Gearshift Car Physics Engine-new Unreg Version!
#181
Posted 30 August 2009 - 10:13 AM
#182
Posted 30 August 2009 - 11:10 AM
#183
Posted 30 August 2009 - 01:32 PM
Define "make it better".
Increasing the speed which the car turns
#184
Posted 30 August 2009 - 01:55 PM
#185
Posted 30 August 2009 - 02:05 PM
Alright, you can increase the second to last argument "turn speed" in the physics_ini_ext script
Great, Thanks
By the way thank you for posting the Unregistered version, I saw physics like these in a Gta clone called GTA Columbia which was made with Game Maker Pro. I looked at the cars in the editable and I could not understand the code at all. The code in this engine is much better and easier to understand.
#186
Posted 30 August 2009 - 02:16 PM
#187
Posted 01 September 2009 - 01:20 AM
Cop AI is still in there - which is nice, and my favorite thing of this car physics engine is it's collision/rotation function. Apart from that, it's still pretty basic.
So when will you implement gear changing? I find it rather ironic how you name your physics engine "Gearshift" straight of the bat, and have no basic gear system.
Also: I suggest you add slide to the car if you hammer the brake-pedal too hard - this gives you the illusion that the car has mass and wants to continue on the direction it was going on previously.
#188
Posted 02 September 2009 - 04:36 PM
#189
Posted 04 September 2009 - 09:44 AM
#190
Posted 04 September 2009 - 04:20 PM
#191
Posted 16 October 2009 - 06:50 PM
Although the engine itself could probably be improved I think adding some things that may be superfluous to some people wanting to use the engine is a bad idea. I'm also rather busy at the moment which doesn't really help.
This engine could really do with some improvement, although the turning is pretty nice; and will really help with a project I'm working on at the moment - Thanks!
#192
Posted 28 November 2009 - 01:22 AM
really, the man(? guessing you are) said repeatedly that it is not supposed to be realistic simulation, so stop *****ing people... frankly i like it, it's fine the way it is, and any thing it could use i'll add myself to soot my needs.
and that's what you should do folks, thank the man(?) for his hard work, and make the changes your selves...
and please for the love of god, read all the posts before you complain... you just might learn something if your not busy moaning...
Great job chaz, the second i started playing with it, it gave a bunch of game ideas...
P.S. by the way chaz, Gore one is awesome... hope you get the chance to finish the second one.
Edited by spicydeath82, 28 November 2009 - 01:24 AM.
#193
Posted 29 November 2009 - 07:53 PM
#194
Posted 29 November 2009 - 08:40 PM
Thanks for the reply. I won't be updating any of my creations any further, but I'm glad people are still finding good uses for them. I'm only visiting the forums to check up on my threads and pm's, but I suppose over time I'll start to stop coming here.
So you arent developping Gore 2 anymore ?
EDIT:
Just saw that you released the game and the source
Edited by Dylijn, 29 November 2009 - 08:41 PM.
#195
Posted 29 November 2009 - 08:57 PM
#196
Posted 19 July 2010 - 01:17 AM
#197
Posted 09 January 2012 - 11:42 PM
#198
Posted 12 January 2012 - 06:08 AM
Sorry for the worlds biggest bump, but I was wondering whether people would be interested in a brand new up to date version of this engine?
I for one would definitely be interested, trying to work on a racing game myself now & having difficulty getting the right "feel" to everything.
#199
Posted 12 January 2012 - 06:57 AM
#200
Posted 22 June 2012 - 04:26 PM
If you switch your map to using tiles, and paint a couple of tiles, the skid smoke then draws on top of the car (rather than below as it should) and no amount of tinkering with layers will fix this. I can only presume it is a bug with the 'effect_create_below' function and tiles.
This is in GM Studio.
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