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JetStream Racer #196448
03/31/06 01:52
03/31/06 01:52
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline OP

Expert
JetStream Racer

I think I'm stepping out here by posting in SC2, because I don't have a demo or video, but if it's an issue someone can move it. JetStream Racer is a fast-paced hyrdo jet racing game that myself and NuclearWinter have been developing for a few months now. While work on the project isn't that frequent, it's already made leaps and bounds in terms of our expectations, and has established itself as an additional title we plan to finish and have published.




Best Regards, Comments + Criticism + Feedback + Suggestions are welcome.

--Eric
21 Comments
Re: JetStream Racer [Re: JamesA] #196458
03/31/06 13:44
03/31/06 13:44
Joined: May 2005
Posts: 199
Scotland, UK
J
JamesA Offline
Member
JamesA  Offline
Member
J

Joined: May 2005
Posts: 199
Scotland, UK
With that I mean the under colour, not the light caught in the ripples....

Re: JetStream Racer [Re: JamesA] #196459
03/31/06 16:39
03/31/06 16:39
Joined: Aug 2003
Posts: 448
Pluto
SlyBoots Offline
Senior Member
SlyBoots  Offline
Senior Member

Joined: Aug 2003
Posts: 448
Pluto
It looks like an early Dreamcast-era game with the vibrant colors. I like the slick HUD though.


3DSK Human Photo References for 3D Artists and Game Developers
Re: JetStream Racer [Re: SlyBoots] #196460
03/31/06 18:59
03/31/06 18:59
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Looks nice Nadestar, the water looks good if
you ask me but can use some more shader effects.
But when everybody makes a new level or think it is complete, it still
can use some adjustments to make it look more perfectly

I like the jetracer and the terrains.
The enviroment looks great, it brought me into that nice and very
needed summer time, I hate winter

Oh btw is the link form the demo of Biyu Biyu Rocket
being fixed because, the game looks so gread, I really want to give
the game a shot but also and the most important part because I want to find
some bugs in the game ====> it's really hard to find
some bugs into your games Nadestar

Overall nice screens !!!!

Last edited by frazzle; 03/31/06 19:01.

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Re: JetStream Racer [Re: JamesA] #196461
03/31/06 20:36
03/31/06 20:36
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Water deserves some kind of shader, need not be truly reflective, simple environment-mapping would do the trick.
Use more than one sprite for grass so it does not look flat.
Try placing wake sprites parallel to the water surface in addition to the particles.
Great HUD !

Re: JetStream Racer [Re: Marco_Grubert] #196462
04/01/06 01:21
04/01/06 01:21
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
Expert
A.Russell  Offline
Expert
A

Joined: Mar 2003
Posts: 4,427
Japan
I agree about the HUD, it's awesome. From the screnies it looks like the camera is fixed solid behind the boat. It would look better with a little lag.

While the HUD and the boat are quite bright, the terrain and sky are a bit dull. Brightening them up would make everything fit together better.


Last edited by A.Russell; 04/01/06 01:23.
Re: JetStream Racer [Re: A.Russell] #196463
04/01/06 08:00
04/01/06 08:00
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
great work, the only two things i dont like are:

1) the plants look like they are scaled wrong
2) the particles behind the boat look too white all in all, this effect looks noobish and needs to be improved because the player will look all the time at this.

keep it up

Re: JetStream Racer [Re: ulf] #196464
04/02/06 23:00
04/02/06 23:00
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:


2) the particles behind the boat look too white all in all, this effect looks noobish and needs to be improved because the player will look all the time at this.

keep it up




No I think these particles look really good, I rather think marco had a good suggestion, add some sprites that show the path already gone with some parallel sprites behind the boat.
I also think the water looks unfinished, either make it less transparent and give it a rippled surface texture, or add a shader, I think you want to go for the first..? Anyways good work,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: JetStream Racer [Re: PHeMoX] #196465
04/14/06 18:28
04/14/06 18:28
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
User
nuclear_winter  Offline
User
N

Joined: Aug 2002
Posts: 906
the future
About the water, we have gone through various tests and we're still deciding on how to handle it, so don't worry, it'll look good when the demo comes

here are some very early water tests older than the screenshots posted at the beginning of the topic







Re: JetStream Racer [Re: nuclear_winter] #196466
04/15/06 03:38
04/15/06 03:38
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline OP

Expert
Nadester  Offline OP

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
I've been tossing around with Sphere. The major problem is that the vehicle will go nuts and fly all over the screen when the fps is low (less than 20). I'm not sure if this is a thing with A6PE and the shape of the boat, or just the physics script, but I've seen the same thing happen before in other games.

@Kalin, get on AIM dude


--Eric
Re: JetStream Racer [Re: Nadester] #196467
04/15/06 04:09
04/15/06 04:09
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Yes, this would probably due to the A6PE, i've experienced the same thing. I wouldn't advise you revolving your main gameplay around the physics engine because of it. This should be offset though if you mess with these, but then your FPS will go even lower to balance things out:

Code:
 
ph_setcontacts(vector(100000, 0,0), 0,0,0); // make contacts really hard
PH_FPS_MAX_LOCK = 50;
ph_iterations = 5;
PH_CHECK_DISTANCE = 9;
ph_setautodisable(100,100,100,100); // turn off
time_smooth=0.5;//dont set at "1", bug with physics engine




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