Please Tell Me What You Think Of My Game

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Comments

  • harrywatsonharrywatson Member Posts: 61
    Umm.. Just a thought. The big red score actors take up a lot of screen area at the top.
  • JordeyyJordeyy Member Posts: 409
    @KevinCross is right, I just tried that template, and it worked perfectly, its the perfect template for your game :)
    if its the same one as i have tested , it uses gravity which i dont want to use
  • JordeyyJordeyy Member Posts: 409
    ???
  • SearleSamaSearleSama Member Posts: 108
    edited September 2013
    You don't have to use the gravity attribute in the project, just throw in an accelerate behavior in the actor for the character with the angle pointing down in relation to the scene (that way he can still tilt).

    Maybe you could also zoom the scene out a bit as he goes higher in the air. If you want any help with tweaking your behaviors, I will gladly help. Just PM me.
  • JordeyyJordeyy Member Posts: 409
    You don't have to use the gravity attribute in the project, just throw in an accelerate behavior in the actor for the character with the angle pointing down in relation to the scene (that way he can still tilt).

    Maybe you could also zoom the scene out a bit as he goes higher in the air. If you want any help with tweeting your behaviors, I will gladly help. Just PM me.
    I have used accelerators and i had to set it to like 13000-15000 to make the bike come down
  • SearleSamaSearleSama Member Posts: 108
    edited September 2013
    well you definitely want it to look realistic IMHO, but other than that I love the concept. Im willing to help if you want, gratis.

    (HAHA, I meant tweaking, not tweeting in my earlier post. )
  • FallingBoxStudiosFallingBoxStudios Freelance Graphic Designer Member Posts: 822
    @Jordeyy I'm really sorry :( I did not know you replied. is it to much work to try and create the game again, but use gravity? Because it will look much more realistic :)
  • JordeyyJordeyy Member Posts: 409
    @Jordeyy I'm really sorry :( I did not know you replied. is it to much work to try and create the game again, but use gravity? Because it will look much more realistic :)
    Theres moving objects in the game that dont need to be Effected by gravity so i cant use gravity if you get me ?
  • FallingBoxStudiosFallingBoxStudios Freelance Graphic Designer Member Posts: 822
    @Jordeyy Yeah, I understand :( maybe you should get some project help from GShelper.com? they offer services that could really help with your problem :)
  • JordeyyJordeyy Member Posts: 409
    could everyone tell me if this is better physics



    @anatomyofdreams
  • FajlajpFajlajp Member Posts: 666
    I think that the physical is still to bad. The bike seems to go down and not up. And it accelerates very quick after the jump and very far. I got a demo that would help you alot. Send me a pm and I will give you more information about it.
  • JordeyyJordeyy Member Posts: 409
    Is there anyone that has any idea how i could make it leave the ramp and land in a realistic way ?
  • JordeyyJordeyy Member Posts: 409
    I want to make it like this game



    Because it was made by the gadget show as a challenge to see who could amke the better app "suzi" or "jason"

    After a month on the appstore they took it off and never brought it back cause it was just a challenge app

    So i want to make a similar game for everyone i hope no one gives me any crap for recreating this , cause im trying to brinng it out for everyone cause everyone loved it
  • JordeyyJordeyy Member Posts: 409
    like this?
    https://www.dropbox.com/s/xl5mjsen1vya1d9/gravity jump.zip
    Ill check it soon cause im downstairs at the moment
  • gamesfuagamesfua Member Posts: 723
    edited October 2013
    @jordeyy if that's the game you're trying to emulate than simply use that as your template of how the game should feel physics wise. Look at that game and then look at yours. The physics don't seem the same. I'd keep watching that video and try your best to emulate it as best as you possibly can. You have to remember that its your game. Make the physics how you want. But I think many of us feel that in its current form the physics just don't feel right. You're either putting in no physics whatsoever (causing the biker to hurdle in space forever) or super increasing the gravity (causing the biker to magnetically fall to the floor). Just eye it. Look at the game and see how it looks to you. Does it seem natural? Does it look realistic? More importantly, is it how you want it? If so, then run with it and good luck!
  • JordeyyJordeyy Member Posts: 409
    @jordeyy if that's the game you're trying to emulate than simply use that as your template of how the game should feel physics wise. Look at that game and then look at yours. The physics don't seem the same. I'd keep watching that video and try your best to emulate it as best as you possibly can. You have to remember that its your game. Make the physics how you want. But I think many of us feel that in its current form the physics just don't feel right. You're either putting in no physics whatsoever (causing the biker to hurdle in space forever) or super increasing the gravity (causing the biker to magnetically fall to the floor). Just eye it. Look at the game and see how it looks to you. Does it seem natural? Does it look realistic? More importantly, is it how you want it? If so, then run with it and good luck!


    Yeah bro i get you im thinking that i will need to use somethink like


    Example code

    When it leaves the ramp

    For 0.7 seconds accelerate up at 500 (angle more like 2 oclock on a clock)

    After 0.7 seconds

    Every 0.01 seconds
    accelerate down at xxxx ( x=how ever high i will need it ) (angle more between 4 and 5 oclock)

  • gamesfuagamesfua Member Posts: 723
    @jordeyy I think you should be also referencing some data from the users input. What I mean by that is, you should base it off how much/fast the user is rubbing the button and then calculate your trajectory and speed off those values.
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    ORBz has a great trajectory template, if that's what you need.
    If not, sorry, I didn't read the whole thread :P
    - Thomas
  • Justin007hJustin007h Member Posts: 52
    Wow I wish I could make a game like you =D>
  • JordeyyJordeyy Member Posts: 409
    @jordeyy I think you should be also referencing some data from the users input. What I mean by that is, you should base it off how much/fast the user is rubbing the button and then calculate your trajectory and speed off those values.
    I
  • FajlajpFajlajp Member Posts: 666
    @jordeyy
    Sent a pm(please answer asap)
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