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TIGSource ForumsCommunityDevLogsZero Gear - a multiplayer kart racing game
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Author Topic: Zero Gear - a multiplayer kart racing game  (Read 115110 times)
marshmonkey
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« Reply #140 on: June 12, 2008, 01:01:17 PM »

As we are starting to build pieces of the GUI for the much anticipated race mode for our game, I spent some time mocking up a general outline of what it might look like. What do you think? We will use this as a guide to build the real pieces. Click to see the bigger picture.



also, check out these things - I want to buy one and make it into a Zero Gear-mobile sooo bad. http://www.lusseautoscooters.com/bcarpics.html

I will have to model one for the game at least!
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increpare
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« Reply #141 on: June 12, 2008, 02:29:24 PM »

As we are starting to build pieces of the GUI for the much anticipated race mode for our game, I spent some time mocking up a general outline of what it might look like. What do you think? We will use this as a guide to build the real pieces. Click to see the bigger picture.
I don't fully know why, but I seem to not entirely like the position indicator in the bottom left corner.  Does anyone else have any ideas why I might be finding it so troublesome?
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Corpus
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« Reply #142 on: June 12, 2008, 02:52:15 PM »

I'm not sure about the border of the map in the bottom-right. The lap and position indicators have those semi-transparent surrounds going on, and the item icon has a big, chunky, glossy black border, whereas the the map just has that clean, relatively narrow black line. Also, it's just a square with rounded corners, whereas the other three boxed GUI corner elements each have one angled side.

Still, it's looking really nice; that's just a niggle.
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marshmonkey
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« Reply #143 on: June 12, 2008, 03:05:03 PM »

yea I have a few of the same reservations. The minimap seems to be weighing the whole corner down with it's chunky graphical-ness. I might try swapping out the screenshot I am using for the minimap-map with something that is just black with white fill where the track is, and maybe getting rid of the border and giving it more of the floaty look of the elements behind the position and lap indicators.
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Camdag
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« Reply #144 on: June 13, 2008, 06:39:25 AM »

That space level looks a LOT like the one in Mario Kart. Hole in the middle, clear glass floor panels on the sides, circular... and other small bits, I'm sure. Just sayin'.
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Hideous
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« Reply #145 on: June 13, 2008, 07:24:01 AM »

You're thinking of "Skyscraper", which didn't take place in space at all.


Also do you guys realize how much I want to play this game?!
« Last Edit: June 13, 2008, 07:30:14 AM by Hideous » Logged

Mitchard
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« Reply #146 on: June 13, 2008, 08:40:45 AM »

All of the information seems to be spread out as much as possible, which seems a little odd to me.
Also, the driving looks alot better, but something still kinda seems off. Possibly a lack of tire friction, or at least a lack of feedback if it is there. It just doesn't feel right without screeching tires and skidmarks.

Also the 'KAPOPW' graphic shouldn't clip through the floor like other particle effects.

Otherwise, it's looking pretty damn slick.
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marshmonkey
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« Reply #147 on: June 13, 2008, 11:01:59 AM »

Also do you guys realize how much I want to play this game?!

Enough to buy 1,000,000 copies?
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« Reply #148 on: June 13, 2008, 01:16:35 PM »

Also do you guys realize how much I want to play this game?!

Enough to buy 1,000,000 copies?

I'd buy 3,141,592 if I had to.
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marshmonkey
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« Reply #149 on: June 13, 2008, 03:01:51 PM »

that should do it
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marshmonkey
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« Reply #150 on: June 13, 2008, 06:00:35 PM »

new blog post, we got our minimap created in flash by eeenmachine into the game and working, check it out!

http://nimblebit.blogspot.com/2008/06/mini-map-with-maximum-enjoyment.html
« Last Edit: June 13, 2008, 06:02:38 PM by marshmonkey » Logged

marshmonkey
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« Reply #151 on: June 16, 2008, 05:41:39 PM »

This is a revised GUI mockup of how we want the garage to function. This will hopefully be another GUI programmed in flash, and will feature floating elements that can be positioned by the user. Hopefully you will be tooling around in this garage soon!

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marshmonkey
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« Reply #152 on: June 18, 2008, 02:09:22 PM »

whipped this guy up this morning:

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Hideous
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« Reply #153 on: June 18, 2008, 02:13:25 PM »

You should have an in-game accessory browser, where you can download user-created accessories (if they are of high-enough quality. find some way to moderate that.).
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Annabelle Kennedy
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« Reply #154 on: June 18, 2008, 02:15:01 PM »

this project continues to make me happy that your still so diligently working on it.
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cyber95
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« Reply #155 on: June 18, 2008, 02:28:37 PM »

SOCK MONKEY!
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marshmonkey
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« Reply #156 on: June 18, 2008, 02:34:03 PM »

You should have an in-game accessory browser, where you can download user-created accessories (if they are of high-enough quality. find some way to moderate that.).

You will be able to access all the custom items you have downloaded in the garage editor, right now you will have to download them separate and put them in the game dir, but since all our guis are capable of talking directly to the web - it would be very cool to browse directly from a web database. Lots of cool stuff to do and not enough hours in the day!

this project continues to make me happy that your still so diligently working on it.

Thanks Anna, btw your art rocks!
« Last Edit: June 18, 2008, 02:36:54 PM by marshmonkey » Logged

Annabelle Kennedy
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« Reply #157 on: June 18, 2008, 02:54:23 PM »

Thanks Anna, btw your art rocks!

many <3s
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marshmonkey
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« Reply #158 on: June 18, 2008, 03:29:02 PM »

Thanks Anna, btw your art rocks!

many <3s

Zero Gear character posters stat!  Kiss Kiss Kiss
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marshmonkey
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« Reply #159 on: June 20, 2008, 09:34:02 AM »

working on a kart for the sock monkey:



*edit* custom wheels for the shoecar?


« Last Edit: June 20, 2008, 10:02:40 AM by marshmonkey » Logged

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