XNA Creators Club Online
Page 1 of 1 (10 items)
Sort Posts: Previous Next

Airdrift game demo

Last post 4/27/2008 7:02 AM by Ashour. 9 replies.
  • 4/25/2008 9:54 AM

    Airdrift game demo

    Hi

    This is the game that i've been working on for a while i've at last released a small demo and i need you opinions so i can fix the bugs

    the game link

    thanks

    Ashour
  • 4/25/2008 4:24 PM In reply to

    Re: Airdrift game demo

    No offence mate, but ...

    LMAO!!!!!!

    I tryed to land the plane, pressed 'space', ... the plane stoped, hovered 1 sec in the air, and than crashed somewhere below the ground!
    That was true comic style!!!!!!!!!!!

     

    About Bugs:

    You can't restart the game once you crashed, probably because you don't reset ALL important values, like IsPlaneCrashed.

    You have to change the offset of the cursor.

    You have to set the cursor on invisible while gameplay.

    The runway hovers 10 units over the ground, try to shrink that at least on 0.1

    Why do you got so much effects in the content folder?

    Rethink the controls, don't try to copy other games, make somthing that works fine for your game.

    As great as I think that it is that ther're still some games without physics, but ... it woun'd harm either.

     

    Sorry for the long list :(

     

     

    Greg the Mad

  • 4/25/2008 6:32 PM In reply to

    Re: Airdrift game demo

    Greg the Mad: "No offence mate"

    infact i want more of your posts about the plane crash thing i figured it out later after i've uploaded the demo

    about the mouse i'll fix it

    the runway i have to make it hover because my far plane is 200000 so when am very far from it the runway flickers.

    i don't really understand what you mean about controls would you please illustrate more?

    the shaders not all mine the "Content" folder belongs to the graphIXna.dll for post screen stuff

    thanks alot and i hope everybody be frank with their posts i need real opinions.

    Ashour
  • 4/25/2008 6:42 PM In reply to

    Re: Airdrift game demo

    Ashour:
    the runway i have to make it hover because my far plane is 200000 so when am very far from it the runway flickers.

    You could always measure the distance between the plane and the runway and use that to dynamically adjust that value. Then you can put it closer to the ground when you are near it and raise it up as the plane flies away.
  • 4/26/2008 9:00 AM In reply to

    Re: Airdrift game demo

    Your far plane is 200000? Thats a huge figure. Some thing you could also try is tho scale your models, velocitys and far plane down. I normaly got 1 XNA unit equal 1 meter or any other real scale, and I never hade any proble with something flickering, as long as it realy is not at the same lavel.

    And about the controls: You accelorate with 'W' and deccelorate with 'Space'. It appears to me that that could be a part of the controls of a differnt game, as 'S' normaly would be the deccelorate button, because its just closer the 'W'. ;)

    A nother pile of bugs:

    When you rotate you plane, it rotates not around its own axis, but around a differnt on. It appears to me that you actually controll the camera and the plane is sticked on the camere, but it should be reverse.

    When you press space to stop the plane in the air, the following drop is not straigt down.

    You can fly below the runway ^.^

    When you hit the checkpoints in a different than showed by the arrow, you get a hit and the arrow points to the checkpoint that should be after that one you have just hit, but later you have to figure out all by your self which one you didn't hit.

    As closer you get to earth, as smaler your shadow gets. It should be differnt.

     

    Greg the Mad

  • 4/26/2008 1:55 PM In reply to

    Re: Airdrift game demo

    Well about the rotation its real its not rotating the camera or anything like that

    and the shadow in real gets smaller when you are closer to the ground thats too normal.

    about the checkpoints and the runway am working on it now.

    Thanks again

    Ashour
  • 4/26/2008 5:03 PM In reply to

    Re: Airdrift game demo

    Ok, I've tryed it, your right, there is no problem with the rotation.

    But, you're only particlulary right with the shadow. Yes, it gets smaller as closer the plane gets to the ground, but it gets bigger for the pilot because he is closer to the shadow too. If the plane stands on the ground, the shadow got the same sice as the plane dose.

    And bo problem, I like to help. :)

     

    Greg the Mad

  • 4/26/2008 5:05 PM In reply to

    Re: Airdrift game demo

    Throws InvalidOperationException upon program launch. My system exceeds the requirements. From the stack trace it looks like Direct3D is throwing it.
    __________________________________________________
    Check out my XNA project here:
    http://people.cis.ksu.edu/~ccaywood/astroblast/
  • 4/27/2008 2:16 AM In reply to

    Re: Airdrift game demo

    Ashour:

    Well about the rotation its real its not rotating the camera or anything like that

    and the shadow in real gets smaller when you are closer to the ground thats too normal.


    Actually, the farther away from the ground you are, the smaller the shadow. From the perspective of the pilot it will be small, from the perspective of someone on the ground the shadow will be too light to notice, as light will have flooded around into it.





    And as far as the camera goes, whenever you go up or down, the airplane should go back to level, so when I turn the airplane and the camera are horizontal to the horizon. It's fine of you want to include a roll function, but I ought to at least be able to control that. Otherwise, nice.

  • 4/27/2008 7:02 AM In reply to

    Re: Airdrift game demo

    I don't understand why the shadow should be smaller from the pilot perpesctive?

    and if so the game doesn't use the pilot's one :D

    Ashour
Page 1 of 1 (10 items) Previous Next