceleration areas. The computer movement is still not perfect and needs to be improved (especially the turning which is very jerky) but at least for the moment the computer cars don't whizz around the track at full-speed.

If this game succeeds and I manage to finish it (fingers crossed) I want this game to be editable and mod friendly, so I've created an easily editable file with all the car stats and drivers. So, the player will be able to change the characteristics of the drivers such as their names as well as of the car such as the car's speed, acceleration, braking and weight. Also, the Windows/Linux PC version should also allow the user to create and draw new car liveries (any maybe even 3D models for the PC version).

 Finally, I've implemented the system that keeps track of who is in which position, depending on lap-times and checkpoints, although it needs fine-tuning. For anyone who has followed my blog or seen previous posts, they will see that after the initial week, I have often lost motivation for games, when the coding becomes overwhelming, and therefore there are a lot of unfinished games on my hard-drive ( As shown on the basement section of my website).
This time, I think I've started to manage myself better through two tactics; the first, is that I've created a nice colour-coded spreadsheet with all the task I have to do, and organized them by 4 columns:

1. Priority: how urgent is it that I create this part of the game now.
2. Time: How long will it take me.
3. Difficulty: How difficult will it be to do
4. Importance: How important is it to the final game.

 This has allowed me to sort tasks out, with the most important at the top (such as the game engine) and less important ones at the bottom (such as little graphical touches) 

Also, I continue to watch races from the BTCC each night, which are very exciting and make me want to get back into the code. Below are some screenshots showing the different teams (currently just colour coded) as well as a temporary table of race positions in the second.

14 June, 2013

3D Game 2013: Fire All Lasers!

I'm really enjoying using miniB3D with Monkey.  Even though I've just started I feel a renewed energy towards making games.

Anyway, today I've got pretty accurate laser shooting (the laser is currently just a coloured 3D tube) and also textures.

If this game does go anywhere, I would debate whether to use textures or just  basic colours for the models, because, I'd like to make a game with a graphical feeling similar to Star Fox (or Lylat Wars) on the SNES, as well as my graphic and 3D modeling skills not being great.




12 June, 2013

3D Exploration, now with proper targets...

I haven't done a lot of work on my 3D test game today, I've been busy with the lovely bureaucracy of Spain.  However, I improved the smoothness of the ships movement and added some better looking targets for the ship to point at.

As you can see, my 3D experiment is in the form of a basic 3D 'on rails' shooter in the form of Lylat Wars (or Star Fox for non-Europeans).

11 June, 2013

3D test, still going...

I've had a bit of a frustrating day learning 3D, but I have made progress.
I've managed to get some temporary targets (the red, white and blue objects) and for the ship to follow them, the ship can also be moved using the keyboard or a touch screen on a mobile.

3D, Testing the Waters

The previous posts were related to a 2D space project that I was working on.  I say that in the past tense, because I'm still not sure what I want to do.  I haven't released a game since January because I had stopped enjoying programming due to pressuring myself too much to work on a big project that had become overwhelming (Grand Prix Super Manager).   And although I've been trying different ideas in the meantime, I hadn't put any real time into any of the ideas.


Today, I've started to have a look at what it would take to make a 3D game using Monkey and minib3d.  I've set my heart on a simple space shooter 'on rails'.
It's my first real foray into 3D programming (I had tried a few years ago, but my programming knowledge was lacking at the time), and although I'm still not sure on whether it will lead to anything. So, here is today's progress:

The first screenshot shows a small 3D space ship model I created that currently only flies forward over some land, it currently runs on PC's through flash and mobiles using Android:


The second screenshot shows the a basic 3D ship model in the model editor which I'm testing out. 




16 April, 2013

Sheep Sim, Afternoon 3

Wow, I'm not far from finishing my sheep simulation game (called: Sheep!).  I'm trying to fight feature creep (which is when you keep adding little new things to a game and therefore it's never finished).

Updates:

New graphics for each sheep state, such as eating, walking, falling in love. I've also added a new watering animation.

In the game you can now sell sheep, and get a price depending on their age.  Also, you can get two sheep to fall in love and make a baby lamb.  


Two screenshots of the updates:




15 April, 2013

Sheep : The Sheep Sim Game - Day 2

Today, I've continued working on 'Sheep' a simulation game about keeping a flock of sheep alive and healthy.
I've added a button in the corner of the game, which when clicked brings up a side bar with various buttons that can affect the game.  The only button that currently has any functionality is the first one which allows you to water patches of grass to bring them back to life when after the sheep have eaten all of the grass in the patch.   However, the water costs money, so can't be used all the time.


Screenshots


11 April, 2013

Sheep, The start of a small game.

Today, I've started making a casual game for Android / Flash about a flock of sheep.
In the game you control a flock of sheep, you must keep them fed by keeping the grass under them green, stop predators, get your sheep to reproduce and sell them for meat before they grow too old.

Here are some screenshots of my current progress:

The current title screen
I'm still not too sure on the title, I'm also thinking of 'SimSheep' or 'The Life of Sheep'



The game screen.
The following screen shows what happens when the sheep eat the grass, it starts do die and become barren, this will be represented by different coloured squares on the field.



Hopefully, I can finish this game within a week. So, keep checking back for updates.

21 March, 2013

GPSM - Race Simulation . Overtaking & Accidents

This week, I'm finally starting to get some good work done on the race simulation part of Grand Prix Super Manager.

I've added basic overtaking to the game which, depending on many different variables, has currently has 4 outcomes ( a successful pass, an unsuccessful pass, a slight off circuit moment and a big crash). I'll eventually add more.

I've also added the possibilities of a random accident, with the probability depending on the weather, tyres, car condition, driver command, driver abilities. The current possible results are: locked tyres, a moment going off the circuit or a complete spin or crash. (Again, more will be added).

The bodywork and some parts of the car will also be damaged to a random amount after a crash.



20 March, 2013

Grand Prix Super Manager, Update

I'm back working on my F1 management game.
Unfortunately, progress has been very slow again, as I've been very busy. To be honest, I can't say when this will be finished as I don't have a lot of time to work on it, and there's a long way to go.

I've been working on the race simulation part, and mainly the overtaking, updating the car condition and the transition between the qualifying and the race.  As well as the in-race messaging system, which will provide text updates of what is happening in the race to the user (although the graphical display of the text isn't complete).

The screenshot shows a race in progress and some temporary output in the debug console.





25 February, 2013

Grand Prix Hero. Follow the leader


Since the last post, I've only got back to working on my games today and have been working on Grand Prix Hero.

I've now got the computer cars to follow the checkpoints exactly, and all face the correct way!  Obviously, I'll want to make their movement feel more natural, but I'd like to work on other parts of the game first.





This is not my first time trying to make a racing game.  
The first one was in Klick & Play when I was 13 or 14, where 2 player controlled cars would race around a small circuit that fitted inside the screen.

I then 3 attempts using Blitzmax (screenshots below), although at the time my programming skills were far too low for an ambitious project like this:

An early blitzmax game (2006?).  I managed to create a level editor, but I gave-up after not being able to get the computer car movement correct.



I even did an expirement with a 3D game last year in BlitzMax.  I made the circuit myself and was quite pleased, even though the feel of the circuit (and look) felt like driving on ice.  I gave up after realising my 3D modelling and texturing skills weren't up to the job.



12 February, 2013

Start Screens (GP Hero and Grand Prix Super Manager)

The current start screen for Grand Prix Super Manager

and a ' classic F1 poster' type image that I'm thinking of using for Grand Prix Hero


16 January, 2013

Zombie Rush shootemup for Android / Flasj

I've finished Zombie Rush, and it's now available to download from the Google Play Store.

Zombie Rush is a 2d topdown shoot 'em up.  It's available to play now with the flash version or on the Google Play Store for android phones.
Google Play Store Description:

"Shoot and don't stop shooting!

The world has ended, it's is definitely the apocalypse.
However, one city survives!
As t
he last surviving soldier you must fight of the oncoming zombie hordes and make sure that none get past you and to the unprotected survivors in the city.

Featuring different weapons such as assault rifles, shotguns and even a gatlin gun! As well, as many different types of zombies."


Again, it's been made using Monkey.

Download Free Version from Google Play

Play the flash version now on Kongregate.

Download Full Version from Google Play (Link should be working in a few moments)








11 January, 2013

Zombie Rush a small game + gpsm small news

I'm nearly finished another small game, it's taken two afternoons and is called Zombie Rush.

It currently looks like this,
with 5 different zombies (including zombie Nazi) and 4 different weapons, quite fun so far:



Hopefully, It should only need one more afternoons work to finish and release it for Android and flash. I'm really enjoying using the Monkey programming language. So very happy with my investment.


As for my main project, Grand Prix Super Manager.
I've been working on the race engine, trying to be as modular as possible so I can work on a small area at a time, without it affecting the other areas of the Grand Prix weekend simulation, I've hopefully got all the sections and modules that will make up the Grand Prix weekend set-up.

I've also been playing a bit of Pole Position 2012, which has some really nice things in it, such as I like the merchandise and the driver training parts, but it really does seem like it was a half-finished game, which is quite buggy.



08 January, 2013

F1: Grand Prix Super Manager News

After a brief diversion to learn the Monkey programming language  by creating casual game Rocket Croc for Android and in Flash, I'm back to working on Grand Prix Super Manager (which I've started again in Monkey).   I've worked on it for three days, as well as creating a definite plan of what each screen in the game has and does and what features will be in the finished version.  This will help me finish the game, instead of adding new ideas all the time.

One addition to my plan is the addition of news.  Anything that happens to any of the teams will appear in the news.

The current screen (shown below) is a bit basic, but it works and updates correctly.  I'll probably change the layout later on.

06 January, 2013

Play Rocket Croc online at Kongregate

I've uploaded a flash version of Rocket Croc to Kongregate:

http://www.kongregate.com/games/sionco/rocketcroc

It's my first game uploaded to the site, so please play it and if you feel generous, a 5 star rating (as it's in the monthly competition).


That's my first game built with Monkey, and it's been a useful learning experience getting used to how Monkey works and launching the game on different formats (currently Android and Flash)  which should benefit me with future games such as Grand Prix Super Manager.

02 January, 2013

2013 F1 Teams

...and running in a browser.






(although for official releases, I'll probably have to change the team names)

29 December, 2012

Rocket Croc - There are Piranhas! (and giant squid!)

I've nearly finished Rocket Croc, here are some images of the new animals I added today, as well as the current Level Select Screen.




23 December, 2011

Long Time, Decisions. Flash or BlitzMax

It's been a long time. I've had a baby.

I've recently come back to one of my projects, the noir platformer, which I hope to start again (not the level editor, that works fine) But I've got a big decision.

I can either go the flash (and possibly iphone app) route using a piece of software called stencyl, or go back to blitzmax, which means the linux/Windows PC game.

Please, test out this initial experiment (which took all of 5 minutes, so don't expect anything good) and tell me if it loads, or is too fast/slow:

Flash Game Test

still alive..

I'm still alive. Currently considering whether to continue the racing game in 3D with monkey or change to Unity3D (which I've been ...