This page is under construction. This is not a game yet, it's just a test
Hi I'm substitute541(obviously) and I'm going to show you my (under construction) 2 player racing game. Currently, it has a test background image (I got it from dropbox's pictures)
Progress : 45% completed.
Downloads :
Turnspeed fix. This has the turnspeed fix, credits to micha. Drag and drop the game.lua and main.lua to the game.
2PR Test V1. This is the first version.
Screenshots :
A note on the gif quality : Slow net, and trying to save my Dropbox space.
You are free to check the code out. I didn't optimize the code (especially in game.lua) so it has lots of lines.
Sub's Two Player Racing Demos [UNDER CONSTRUCTION]
- substitute541
- Party member
- Posts: 484
- Joined: Fri Aug 24, 2012 9:04 am
- Location: Southern Leyte, Visayas, Philippines
- Contact:
Sub's Two Player Racing Demos [UNDER CONSTRUCTION]
Last edited by substitute541 on Sun Oct 14, 2012 7:50 am, edited 2 times in total.
Currently designing themes for WordPress.
Sometimes lurks around the forum.
Sometimes lurks around the forum.
Re: Sub's Two Player Racing Demos [UNDER CONSTRUCTION]
It works! And bonus points to you for not using vsync
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: Sub's Two Player Racing Demos [UNDER CONSTRUCTION]
Hi, very nice. I like it. Especially that you already included a menu.
One advice for the driving physics: At the moment the cars are turning with a constant speed when I press left or right. This is good, because it means, if I go fast, the car drives in a large bend, while the bend is smaller, if I drive slowly. On the other hand that way I can steer while standing. And also the steering is reversed when the car goes backwards.
Here is my suggestion to fix this:
1) To determine the angular velocity (the amount the car rotates in one frame) multiply some constant number with the car's speed (instead of using a constant only).
Instead of
try this:
Of course the number 3 has to be changed to an appropriate value.
2) Then you will have the problem that the car turns with a constant bend radius, independently of the cars speed. To avoid that, now add the following:
One advice for the driving physics: At the moment the cars are turning with a constant speed when I press left or right. This is good, because it means, if I go fast, the car drives in a large bend, while the bend is smaller, if I drive slowly. On the other hand that way I can steer while standing. And also the steering is reversed when the car goes backwards.
Here is my suggestion to fix this:
1) To determine the angular velocity (the amount the car rotates in one frame) multiply some constant number with the car's speed (instead of using a constant only).
Instead of
Code: Select all
p1car.radians = p1car.radians - 3 * dt
Code: Select all
angularVelocity = p1car.speed * 3
p1car.radians = p1car.radians - angularVelocity * dt
2) Then you will have the problem that the car turns with a constant bend radius, independently of the cars speed. To avoid that, now add the following:
Code: Select all
angularVelocity = math.min(p1car.speed * 3, 3)
p1car.radians = p1car.radians - angularVelocity * dt
Check out my blog on gamedev
- substitute541
- Party member
- Posts: 484
- Joined: Fri Aug 24, 2012 9:04 am
- Location: Southern Leyte, Visayas, Philippines
- Contact:
Re: Sub's Two Player Racing Demos [UNDER CONSTRUCTION]
Um yeah, I tried to do different techniques to make it more realistic, then I gived up saying "This makes the game hard". I haven't thought of that yet, maybe I'll try (in my way).micha wrote:Hi, very nice. I like it. Especially that you already included a menu.
One advice for the driving physics: At the moment the cars are turning with a constant speed when I press left or right. This is good, because it means, if I go fast, the car drives in a large bend, while the bend is smaller, if I drive slowly. On the other hand that way I can steer while standing. And also the steering is reversed when the car goes backwards.
Here is my suggestion to fix this:
1) To determine the angular velocity (the amount the car rotates in one frame) multiply some constant number with the car's speed (instead of using a constant only).
Instead oftry this:Code: Select all
p1car.radians = p1car.radians - 3 * dt
Of course the number 3 has to be changed to an appropriate value.Code: Select all
angularVelocity = p1car.speed * 3 p1car.radians = p1car.radians - angularVelocity * dt
2) Then you will have the problem that the car turns with a constant bend radius, independently of the cars speed. To avoid that, now add the following:Code: Select all
angularVelocity = math.min(p1car.speed * 3, 3) p1car.radians = p1car.radians - angularVelocity * dt
Currently designing themes for WordPress.
Sometimes lurks around the forum.
Sometimes lurks around the forum.
Re: Sub's Two Player Racing Demos [UNDER CONSTRUCTION]
1. never give upsubstitute541 wrote:then I gived up saying
2. "then I gave up saying"
3. looks nice, looking forward to something with this.
Lua is not an acronym.
Who is online
Users browsing this forum: Ahrefs [Bot], Google [Bot] and 4 guests