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164
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Community / DevLogs / Re: Oddball Racers
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on: December 11, 2015, 01:39:35 AM
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I think I've fixed the Windows bug, but there may be a few other glitches on Windows. I though Unity was supposed to take the hassle out of cross-platform stuff. Oh well, live and learn. 
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166
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Community / DevLogs / Re: Oddball Racers
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on: December 10, 2015, 03:19:16 AM
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@marcgfx: The game is ideally played on gamepad. You can play on keyboard with a little practice though. Your turning issue is probably one of wheels spinning up more than the others, or you are get over/under steer. This can happen if you accelerate constantly and is a reason playing with analogue controls is best so you can make small corrections.
@TitoOliveira: Are you playing on Windows? It turns out the games is completely borked on Windows. Your wheels disappear and the cars go crazy. I'm trying to fix it at the mo', but have no idea why it's doing it.
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169
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Community / DevLogs / Re: Obnoxiously Tall Buildings!
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on: December 07, 2015, 03:21:22 PM
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There is no market for indie platformers.
If you always chase the market you'll always be behind. Go your own way and you never know others may start to follow you.
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170
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Community / DevLogs / Re: Oddball Racers
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on: December 06, 2015, 03:23:51 PM
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I added tire degradation in the end, and it turns out it makes drifting around corners even easier as the tires loose grip.
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171
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Community / DevLogs / Re: Oddball Racers
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on: December 04, 2015, 05:16:17 PM
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Added a bunch of scenery around the track to beautify it a bit. Here's a pic of some trees and sheep.  Also added ERS. This is the system that harvests energy when you brake and makes it available when accelerating. Just like F1 in 2015 this is done automatically by the engine management system.  Considering adding tire degradation, but not sure if that'll just be annoying for players who like to drift round corners.
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173
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Community / DevLogs / Re: Oddball Racers
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on: November 28, 2015, 03:36:53 PM
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So I added a new UI for during the race that shows position, lap, speed, lap time, and race time. I had the idea to make it look like a steering wheel as that's how F1 drivers get most of that info. Then I gave the racing AI a good ol' overhaul as I wasn't happy with their avoidance in the complex corners. They're still not perfect, but they do pretty well. Finally I spent some time beautifying the track. I added grandstands, tv screens that show the race, a couple of bridges over the track, and a start/finish line banner. Still need to add a lot more scenery, but at least it's a little less bare. Here's a few screenshots.  This shows one of the big screens. They all work and show the race unfolding  Can you guess which racing circuit this track is modelled after?
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175
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Community / Townhall / Re: USB - The Game
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on: November 28, 2015, 10:50:49 AM
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Yep it was in the Games forum originally.   But to be honest the guy is obviously spamming as he hasn't posted anywhere else before or after posting this. Not even in the introduce yourself thread which is the minimum requirement before trying to hawk your wares. Although the mods don't seem to fussed about spammers anymore. There's been a huge spate of them recently and hardly any of them are getting dealt with. 
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176
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Community / DevLogs / Re: Sausage Soccer - A Local Multiplayer Physics Game
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on: November 28, 2015, 10:32:41 AM
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Hey! I spent my night making some concept art for potential characters. Let me know which is your favorite or if you have any ideas about how to make them more fun to look at!  They're ok, but I still want to play as a giraffe character!
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177
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Community / Townhall / Re: USB - The Game
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on: November 25, 2015, 02:39:18 PM
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The games forum isn't for advertising your own games. You should go read the forum rules and then try again on the correct forum.
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179
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Developer / Technical / Re: Free, powerful Unity platformer module.
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on: November 24, 2015, 08:59:42 AM
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Nah, it's easier for me, and anyone else who comes after me, to just move on.
Or you could have a non interactive website in addition to the one above with a link to an offline demo. I'm just trying to help you out here. People are lazy. :^)
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180
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Developer / Art / Re: GIFs of games being worked on
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on: November 24, 2015, 03:07:00 AM
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@Oddball Now only need to have the cars leave them as well  Yeah, I wanted to show that in the gif, but there's so much tire smoke that they are off the screen before the smoke clears enough to see them properly. 
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