Top-down mini car race game

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Set of tiles to create a map for top-down games with island theme
  • Here's a little example I made

    <img src="" border="0">

    It's a micromachine like game, where I want the car controlled by the computer to have a plausible behavior. I used a series of waypoint, but I can't get the physics to create a lifelike movement (I even have problem with the angle at the start of the game...)

    I use to "dummy" object to store the values of the previous and next waypoint.

    (and by the way, I don't own any rights for the image used as background, so don't use it for any commercial stuff, I can't give them to you !)

  • It looks like your capx uses some non-standard behaviour - mind sharing which one?

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  • Somebody

    You want THESE from rexrainbow.

  • ok the forum ate my explanation ;_;

    just take that and be appy


  • I don't know why, but the answer I gave to Yann was not displayed in the right thread...

    So, I just said "@Yann : sorry for the explanation. Anyway, the feeling you gave to the car is great ! ".

    I'm removing it from the other thread...

  • (: glad you like it, hope you understood how it works

  • If I understand well what you have done, you dissociate the angle of the car from the trajectory, by using "targets" above each waypoints.

    The linear interpolation part is there to give a nicer movement profile for the car.

  • and the change of speed is important to avoid losing trajectory

  • wow this is simply amazing. I guess i have no excuse to not making a racing game. For the laps one could just add a variable that increases on every hit. 3 hits = race complete. But how would you calculate position. Like 1st, second, third?

    The reason i ask is because last semester i was talking to my instructor on how hard would it be to make a racing game in UDK. He said it would be rather challenging. I think i could examine the AI and some how make the scorpian in UDK a competitive race enemy.

    Good stuff.

  • I also found an article on gamasutra explaining racing and track mechanics. Anyone can check it out if your interested. I think its pretty interesting. Before i read it i thought racing games weren't really planned design wise.

    <img src="smileys/smiley2.gif" border="0" align="middle" />

  • AarongamerX : thanks for the design doc ! HAving those is very helpfull, it makes you do less non-useful code, and go directly to the right way of doing things.

  • Hey no prob. I figured i share since people on this forum are so generous with there time and talents. Im gonna make a post on all the cool links i found on gamasutra in the game design section.

  • Hey Pode

    For the game im building im using the waypoint system U and Yann shared on the forum.

    I modified allot since i have it and the behaviour has become rather unpredictable "in a good way" as it is also my goal to achieve a more realistic feel to the Ai driving.

    One part was done in the targets themselves and the other part in the cars behaviour.

    As a basics the game im building uses the car behaviour for Ai control, and the cars have gears and other things.

    If u would like to take a look at it, u can do that Here

    If u are interested in the Capx just let me know <img src="smileys/smiley20.gif" border="0" align="middle">

    Thanx for sharing the waypoint system as it is really something!

    Im looking forward to your top down racer!

  • Hey guys I am currently working on a racing game and I have downloaded the file that Yann did which is cool however for me the AI doesn't work :(. It reaches the first corner and driffts far wide and that is sadly the end of the race I have been sat here for a while now trying to tweak it to work sadly I can not. Is there anything I can do to get it to work? If anyone knows please let me know

    Cheers guys

  • maxp010:

    The "Set Angle" property in the bullet behaviour used to be "Yes" by default, but was changed recently. Set the NPC's property "Set angle" to "Yes".

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