Arrow Keys: Accelorate/Brake/Reverse/Steer
Space Bar : Handbrake
Excape : Quit
I make games too! (Only for Windows though, sorry Mac users)
DOWNLOAD> http://host-a.net/RamboFox/APE.zip
(Remember, feather the brake otherwise your car will loose traction due to having too much friction)
APE > Advanced Physics Engine, for topdown GTA-esque games.
I'll be optimizing this over the course of the next two weeks, and have 3 racetracks to test out.
***COMMENT PLEASE*** - I would like feedback on how you find the AI. Is it too tough? Too weak? Feedback please =3
(Re-uploaded because of malformed URL not working on my browser D; - fixed now :D)
Space Bar : Handbrake
Excape : Quit
I make games too! (Only for Windows though, sorry Mac users)
DOWNLOAD> http://host-a.net/RamboFox/APE.zip
(Remember, feather the brake otherwise your car will loose traction due to having too much friction)
APE > Advanced Physics Engine, for topdown GTA-esque games.
I'll be optimizing this over the course of the next two weeks, and have 3 racetracks to test out.
***COMMENT PLEASE*** - I would like feedback on how you find the AI. Is it too tough? Too weak? Feedback please =3
(Re-uploaded because of malformed URL not working on my browser D; - fixed now :D)
Category Resources / Miscellaneous
Species Unspecified / Any
Size 640 x 480px
File Size 643 kB
Love the smooth feel of the game controls and physics. But with this resolution/zoom I can't really react to the track curves in time as they appear on screen, despite having the track position radar window available ;_; Thus, couldn't really evaluate the AI, but it seems a little too uniform (I've noticed that all AI cars sometimes make the same error simultaneously when passing a curve).
P.S. You probably would also want to work on how it renders head-on and head-to-side collisions, because players WILL perform them :P
P.S. You probably would also want to work on how it renders head-on and head-to-side collisions, because players WILL perform them :P
Yeah, I'm working on the view (It will scale it's view size in line with how fast you go).
Although the AI is a rough draft, I will work on that ;P Sounds like I need to constrain their pathfinding a bit.
Oh, yeah - that too xD I'll work on the collision handling so that it's less processor intensive, and more flexible.
So how was the AI? Challenging, but not too much?
Although the AI is a rough draft, I will work on that ;P Sounds like I need to constrain their pathfinding a bit.
Oh, yeah - that too xD I'll work on the collision handling so that it's less processor intensive, and more flexible.
So how was the AI? Challenging, but not too much?
Sorry about the long wait, had a lot of RL to deal with L:P
Well, the AI felt a little "cheating", as if it knew the track rather than really reacted to it. It was moderately challenging to stay on par with it, mostly because of the narrow track and zoom.
Nice idea with the speed-related zoom scale! :)
Well, the AI felt a little "cheating", as if it knew the track rather than really reacted to it. It was moderately challenging to stay on par with it, mostly because of the narrow track and zoom.
Nice idea with the speed-related zoom scale! :)
It's understandable :)
Hmmm... Well, I worked on the AI overnight - now it follows the track a little tighter, but I'm still unsure as to whether it feels like it's naturally following the track, as opposed to it somehow "knowing" the track.
I'll upload the newest version in a day *thumbsup*
Hmmm... Well, I worked on the AI overnight - now it follows the track a little tighter, but I'm still unsure as to whether it feels like it's naturally following the track, as opposed to it somehow "knowing" the track.
I'll upload the newest version in a day *thumbsup*
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