Posted: 4th Sep 2011 16:57
Here Is A Sneeky Preview Of A Game i Might end Up Finishing, im putting together a level designer for it at the moment.



http://www.youtube.com/watch?v=V1Z3c6ApWQk
Posted: 4th Sep 2011 22:15
Looks like an great start!

Love to see some more when you have made some levels for it
Posted: 4th Sep 2011 22:18
thanks cliff, got some more physics in now so more control over the bike and now just placing the rider on the bike too
Posted: 4th Sep 2011 22:40
Its all these different types of games that show how great the agk is.

Iam having a blast with it my self
Posted: 5th Sep 2011 0:04
Please sir, could I trouble you for a remake of Kickstart II?
Posted: 5th Sep 2011 15:35
Why Yes Sir You can , because that what this should be like, im old school through and through.
Posted: 5th Sep 2011 15:59
Excellent!
Posted: 5th Sep 2011 16:23
hi , which joint did you use for the wheel ,i`m trying to sus which is best for a car wheel .

chunks
Posted: 5th Sep 2011 16:25
Cool - I like these games, and was a big fan of Kickstart on the C64.

Are you gonna add in a 2D ragdoll rider?, that's always fun, seeing your rider elaborately break his neck.
Posted: 5th Sep 2011 16:44
Looks like fun!
Posted: 5th Sep 2011 17:33
yes all gfx and art are just place holder, rider i wll fall off and give meny people pleasure breaking bones and all that.

chunks i used the revolute joint. thats the best joint for vehicles

ill be posting again a vieo soon got rider in no rag doll yet
Posted: 6th Sep 2011 3:59
I was a VERY big fan of Kickstart too! Anyone remember Mr Chips! If this game is anything close to that one, you will have a customer
Posted: 7th Sep 2011 15:36
coool im only going to charge ?79.99 for each level LOL
Posted: 14th Sep 2011 15:12
Hi, I'm currently making a game similar to yours but using a Monster Truck instead of a bike, I was wondering if you were using SetJointMotorOn() to get the wheels to turn because when I use SetJointMotorOn() as well as rotating the wheels, it causes the Monster Truck to rotate in the opposite direction. I've got round this by using SetSpritePhysicsTorque() for the wheels but it doesn't let me set a maximum speed or a maximum force.
Posted: 14th Sep 2011 17:23
Hi, Andy93.

Im using the following

SetSpritePhysicsAngularVelocity( 1, speed# )

speed# in my game is increased at 0.28 and decreaded at -0.35 if your not accelerating. these settings are upto you of course it may not have the same feel for a monster truck, look forward to seeing yout game.
Posted: 14th Sep 2011 17:46
Thanks, I think I'll stick to using SetSpritePhysicsTorque() to accelerate the vehicle forwards and backwards and combine it with SetSpritePhysicsAngularVelocity() to put a maximum on the velocity. And I use SetSpritePhysicsAngularDamping() to reduce the velocity of the wheels when you're not accelerating.
Posted: 15th Sep 2011 2:12
might have to try that way myself and see what results i get
Posted: 19th Sep 2011 6:52
Very cool!!

What commands did you use to attach the wheels to the body of the bike.?
Posted: 20th Sep 2011 22:36
space buddy i used the revolute joint