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Re: Aum88 ready [Re: darkinferno] #300091
11/29/09 18:20
11/29/09 18:20
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
aum contests take 3 months, beginner contests are only 1 month.


3333333333
Re: Aum88 ready [Re: Quad] #300103
11/29/09 19:36
11/29/09 19:36
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
ohh.. lol, thanks

Re: Aum88 ready [Re: darkinferno] #300253
11/30/09 20:25
11/30/09 20:25
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
The contests from Aum take 2-3 months; sometimes a month isn't enough to create a great game.

Re: Aum88 ready [Re: George] #300912
12/06/09 21:07
12/06/09 21:07
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
well I make my mind a mix.

Can I make a remake of a old game with retro sytle
and/or a new game with retro style (graphics, sound..., like 60's or 20's "1920, 1960...")

My english and my confusion make my head to explode

Re: Aum88 ready [Re: Felixsg] #300957
12/07/09 09:27
12/07/09 09:27
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Sure.

Re: Aum88 ready [Re: George] #300993
12/07/09 15:53
12/07/09 15:53
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
Senior Member
msl_manni  Offline
Senior Member
M

Joined: Dec 2005
Posts: 478
India
Waiting for Aum89.


My Specialities Limited.
Re: Aum88 ready [Re: msl_manni] #301092
12/08/09 10:59
12/08/09 10:59
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Should be out in about a week.

Re: Aum88 ready [Re: George] #301276
12/09/09 11:49
12/09/09 11:49
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
let the finger tapping begin.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Car template: how do we add a "retry" option... [Re: George] #307184
01/27/10 17:42
01/27/10 17:42
Joined: Jul 2005
Posts: 38
N
ngisiger Offline
Newbie
ngisiger  Offline
Newbie
N

Joined: Jul 2005
Posts: 38
Hello George,

Thank you for the car template series. It's a really good idea.

There is one thing though that is missing, and which I am having trouble programming myself: it's an option which lets the player start over the race (the classical restart/continue option).

I tried doing it myself, but I am running into trouble with the physics engine. I tried the following:

1. disabling the physics, moving the chassis and wheels, then enabling the physics but the car just flies into the air.

2. removing the chassis and wheels entities, and then recreating them with ent_create(), at their starting place and orientation. The car works, but the wheels are slightly out of place, and it goes all screwy.

3. I'll spare you the other silly and desperate things I tried afterwards. laugh

I checked your 5 templates and could not find an option to restart the game. I think it would be a good addition to the template.

Thank you very much for your excellent work and your contagious can-do attitude! laugh

Regards,
Thomas

Re: Car template: how do we add a "retry" option... [Re: ngisiger] #307217
01/27/10 21:02
01/27/10 21:02
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
A simple level_load instruction should do the job. Try it and let me know what happens.

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