Posted: 14th Apr 2021 18:58
Looking for beta testers or people that would like to help with this project it may just be perhaps you would like to design some tracks. It
Could possibly be that you just want to make suggestions or give constructive feedback

There are 3 programs

The first is the track editor
You will see that the track editor is displaying a track with only a few pieces then in orange you will see ive started the path editing which begins
by tapping the 'p' key its not compulsory to get the track to work this stage but it does determine the checkpoints and if you can win or not. There is
also a green background image that may be loaded to give a hand in designing tracks

The second is the Trackside Editor
This is where the land may be edited. Basically you load a track holding ctrl shift right button the camera. alt uses the stamp or places the item
selected with mouse button. Atm you have to right click to deselect. What you currently see is a land with some trees and billboards the grandstands
still need implementing better.



The last is the program the Game

Things to note
1> The track editor will save to the directory of choice .named correctly I suggest save the files to the trackside editor correct directories
2>The trackside Editor save to its own directory so then you copy the folders over to the game location overwriting any. Good idea to back them up
3> Documentation still need to be writen and theres constant changes being made but happy to see what feedback suggestions etc that people have

There is lots i want to do just im an indi developer that develops free software for both Android and Windows so cant afford to pay anyone but will
give credit and possibly name tracks etc

PS I have now sorted the 3 programs and included with source complete in one zip file you will need to compile each to run them
or you could just place the agk player into the program directories with main.agc in named identically to the .agk file except the extension
Posted: 15th Apr 2021 21:39
Polish it and package it, you already have the ground work for a great game there a self build racing game or a race track tycoon game with a test track function, add some ai and run a book, race games have been done to death and you have the mechanics there for something new, just my opinion.
Posted: 15th Apr 2021 22:08
I like Part's idea. Reminds me of the Racing Destruction Set game I had on my Apple and C64.
Posted: 16th Apr 2021 10:24
Thanks
yeh def needs polishing, i like the idea of sort of a management program or perhaps construction kit.
I think i need to change the intro aswell that ones old and not really the nintendo feel i was going for

this shows the three programs in action
Posted: 16th Apr 2021 11:02
@fubarpk

That looks awesome.

I can help Beta Test... and maybe some coding... But Testing for now, not n problem..
Posted: 16th Apr 2021 12:28
Thanks Danny in order ive attached

1>the track editor
2>the land a scenery editor
3>the Game

il try and get some documentation through because there is alsorts of keys

Please see first post for all the files
Posted: 16th Apr 2021 17:56
Just watched this video about games that make themselves, bear with me hear, while watching it I thought of this thread




Your game is screaming to me "I want to be a tycoon game" .....
Posted: 16th Apr 2021 23:11
Thanks for sharing very interesting.

A tycoon game might work too.

I guess i should note what i find fun after watching that

1>The nintendo bright look and feel
2>The way the cars behave badly (as in crash into others etc)

A>The elevated appeal stems from Stunt Car racer being a big fan
from that game it was networking the ability to knock others off the track and even land on them when you were being placed on the track and ofcourse nitro

Designing scenery and tracks was fine first few times but it became cumbersome when i had to do so several times while it was still being developed.


I have been considering steering away from the grandprix concept and more of a vehicle racing where you can have bulldozers etc but maybe along the concept fo tycoon might work

for example animated vehicles like the attached
Posted: 17th Apr 2021 15:31
Added the Tractor to game (yes kinda a toy scale but wouldve been too large compared to the f1 cars)
I think multiple vehicles might be a good direction to take the game? (animating them might give a little more appeal too)
Posted: 17th Apr 2021 15:35
Well once you have the AI driving you can pretty much call it, both avenues are open, you could be a bit cheeky and do both, a tycoon game where you build/manage race tracks and a DLC or sequal where you play the role of a driver and race the circuits you have built, adding this later gives you the opportunity to make a release on the tycoon game while working on the multiplayer nightmare, I know its a lot of work for a single dev but well worth the effort in terms of uniqueness.

I like the look of that digger, are you going to let the user drive the digger to build the track? that could be interesting, maybe not exactly the typical tycoon way but could be fun

Designing scenery and tracks was fine first few times but it became cumbersome when i had to do so several times while it was still being developed.


I have lost count of the 2 and 3 level games I have made and shelved because I just got board of the process of making the levels, user generated map content is the way to go I think.
Posted: 17th Apr 2021 16:28
at this stage im thinking various types of vehicles like f1, tractor, garbage truck etc with the idea
being win anyway you can with the info stored in a json file like topspeed weight etc for each car

just running concept by people i own kenneys assets and the asset 3 pack has a nice collection of
vehicles which i could use and i could have various ones animated aswell so that could give some
special attributes/powers ie the garbage truck slower but could pick one up and toss it over head
the tracks push them over the edge

perhaps i need to give vehicles a damage factor if i go down that avenue

just concepts im toying with
Posted: 17th Apr 2021 17:34
I downloaded KrazyGrandPrix.rar and tried it out on my Raspberry Pi 4, I replaced the EXE with the LinuxPlayer and it worked, although I had problems
with shaders, but that is a Pi problem, not an issue with your game, I can drive around the track, seems like a good experience and certainly the
potential to be very fun.

Any plans for multiplayer?

Posted: 17th Apr 2021 20:27
Thanks for testing Tboy

Glad the track section worked on the pi thats awesome. Im curious which android player you used was it the one specially for pi or out of the apk file
as i wouldnt mind trying that myself and may try and make it work better on pi later, i own a pi 3b+ and a pi 400 myself I also need to work on improving
the joystick control. PS the only shader that is being used atm is the one in the intro and ive been planning to remove that for something more basic
maybe just a blue sky not sure at this stage.

I def would like to do local network multiplayer, but no guarantees atm The main thing is testing the multiplayer for me to develop network support

The black trees and billboard i see most probably is filenames i have not check for case as linux is case sensitive and windows is not so will check that aswell
Posted: 18th Apr 2021 7:22
I didn't even think of that, you're right Linux is case sensitive, hopefully that is the case

It can't be a shader issue then as the title screen shader works. Although, it does run quite slow and I can't see the whole screen, after a couple of seconds
the screen closes and starts the game.

Could you provide an option to change resolution and window size? If I remove the shader from the folder the title screen works as intended.

Shader:


No Shader:


I built the Linux player using AGKTier2 (AGKTier2/apps/interpreter_linux) on the RPi4.

I used the following steps https://forum.thegamecreators.com/thread/227388

Keep up the good work!
Posted: 19th Apr 2021 15:10
I could test this... but remember I use 32 bits. so I have download several of your rar file that are comppresed in 64bits and have not been able to open


Cheers.
Posted: 19th Apr 2021 21:57
Thanks
There are 3 programs which are all part of the final product
They are all attached and in zip format now
(Adventually they will all be part of one program)

The tledit has a save object chafari it was the saveobject in that i was wondering how your save.x would go

Known issue somewhere along the line of some change ive noticed the aicars dont work like they used to so
im in the process of converting them to path following. If anyone wants to help with the ai path following ideas
suggestions etc thats greatly appreciated
Posted: 19th Apr 2021 23:10
Ok ....I have download correctly your three zip files . What objects do you want to export to .x ? the same .Obj to .x or what ?. I will test it as soon as posible bear with me !

Cheers.


Edit .


main.agc:3: error: Unrecognised compiler directive, only compiler directives may begin with a hash

error in line 3 !!! #renderer "Basic"
Are you using Studio ?
Posted: 19th Apr 2021 23:21
#renderer "Basic"

oh the latest agk classic accepts that line for me

i use both classic and studio but they should all work with classic

the save object in scenery editor saves a obj saving as .x in future may be nice
Posted: 19th Apr 2021 23:27
Ok....I have not updated Agk long ago. I had a crash with my bike and I broke my right arm in three pieces ....I have been no programming for more than 10 month . Take a look to one of my exporter to see how it works ...


Edit . I keep using my way of saving....I know you suggest OpenToWrite (1,"raw:"+GetReadPath()+"media\planes.x", 0 ) but I can't understand way here it doesn't work.
Posted: 19th Apr 2021 23:31
not good about your arm, I guess the saying "If your going to do something do it proper"
Hopefully its healed properly now