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[Minigame] Glideon

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Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449

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vBeta

Overview.jpg

Glideon is a unique racing game where while struggling with slidy grounds, players are supposed to win the race by attacking each other using weapons to slow their opponents, or even to eliminate them. This game is also filled with various contents to keep your interests. Like attribute and gear system to allow you modificate your slider and improve them based on your play style. There are also available some unique circuits to play on. The game is also supported with highly scripted AI you can play with.
Gameplay.jpg


lobby2.jpg

att.jpg
At first, players will be taken to the lobby to discuss everything about the next race: is it about lap counts, the circuit, and other options. Players are able to assign some attribute points to improve their characters. Those attributes are:
dcyp7m.jpg
Power : Affects the ability to increase speed (acceleration).
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Capacity : Improves the ability to keep more items at once.
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Dexterity : Affects slider's manouverability (turn power).
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Durability : Improves defense gauge.
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Recovery : Affects the time required to recover after being knocked out.
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Skill : Improve the ability to slide, increases max speed.​
Initially, each player will obtain 10 free attribute points which can be spent as their preferences (play style).

preview1.jpg

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At the beginning of a race, the game will play a short intro cinematic that will bring you around the circuit so you won't be totally blind about the track. However, there is a minimap at bottom left part of your screen so you can monitor the possesion of the race and racers' positions as well.

race.jpg
After the cinematic, the race will soon begin. Players can control their racers using arrow keys (up: gas forward, down: gas backward, right: turn right, left: turn left). Players will also have some basic abilities to help them in the race: boost, jump, convert life and use item ability. The race won't be so easy for everyone, as they will struggle to deal with slidy grounds. There will be some items that can be used to interrupt other players or to protect their selves, the detailed description about the items will be available below in the next part. Every item is very unique and need different usage strategy. There are traps to slow down opponents, weapons to harm opponents, and protection items to protect yourself.

multiboard.jpg
There is a status board at the top right part of your screen to help you to monitor both your statuses and racers' positions. The board will keep track of recorder times: lap time and best time of each player. And it will personally display your statistics: life, defense gauge, current lap, time record on the current lap, and speed.

Every player has two extra statuses called defense gauge and life. Defense gauge displays your immunity against harmful buff (freeze, stun, paralysis, etc.). The lower your gauge is, the worse effect you will take from destructive forces. Life is something you need to maintain carefully, you will lost your life if you are knocked out of the circuit. If you are out of life, you will be eliminated from the current race. However, there is small chance that you will obtain extra life from item boxes. And there is an ability to convert one life to fully recovers your defense gauge. If you think you have plenty of lives and you are out of gauge, this ability will be your best advantage.
Feature.jpg

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AI
AI.jpg
This game is supported with high-scripted AI. There are three levels of them: easy, normal, and insane. Higher level AI will have more attribute bonuses. They are quite crafty in using items and abilities. Easy AI is meant for new players. If you are still learning the control and still adapt yourself to the game, this level will serve you as a good training mate. If you feel you are getting used to this game already, Normal AI may fits you the best. But if you think you are good at this part, Insane AI will give you some worth-while challenges. Because it is something you need to deal with seriously.​
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Lobby
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Attribute system
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Unique racing experience
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Customizable race match


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Racers

Items

Gears

Circuits

Abilities

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Name: Luna
Tendency: Effective


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Name: Oxide
Tendency: Durable


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Name: Theo
Tendency: Athletic


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Name: -
Tendency: -
*unavailable*
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Name: Bolt
Tendency: Balance


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Name: Twister
Tendency: Agile


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Name: Neo
Tendency: Focus


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Name: Sonic
Tendency: Fast
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dcyp7m.jpg
Bolt
Bolt has balanced attribute points by default. He is exceptionally able to use item with less delay compared to the others.​
dcyp7m.jpg
Twister
Twister has agile feet. He has higher dexterity attribute compared to the others.​
dcyp7m.jpg
Neo
Neo has higher concentration points compared to the others. He can rise faster when fallen.​
dcyp7m.jpg
Sonic
Sonic has the best skill attribute among the others. Means he can slide faster than the others.​
dcyp7m.jpg
Luna
Luna has lower attributes compared to the others. But she is able to manage her items more effectively, she has 2 bonus inventory slot by default even though she has low capacity attribute.​
dcyp7m.jpg
Oxide
Oxide has more durability attribute compared to the others. He has good health point amount, and exceptionally able to boost more often than the others.​
dcyp7m.jpg
Theo
Theo is exceptionally adept at jumping. He has lower jump cooldown times compared to the others. And has more success rate at jumping through ramps.​
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Name
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Description
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Ricochet.jpg
[td]Ricochet[td]Throws a rolling ricochet that will explode on contact. Has a moderate aoe and damage. Also causing stun to all affected opponents.

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Rocket.jpg
[td]Rocket[td]Launches a homing rocket missile that will targets the closest opponent it encounter. Dealing damage and causing stun to all opponents nearby the crash site.

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FrozenShard.jpg
[td]Frozen Shard[td]Launches a freezing missile that will hover throughout the circuit. All affected opponents are unable to move for a moment.

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Shockwave.jpg
[td]Shockwave[td]Generate a powerful energy blast to knock all opponents around you. You must be crafty in using this item, it can be harmful for your enemy but also can be advantage if you are doing it wrong.

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SpringTrap.jpg
[td]Spring Trap[td]Will be sprung when an opponent slide over it. Will throws all nearby opponents to the air and will slow them down.

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ForceShield.jpg
[td]Force Shield[td]Protects the slider from harmful forces. However, some damages will still come in if the protection is overpowered.

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Booster.jpg
[td]Booster[td]Dramatically boost your speed. Can be used when airborne as well.

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Potion.jpg
[td]Potion S/M/L/XL[td]Recovers some of your defense gauge. Amount of healing is depending on the potion's size. There are 4 sizes: Small, Medium, Large, and Extra Large.

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ExtraLife.jpg
[td]Extra Life[td]Adds 1 point to your life. This item is only available if the life is enabled in the race. The maximum amount of life you can have is: default cap + 1.

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*Coming Soon*
*Coming Soon*
*Coming Soon*
Media.jpg

Media Install is a special feature of this game. You can improve the visual quality of the game by installing it in your Warcraft III directory. Without this, you will automatically play the basic version, where everything (textures, images, sounds, etc.) are highly compressed. If you aren't satisfied with it, I recommend you to download and install it:
  • Download Media Install here: LINK or available at the bottom of this post.
  • Unzip the file and move it to your Warcraft III directory.
  • Do not modify the folder in any case.
  • Now you need to enable local file:
    • If you have JNGP, go to Extension > check mark "Enable local files".
    • If not, you can learn how to enable local files by following this tutorial: LINK.
  • Media Install is installed.
Screen2.jpg




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NIGHT
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DAY
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DAWN
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Team.jpg


Avatar
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Username
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Positions
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Contributions
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[td]Quilnez[td]Project Director
Level & Game Designer
All-Round Programmer
[td]*

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[td]Ardenian[td]2D Artist[td]Lobby UI
Attribute Window UI


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:fp: Join the team

Credits.jpg

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Models
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hellblazer-14
Gamegear
Kitabatake
UgoUgo
JetFangInferno
PrMosquito
Gurftbestie!
s4nji
Blood Raven
Daelin
Zerox
Norinrad
HandCLAW
Vermillion Edict
Amaruak
Pyritie
TLI-Inferno
Tranquil
Gottfrei
communist_orc
Kuhneghetz
Debode
HammerFist132
epsilon
Thrikodius
nGy
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Skins
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Sin'dorei300
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Icons
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GooS
67chrome
Naro
Riley
~Nightmare
The_Silent
NFWar
Golden-Drake
Fjury
JollyD
Blizzard Entertainment
Tiodor
BlackDoom
communist_orc
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Scripts
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Bannar
Bribe
TriggerHappy
Nestharus
PurgeandFire
Maker
BPower
Magtheridon96
Azlier
Vexorian
Garfield1337
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Musics
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Rufer Beats
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Sounds
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Victoria Gomez@ Youtube
freesfx.co.uk
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Special Thanks
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- PurgeandFire -
For his idea on my PathingChecker system.
Without him, this project would had been failed
before even reaching 50%.


- WaterKnight -
For his helps to greatly improve the game's overal
FPS. Without him, maybe this game would be totally
unplayable in any level.


- Ardenian -
For the Lobby and Attribute menu UI. I think
it's one great improvement to the game. And for being
my only one teammate.


- Rufer Beats -
For providing amazing beat musics. Their musics
fit this game very nicely. And they are making those
musics for free!
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update.jpg


Beta v0.2.8 (04/26/2015, 09:58 PM GMT)
Improvements & Balancings:
- Better water placement
- Standarized distance calculation (px to m)
- Distinct icons for different potion sizes
- Decreased potion items' drop rates
- Improved intro cinematic camera
- Wider booster area
- Added wall collision
- Reduced elimination reward restriction
- Booster effect is /temporarily/ disabled
- Improved Read Me
- Balanced some tiles' frictions
- Lap counts are changed to 2, 4, 6, 8, and 10
- Added water splash effect
- Added loading screens (Media Install-ed only)
- Adjusted ricochet z height, no longer floating in air

Bug fixes:
- Medals is now updated after buying gears/points
- Fixed a bug where certain item is automatically used after acquiring another item
- Fixed braking bug in finish
- Fixed bug where I can't use Rocket 3 item
- Fixed appearing wrong way message when spectating
- Fixed lobby room bug where click sound isn't played on certain conditions
- Fixed undestroyed circuit visibility after race
- Fixed pass event bugs
- Fixed bug where Deg. Gauge can exceeds zero (less than 0)
- Fixed wrong reward calculation
- Fixed on finish fps drop

New Content:
- New circuit: Dragon Stepway​


Beta v0.2.1 (03/20/2015, 08:13 PM GMT)
- Released.​
Beta v0.2.2 (03/22/2015, 03:21 PM GMT)
Improvements & Balancings:
- Much better overall performance (~25-35 fps for a 6 players game).
- Added some items (10 in total).
- Most attributes have been applied in-game.
- Abilities have been added.
- Now with robust core systems. 100% bug free.
- Improved pathings.
Beta v0.2.3 (03/25/2015, 04:32 PM GMT)
Improvements & Balancings:
- Balanced boost item
- Added exchange life ability
- Change the concept of Hp to Defense Gauge
- Added new items: Frozen Shard, Rocket, Force Shield
- Increased item box size
- Added boost graphic and sound effect
- Improved AI unstuck function
- Better loading scene management
- Improved AI: can use items and abilities

Bug fixes:
- Fixed a rare bug at start game event

Beta v0.2.4 (03/30/2015, 08:13 PM GMT)
Improvements & Balancings:
- Improved Force Shield item (duration, effect, gfx, etc)
- Added sfx to boost item
- AI can use jump ability
- AI can use boost ability more effectively
- AI can launch items backward
- HP is reduced by 25 (from 75 to 50) by default
- Improved rocket item, lower accuracy
- Healing item amount is reduced
- Removed life item from drop list when unneeded
- Randomized music

Bug fixes:
- Fixed freeze and stun bug on jump
- Fixed take off the ramp bug under freeze and stun
- Fixed frozen shard bug upon force shield
- Fixed rocket item homing orientation bug
- Fixed glitching frozen shard and rocket projectile
- Fixed def. gauge and life bug on finish
- Fixed item box bug on finish

New Content:
- New Items: Spring Trap, Shockwave, Ricochet​

Beta v0.2.5 (04/01/2015, 10:20 PM GMT)
Improvements & Balancings:
- Ricochet will now instantly explode on contact
- Ricochet lifespan is reduced to 4 seconds
- Reduced shockwave gfx
- Increased shockwave AoE and power
- Detailed minimap
- Circuit preview has been added
- Finalized Lobby
- Adjusted default acceleration
- Recovery and Dexterity attribute have been applied
- Some textures have been compressed, less file-size
- Added some error messages
- Smoother multiboard
- Improved AI spent attribute pts distribution
- Adjusted Ricochet damage range factor
- Reduced Rocket damage
- Adjusted gravity to withstand the high speed

Bug fixes:
- Fixed ricochet bounching bug
- Fixed random music problem
- Fixed loading glitches
- Fixed item using ability bug on freeze and stun
- Fixed improper entities recycling method
- Fixed chat windows glitches

New Contents:
- New items: Potion S/M/L/XL
- New ability: brake
- Added the seven racers, with temporary models


Beta v0.2.6 (04/15/2015, 06:28 PM GMT)
Improvements & Balancings:
- Slightly improved AI
- Smoother ricochet movement
- Smoother game camera
- Dramatically improved game performance
- New attribute system
- Reduced on water deacceleration
- Points -> Medals
- Added preview image
- Added shop

Bug fixes:
- Fixed ricochet z height glitch
- Fixed corrupted string datas
- Fixed braking bug after finish​

Beta v0.2.7 (04/20/2015, 05:45 PM GMT)
Improvements & Balancings:
- Leaving players are handled correctly now
- Added camera modes
- Added unstuck function
- Improved ability usage restrictions
- Elimination mode is enabled
- Added spectator mode
- Improved collision
- Race reward is now based on total laps
- Improved in-game instructions
- Balanced gravity factor

Bug fixes:
- Fixed bug where ready players are still able to click lobby buttons
- Fixed miscalculation of max speed in previous version
- Fixed AI unstuck function bug around the finish line​



Download.jpg

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Last edited:
Level 6
Joined
Oct 31, 2014
Messages
170
Looking good ! I never really enjoyed a racing game since Mario Kart and I think the map editor's camera are difficult to handle for this kind of game so ...

GOOD LUCK !
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Glideon Open Beta

Howdy hive fellas? Now Glideon is open for beta testing! You can download the map above at "download" section. We're mostly finished with the first circuit. We are now currently cleaning up all possible bugs / glitches before creating another circuits. We do need your helps to find them. If you find one or some, please report it/them here. Every report will have its rewards. The report should contain:
- Bug/glitch name
- Description
- Screenshot that shows when the bug/glitch occurs

But we are also accept any suggestion and criticism. If you have one or some, please don't hesitate to post here.

That's all. Happy beta testing ^^ :thumbs_up:

Don't forget to vote/like/visit us at:


For who experiences loading error, try to re-download the file above, it has been updated to fixed version.

EDIT:
Please, ignore the "order" system. it's bugged since I added jump ability. It's messed up because I locally preserve timers in TimerUtils somewhere. So when another timer is preserved not-locally (in the jump ability trigger), the other timers are messed up: causing some systems to be broken. I'm sorry for the trouble, I didn't really test the new abilities before uploading. :( I'm sorry again.

Ugh, what a careless version release. I think I'm going to remove the download link. Again.. :(
 
Last edited:

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Phew! Finally, it's decent enough for beta testing. The file has been re-uploaded above (Beta v0.2.1). Please notice that sometimes the AI is bugged where their laps are not counted. That happens because their unstuck function is not perfect yet, however, the bug won't happen as long as they are not stucked somewhere. And since I don't haven time to test the two new abilities, they are better removed for now. Since I have another more important updates that perhaps could boost the game's performance dramatically.

Anyway, happy beta testing! ^^ :thumbs_up:

Don't forget to vote/like/visit us at:
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Haven't somebody tested this yet? No suggestion?

Perhaps I will write some kind of to-do list so people won't be confused about what to suggest. If I don't reward your suggestion, that's simply because your suggestion is in my to-do list already, or I have thought about it before: nothing new. I'm sorry.

Anyway, I'm still brainstorming to improve the replayability value of this map. I wonder is it better to: add "arcade" or "story" mode? or to extend the attribute system and support save/load system? or just stay to focus with a mini-racing game but with intense visual? I tend to stick with the last one actually, but I need your opinions.

Thanks.
 
Hey, played it with some friends.

- We would have prefered chat to be enabled. We really didn't like it we could not talk to each other normaly. :/
- Jumping is delayed somehow. (?)
- Cam was jerky sometimes.
- Movement behaviour seemed a bit strange in certain situations, especially when you was close to inclinations.
- Sometimes the slider stucked at obstackles and hardly could free himself. (also when trying to gothe other way, away from obstackle)

So, I'm not sure, maybe it's smoother playing it offline in single player... but for us it could be smoother a bit. But we like the basic concept.
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Thank you. I will look into those issues later. However, I need more details about your reports:

- When did the camera become jerky? In what case? Except if you refer to the same issue where the camera z is incorrect when slider is close enough to a cliff.
- In which part of the circuit where the movement became "strange"? And what do you mean with "strange" in specific? Is it "unreal"/"glitched"/something else? If you refer to the same previously know glitch, I suspect it's caused by unrecognizable slopes but it can be easily fixed by flattening the ground. However, I need information where did the glitch happen?

Yes, the jump is delayed, that's intentional. If you take off a ramp within that delay, your velocity will be increased. However, if you think the delay is too long, please let me know.

The chat is disabled since I use my Chat System. It's my bad not to mention it anywhere yet. You can open and close the chat window by pressing 'esc'. But I'm afraid it's still bugged because of the loading event. I haven't fixed this issue yet.

About stuck, I will try to add some kind of collision to the slider. But currently, in the next update, there is ability called "unstuck" and "boost" to help you get out of there.

That's all I can answer for now. Thanks for your comments.
 
I'm not sure under which condition cam became jerky. But it was noticeable at cam borders, that it frequently moved a bit forward and backward again... so wasn't smooth.

Yeah, the movement felt unreal sometimes. I think it felt unreal when you made turns bad still slightly came in touch with hills a bit. You would not think that the slightly driving on the hill will influence the movement in such a strong way as it did.

Ah, okay. Didn't know there was a chat with pretting 'Esc'! :D
 
Level 25
Joined
Jul 10, 2006
Messages
3,315
About stuck, I will try to add some kind of collision to the slider. But currently, in the next update, there is ability called "unstuck" and "boost" to help you get out of there.

I also experienced getting stuck, and became unable to get out from behind a rock due to a very slight slope.

You could fix this specific instance of getting stuck by adjusting the magnitude of the downhill slide acceleration based on the player's current speed.

In my very similar racing map, I dealt with collisions using conservation of momentum + a bit of boost.
1. Use terrain height to check the next location for wall collision.
2. If there is going to be collision, sample a few more points to get the wall's "angle".
3. Convert XY component velocity into a single polar value.
4. Set XY component velocity using the angle from (2) and the magnitude from (3), multiplied by some "bounciness" factor (about 0.75)
5. Add a little extra to the speed to help slow sliders out of sticky situations.

Another very easy change that might help would be to adjust acceleration based on current speed.
e.g. when not moving, acceleration is 5.
when moving slowing, acceleration is 4.
when moving at high speed, acceleration is 1.
etc
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Updated to Beta v0.2.3.
(Changelog)
- Balanced boost item
- Added exchange life ability
- Change the concept of Hp to Defense Gauge
- Added new items: Frozen Shard, Rocket, Force Shield
- Increased item box size
- Added boost graphic and sound effect
- Improved AI unstuck function
- Better loading scene management
- Improved AI: can use items and abilities
- Fixed a rare bug at start game event


Most of reported issues haven't been fixed yet. Currently, I'm focusing to finish all the primary contents and keep improving the FPS.
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Updated to Beta v0.2.4.
(Changelog)
Improvements & Balancings:
- Improved Force Shield item (duration, effect, gfx, etc)
- Added sfx to boost item
- AI can use jump ability
- AI can use boost ability more effectively
- AI can launch items backward
- Fixed freeze and stun bug on jump
- Fixed take off the ramp bug under freeze and stun
- HP is reduced by 25 (from 75 to 50) by default
- Fixed frozen shard bug upon force shield
- Improved rocket item, lower accuracy
- Fixed rocket item homing orientation bug
- Fixed glitching frozen shard and rocket projectile
- Healing item amount is reduced
- Removed life item from drop list when unneeded
- Fixed def. gauge and life bug on finish
- Fixed item box bug on finish
- Randomized music
- ...

New Content:
- New Items: Spring Trap, Shockwave, Ricochet


Seems like I'm talking to my own hands right here. I don't care.
At first plan, every circuit will have distinct bgm from each other. But for now, music will be played randomly (other map's bgm will be used as well). However, seems like I have came to a crazy world, where GetRandomInt(1,8) function always returns 1 here. I don't know is it only happening in my PC or not. Still in by bug list.
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
The uploaded file was error, please download the new one.

Check if you haven't perhaps enabled "fixed random seed" in your editor options by accident.

I played it in Single Player mode and LAN and still returns 1. But I think it's fixed now after I restarted my PC, it was BSOD actually :p Ugh.. what a strange bug, it can return not 1 but has a very small chance.
 

Kazeon

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You could use a video converter to convert it to a more manageable file size.

In future, use something like OBS to encode the video in a more efficient format so it's ready to publish.

Wow, thanks for sharing those! The size is reduced from 4,7 GB to 103 MB without any noticeable quality reduction :O But how come?
 
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There are various techniques for compressing video files.

The one you took was basically just a collection of high-quality images.
If you had some very raw video format where you recorded every individual pixel using 32 bit colour, you could have e.g.
1280 x 1024 (resolution) x 32 bit colour x 30 fps x 60 seconds = 75497472000 bits (about 9 gigabytes)

Some methods an encoding system could use would be things like only recording when a pixel's colour changes, since some parts of the screen stay one colour for a long time and there is no need to update the colour so many times to the same value, or dynamically changing the colour palette (the 32 bit thing) based on how many colours are in the frame at that time, or saving certain shapes on the screen instead of just every pixel. Modern encoding systems do much more advanced and cost-saving things than that, but you get the idea.
 

Kazeon

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There are various techniques for compressing video files.

The one you took was basically just a collection of high-quality images.
If you had some very raw video format where you recorded every individual pixel using 32 bit colour, you could have e.g.
1280 x 1024 (resolution) x 32 bit colour x 30 fps x 60 seconds = 75497472000 bits (about 9 gigabytes)

Some methods an encoding system could use would be things like only recording when a pixel's colour changes, since some parts of the screen stay one colour for a long time and there is no need to update the colour so many times to the same value, or dynamically changing the colour palette (the 32 bit thing) based on how many colours are in the frame at that time, or saving certain shapes on the screen instead of just every pixel. Modern encoding systems do much more advanced and cost-saving things than that, but you get the idea.

I wish I knew about this long time ago .__.

Anyway, the video has been uploaded. But I think I did too much compressions on this one. I will upload the less compressed version tonight.

 
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Kazeon

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Updated to Beta v0.2.5.
(Changelog)
Beta v0.2.5 (04/01/2015, 10:20 PM GMT)
Improvements & Balancings:
- Ricochet will now instantly explode on contact
- Fixed ricochet bounching bug
- Ricochet lifespan is reduced to 4 seconds
- Reduced shockwave gfx
- Increased shockwave AoE and power
- Fixed item using ability bug on freeze and stun
- Fixed improper entities recycling method
- Detailed minimap
- Fixed random music problem
- Circuit preview has been added
- Fixed loading glitches
- Finalized Lobby
- Fixed chat windows glitches
- Adjusted default acceleration
- Recovery and Dexterity attribute have been applied
- Some textures have been compressed, less file-size
- Added some error messages
- Smoother multiboard
- Improved AI spent attribute pts distribution
- Adjusted Ricochet damage range factor
- Reduced Rocket damage
- Adjusted gravity to withstand the high speed

New Contents:
- New items: Potion S/M/L/XL
- New ability: brake
- Added the seven racers, with temporary models​
 
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I see you still haven't added mouse control. Are you going to? I suppose it makes sense from a balance standpoint to force arrow keys since mouse users would have a large advantage.

Acceleration by incline (hills) still seems too great compared to player's normal acceleration.

Camera is still very jaggy, this could be fixed very simply by just applying the camera over a duration.

You could maybe do car selection as it's done in Blizzard Grand Prix.
 

Kazeon

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I see you still haven't added mouse control. Are you going to? I suppose it makes sense from a balance standpoint to force arrow keys since mouse users would have a large advantage.

Hmm. Not sure about mouse control, it requires RTS camera, which is unable to be applied in the first circuit since it has caves (needs dynamic camera distance).

Acceleration by incline (hills) still seems too great compared to player's normal acceleration.
Hmm. I have just increased the gravity without adjusting the acceleration. I will do it in the next update. However, for real you can't move that freely upon slidy ice ground indeed. What do you expect? :p

Camera is still very jaggy, this could be fixed very simply by just applying the camera over a duration.
I will add smoothing factor in the next update. However, the camera performance is greatly depending of your FPS. It looks smooth enough if the FPS is more than 25s.

You could maybe do car selection as it's done in Blizzard Grand Prix.
What do you mean? Slider selection is available in the lobby. We don't use any car.
 

Kazeon

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My FPS never goes below the maximum, which is about 60. The jagginess is very noticeable, maybe it's not that noticeable for you if you have a lower FPS.
:O
I really need to test this map on better machine someday.

For mouse control camera, you could start by raising the camera a little bit and having it angle down, allowing you to see the path ahead in more space.
If the camera goes through terrain, it will scratch the mouse control, it's really hard to handle. And I did try to apply dynamic camera distance calculation but that only makes things harder. Mouse control is impossible at this point.
 
I know that sometimes, the camera can appear jagged if you are moving a unit using SetUnitX/Y, while the unit has a movement speed. In this case, the unit will try to move back to it's original position, causing it to look weird. Other things you can try are to apply camera smoothing factor, or to remove camera smoothing factor if you have it, since it can collide weirdly with the SetCameraTargetController native and also cause jagged motion.
 

Kazeon

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I know that sometimes, the camera can appear jagged if you are moving a unit using SetUnitX/Y, while the unit has a movement speed. In this case, the unit will try to move back to it's original position, causing it to look weird. Other things you can try are to apply camera smoothing factor, or to remove camera smoothing factor if you have it, since it can collide weirdly with the SetCameraTargetController native and also cause jagged motion.

Wait a sec. I thought jaggy means not smooth, doesn't it?

This probably caused by low accuracy (0.0625 instead of 0.03125) in the slide physic trigger. I did this to save some good amount of FPS. Since my PC is not good enough for this map. At least I need to make sure that this game can run smoothly in my own PC, never expected to be worse in better PC :/ Can somebody send a short gif or video that shows how jaggy the camera is? And does it happen all the time or only in specific cases?

Thank you
 
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You could add the option to pick the timer.

I assume the camera is currently locked to the player. You could alternatively pan the camera, which allows you to specify a duration for the camera movement. If you apply e.g. a 1 second camera 30 times a second, it appears very smooth.

The problem I had with a similar camera system in my Just Drift map was that instead of having a jaggy camera, you had a jaggy character. This only becomes noticeable at very high speeds (800+), so it probably won't be an issue for your map.
 
Played it myself and have to admit the camera is a bit buggy,perhaps my laptop can't handle the frame. Oh, and I use MediaInstall.

I feel the AI is quite bothersome difficult even on Easy, or because I'm a crappy player :p
Also, 24 laps? What the? even 2 laps takes me 4 minutes. Guess how long 24 lap is? :p

Anyway, this creation is great and takes a new level of Warcraft 3 Modding! You have my full support! How do you made the Early Lobby Menu anyway? ^^
+Rep
 

Kazeon

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Played it myself and have to admit the camera is a bit buggy,perhaps my laptop can't handle the frame. Oh, and I use MediaInstall.

I feel the AI is quite bothersome difficult even on Easy, or because I'm a crappy player :p
Also, 24 laps? What the? even 2 laps takes me 4 minutes. Guess how long 24 lap is? :p

Anyway, this creation is great and takes a new level of Warcraft 3 Modding! You have my full support! How do you made the Early Lobby Menu anyway? ^^
+Rep

Thanks!!

Well, if your FPS goes down below ~15, yeah the camera would be bugged.

If your average speed is around 60 m/s, you could finish a lap within ~50 secs (3000m/60=50). But it would be really hard to control if the camera is scratched indeed. I'm working this map so at least it performs flawlessly in my own PC (I got two and the game performs well in both), dunno about weaker or stronger PCs :p

You are right, 24 laps is ridiculous. I will remove it.

About the lobby, I dunno, it's just there already. xD
Meh, actually, it requires tons of works of course.

Thanks again for supporting!
 
Thanks!!

Well, if your FPS goes down below ~15, yeah the camera would be bugged.

If your average speed is around 60 m/s, you could finish a lap within ~50 secs (3000m/60=50). But it would be really hard to control if the camera is scratched indeed. I'm working this map so at least it performs flawlessly in my own PC (I got two and the game performs well in both), dunno about weaker or stronger PCs :p

You are right, 24 laps is ridiculous. I will remove it.

About the lobby, I dunno, it's just there already. xD
Meh, actually, it requires tons of works of course.

Thanks again for supporting!

That explains it. Screw my laptop.

But for Newbies it's difficult getting even 45 m/s :/
Kinda explains the long time, right?

Well, it's okay for those who wants long race like MotoGP xD

I know it's tons of work, but it's very great! :)
 

Kazeon

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That explains it. Screw my laptop.

But for Newbies it's difficult getting even 45 m/s :/
Kinda explains the long time, right?

Well, it's okay for those who wants long race like MotoGP xD

I know it's tons of work, but it's very great! :)

I'm starting to think that maybe rulerofiron is the only one in the world who can run this map at healthy 60 FPS. :>

Well, as long as you don't crash anything, you can reach 60 m/s easily. :)

Thanks. I'm glad it turns out nice. :D
 

Kazeon

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It could be that the rough camera gives the appearance of low FPS.

Well, in case daffa don't know about '/fps' command, yeah, he should use it instead of judging from the camera's performance. But if you have badly dropped FPS (less than ~15), the camera would be shaking a lot, not jagged.
 

Moy

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OMG my fps is 9 haha

First problem in terms of the graphics of the lobby is that the strokes of the letters should be dark, at its state it is not pleasing in my eye. :) White font color and black outline or stroke is one example.

Another, for me only I guess, is that the controls is a bit hard. Maybe its just too sensitive.

And why the hell my fps dropped? My minecraft, photoshop and firefox are opened while I'm playing. :)

Gonna retry playing this tomorrow.
 

Kazeon

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OMG my fps is 9 haha

First problem in terms of the graphics of the lobby is that the strokes of the letters should be dark, at its state it is not pleasing in my eye. :) White font color and black outline or stroke is one example.

Another, for me only I guess, is that the controls is a bit hard. Maybe its just too sensitive.

And why the hell my fps dropped? My minecraft, photoshop and firefox are opened while I'm playing. :)

Gonna retry playing this tomorrow.

Uh, I have no idea how to improve the overall performance of the game anymore. I mean to improve the FPS. All of the core systems are so optimized already. The far z field of the camera couldn't be shorter as well (it would be suck).

Unless the lobby isn't readable, I won't count it as an issue. And maybe you play it without Media Install that's maybe why. I haven't tested my own map without Media Install for a long time tho.

Yeah, the control is sharp (sensitive) because your FPS is dropped. :)
 

Kazeon

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Updated to Beta v0.2.6.
(Changelog)
- Slightly improved AI
- Fixed ricochet z height glitch
- Smoother ricochet movement
- Smoother game camera
- Dramatically improved game performance
- New attribute system
- Fixed corrupted string datas
- Fixed braking bug after finish
- Reduced on water deacceleration
- Points -> Medals
- Added preview image
- Added shop


A crucial update!
 
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