Gearshift Car Physics Engine-new Unreg Version!
Posted 21 February 2009 - 08:14 PM
Also, police cars can push you into solids. I think this is not trivial enough for anyone but the engine writer to solve. I'll wait for his input.
Edited by nayon, 21 February 2009 - 09:02 PM.
Posted 21 February 2009 - 09:44 PM
I fixed that bug for someone before, but I forgot to update the editable. you just need to add:
But I just realised that you'd be better of replacing pointdir with direction, as king_of_llamas suggested
I never noticed the bug where police push you through solids, I'll take a look at it.
Posted 22 February 2009 - 07:47 AM
Posted 24 February 2009 - 05:10 PM
but you should make the keys to be WASD
its more comfterble
Posted 24 February 2009 - 05:12 PM
10/10 Nice engine man!
but you should make the keys to be WASD
its more comfterble
Not too difficult to do this.
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Posted 24 February 2009 - 07:12 PM
Posted 04 March 2009 - 03:20 PM
Posted 08 March 2009 - 09:20 AM
but for the collision parts and the AI i LOVED IT!!
the absolute rapage you get from the cops when you put 30 or so in there reminds me alot of Left 4 Dead when the horde comes after you
im having so much fun with just the .exe =P
Edited by gamegecko, 08 March 2009 - 09:28 AM.
Posted 18 March 2009 - 12:11 PM
So using this for my muck-around Death Race clone =D
Posted 18 March 2009 - 09:09 PM
Do you mind if I use the sprites in the game, but heavily altered?
Posted 19 March 2009 - 05:35 AM
It's coming along better than I expected. I was originally just mucking around with the engine, but now I can see it's actually quite versatile. Enemy AI was easy to implement (as in driving around a circuit), and the number of variables I have access to is excellent.
Only issue I had, the walls aren't fully coded? I fixed them up, but are you going to get around to that?
Anyway, great engine, and I might even continue with my muck around game, and maybe I'll get something good out of it.
Posted 24 March 2009 - 05:37 PM
I have started to consider re-writing Gearshift. The current version has been going on for too long and is becoming rather innefficient. It's not definate, or even probable, but it's definately a possibility.
Posted 24 March 2009 - 07:02 PM
Uh oh. I got a Error that says that it's not a gm file, and that its corrupted.....
I got the same error....
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Posted 30 March 2009 - 02:49 PM
Posted 31 March 2009 - 01:32 AM
Well, now I'm making it, Just watch for all the new platformers made with GML coding. (EHEM! a script?)
I am a a Mega Geek in the GEEK test!
Moving forward, because we can't stop.
Posted 31 March 2009 - 04:13 PM
Posted 12 April 2009 - 09:13 AM
its just so good!!!
Posted 16 April 2009 - 02:31 PM
Posted 16 April 2009 - 06:32 PM
Posted 30 August 2009 - 10:13 AM
Posted 30 August 2009 - 01:32 PM
Define "make it better".
Increasing the speed which the car turns
Posted 30 August 2009 - 02:05 PM
Alright, you can increase the second to last argument "turn speed" in the physics_ini_ext script
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.
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.
Posted 04 September 2009 - 09:44 AM
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!
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.
Posted 29 November 2009 - 07:53 PM
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 ?
Just saw that you released the game and the source
Edited by Dylijn, 29 November 2009 - 08:41 PM.
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.
Posted 12 January 2012 - 06:57 AM
"D'oh!" -- Homer Simpson
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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