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Re: Silas Beta Demo 0.91.0 [Re: darkinferno] #360829
02/27/11 11:43
02/27/11 11:43
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
Ok, herem y little comment.

Really impressive game you have created. Its made in a nice
UnrealTournament / Race fashion.

But instead of reviewing the whole demo (everyone should test it
himself), here some direct notes:


-Offer the Cursor keys paralel to WASD for stearing
(for lefthanders)


-I missed an option to zoom out, or did not find it.
best is to use the Mousewheel for that

-in the SunDesert Map, you should add some markers (arrows / sighns) where
the track goes.
I often drove in a curve off the track, as it was not obvious
where the normal track continues.

-let the Options for the quicksetting: Fast/Normal/Good (or so) Graphics
stand out a bit more. They should get some bigger slider.

-when entering the SingleRace screen, and hitting main, it
doeas not go to the previous page, but the MainMenu.
best is to have a "Back" Button always on the same position,
and jumping one page back.

-performance wise it runs ok on my computer. The main
problem is a big slowdown, everytime I close in
on a "bundle" of transparent sprites. (effects, fog, etc)

-BUG: when i was in the timetrial/VSMode, the Backbutton did not react, making the game hang in the menu

-the settings where not saved after exit/restart of the game

-------------------------
nice to have:

-If possible let the user set the graphics/input options in
the ingame pause-menu

-showing the race as a replay afterwards (would be a lot of work though)

-Im not happy with the stearing. I like it in UT2004 Onslaugt more.
There the mouse is also turing the view direction while aiming.
Please test the Onslaught mode a bit, and try to see how
they realized the controls, as its very similar to
your projected mechanics.

-the weapons are hard to choose / to know which is which on.
There are several options:
Write on the lower bar, the weaponname.
Or make a voice.message wich weapon was just selected or picked up.
like "Phaser!"

-for sliding, I would not use shift, but the spacebar.
In a way, that when turing to the side (A or D), and shortly
tipping the spacebar, the car switches to Drift-mode.
When the player releases A or D, the car jumps out of drifting.
This reduces the need to use one additional key (shift is hard
to reach in WASD anyhow)

Re: Silas Beta Demo 0.91.0 [Re: darkinferno] #360840
02/27/11 12:13
02/27/11 12:13
Joined: Nov 2010
Posts: 125
Germany
chrisp1 Offline
Member
chrisp1  Offline
Member

Joined: Nov 2010
Posts: 125
Germany
Awesome Gameplay.
I also like the graphics.I can not wait for the full game laugh

Last edited by chrisp1; 02/27/11 12:13.

---------------------------------------------------
My new project: www.sfc.de.to
My old project: www.littlesubmarine.de.to
My Youtubechannel: http://www.youtube.com/user/darkchrisp#p/a/u/0/5idMXmCDdmA
---------------------------------------------------
Re: Silas Beta Demo 0.91.0 [Re: darkinferno] #360843
02/27/11 12:50
02/27/11 12:50
Joined: Oct 2010
Posts: 59
Internet
Memorix101 Offline
Junior Member
Memorix101  Offline
Junior Member

Joined: Oct 2010
Posts: 59
Internet
The game is awesome ,but the steering is too smooth.

Re: Silas Beta Demo 0.91.0 [Re: Damocles_] #360853
02/27/11 15:21
02/27/11 15:21
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
PS: I love the Extras Section.
Really cool things in there.

Thumbs up on that one.

Also nice music you have in there.
I especially like the house/techno style levelmusic.

The "History" Rooms is also cool.
Wish it would have more rooms.

-------------------

A general Thing about online Games:

Its hard to get small real-time multiplayergames
to have a big enough playerbase.
If a user logs into the multiplayer, and noone is there,
he will log off after a minute.
Thus resulting in having noone ever be online.

Its a good idea to make some "mark me" message or history
into the online room.
Such that you can see: someone logged in 30mins ago,
and left a message: "Wubsi98: want to play?"
And then the player can enter "Player: Im online at 6pm"

This could help getting people know when there might
be other players online.

-------

Another idea is to have an "asyncronous" multiuser mode.
Such that you dont actually play live agains another player,
but you try to beat his score/time/performance.

I could imagine a list:
-most recent players
-best players (for that mode/map)

The players race on a map, with static enemies (turrets)
and try to beat a time/score

Even better if you could load a "ghostcar" (a recording
of another player, starting at the same time), and directly try to outperform this one.

There are many ideas how to set up asyncronous multiuser
modes. Its a good method to keep a (small) game have
a useful longterm online experience.

Re: Silas Beta Demo 0.91.0 [Re: Damocles_] #360862
02/27/11 16:01
02/27/11 16:01
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
Quote:
for sliding, I would not use shift, but the spacebar.
In a way, that when turing to the side (A or D), and shortly
tipping the spacebar, the car switches to Drift-mode.
When the player releases A or D, the car jumps out of drifting.
This reduces the need to use one additional key (shift is hard
to reach in WASD anyhow)

Actually I use this very control setup all the time. WASD to move, shift to run, space to jump, mouse to aim...

But that's just my preference and therefore doesn't matter. The player should be able to change the controls in the game.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Silas Beta Demo 0.91.0 [Re: Damocles_] #360887
02/27/11 18:47
02/27/11 18:47
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
Expert
William  Offline OP
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Thanks for the feedback guys! I am definitely considering it all and will implement parts of it.

Sorry about the slow server, it downloads in 15 min for me, but this is probably because I'm in North America.

Below I'll comment on some requests:

The kart movement - Yeah, this is a tricky devil. I noticed someone said it was too smooth and another said too tight. I modeled it a bit after the DS version of MarioKart, which I always thought was the best(didn't like the console ones past N64). But there is always room for improvement. So I am going to be editing some camera work to better flow with it, and I still have to add the differences to the different karts better. That way weight will actually come into play. I will also add an option to turn on the spot for battle levels.

As for controls, you can already change these through the settings screen for keyboard and joystick. There just not saved yet, saving/loading only works for the main graphics options. But if this is not working either, please let me know? It should output to a text file.


Quote:
-I missed an option to zoom out, or did not find it.
best is to use the Mousewheel for that



Good idea for the race mode!

Quote:
-in the SunDesert Map, you should add some markers (arrows / sighns) where
the track goes.


I will do that. Most of the levels have these, but I guess I forgot to put in desert and temple, lol.

Quote:
-let the Options for the quicksetting: Fast/Normal/Good (or so) Graphics
stand out a bit more. They should get some bigger slider.


I can increase the panel sizes for these a bit.

Quote:
best is to have a "Back" Button always on the same position,
and jumping one page back.


This makes sense. I will definitely put this in.

Quote:
-performance wise it runs ok on my computer. The main
problem is a big slowdown, everytime I close in
on a "bundle" of transparent sprites. (effects, fog, etc)


Yeah, I'm not sure on this one, but I've noticed the slow down too. I'm thinking of going light on sprites and particles due to it. Is it A8 or something with the post-processing?

Quote:
-BUG: when i was in the timetrial/VSMode, the Backbutton did not react, making the game hang in the menu


Did the game hang infinitely? Or eventually make it's way back to the main menu. If the latter, it might have just been loading things slowly.

Thanks for the suggestions. I will try the onslaught mode and see how it reacts.


As for the online modes:

Yeah I understand that people want to play others. So I like the idea of a persistent posting board. As well, I will add so you see how many are playing, and how many registered. On top of that, I plan to add dedicated server support before release, and run my own server 24/7.

The multiplayer battle is actually the best part of Silas, so I hope everyone tries it on their LAN's, or we make a time to do some gaming. laugh

There is not many playing right now because these boards are the only place I posted the demo. But Silas will be released through some digital distribution services when done. Though I can't say forsure which ones yet.



Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Silas Beta Demo 0.91.0 [Re: William] #360889
02/27/11 18:50
02/27/11 18:50
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
The bug might be related to the demo mode.
When the "not in demo" popped up, and going back one menu,
the game hang somehow.
It might not come up in the full release.

What I especially like in the UT Onslaught Carcontrol,
was that the camera view was free to move, while still beeing able
to control the car perfectly.
Also look at the time it takes for steering acceleration.
They optimized this part very nicely.

in the flight-mode the camere.arc should be higher, as
the player has to have a broader view than in the
racemode.
Try camera.arc=80; or so
(could be a setting aption too)

Re: Silas Beta Demo 0.91.0 [Re: Damocles_] #360891
02/27/11 18:55
02/27/11 18:55
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
Expert
William  Offline OP
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Ahhh yeah, this is definitely for the demo. I actually pause the user from hitting buttons when those warnings come up. The final game won't have such warnings. laugh

I'm able to play a game right now if you want? Let me know, and I'll host one. laugh


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Silas Beta Demo 0.91.0 [Re: William] #360892
02/27/11 18:56
02/27/11 18:56
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
I can see your game, but can not connect... frown

Re: Silas Beta Demo 0.91.0 [Re: Damocles_] #360893
02/27/11 18:57
02/27/11 18:57
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
Expert
William  Offline OP
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
k, cool. I'll setup a game.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
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