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The 20 Line Challenge / [DBP] Anti-Gravity Time Trial Challenge

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Le Verdier
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Posted: 10th Aug 2012 20:51 Edited at: 28th Sep 2012 14:52
No needs to remind the game which has inspired this...

Controls:

Joystick
Left: turn left
Right: turn right
button 2: thrust
button 6: left airbrake
button 7: right airbrake
button 6+Button7: brake
button 1: switch camera view

Keyboard
Key <: turn left
Key ?: turn right
Key lctrl: thrust
Key L: left airbrake
Key :: right airbrake
Key L+Key:: brake

Key <+Key >: turn left + airbrake
Key ?+Key >: turn right + airbrake

Key q: switch camera view

I'm absolutly rubbish at artwork...
Will try to improve this later...

In case of low framerate or shader2.0 not supported, set EnableGlow=0 to disable bloom shader

(made with DBPro 7.5 / Vista32. Project file included in the download)

More stuff related to this mini game coming soon!
Fell free to feedback!




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Le Verdier
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Location: In the mosh-pit
Posted: 10th Aug 2012 20:51 Edited at: 25th Apr 2013 20:59
[UNDER CONSTRUCTION]

Prerequisites
- AGTTC3
- MSVS RunTime 7 Redist
- TrackEditor V0.7
- TrackEditor V0.7 rc7 patch if running Windows 7 or 8


Small add To the code
Search in the source:
Rem * Temporary Texts *

Insert:
Rem * Temporary Texts *
TempText(SpaceKey(), 0, 30, Str$(Quad/64))

This will display a useful info when hitting spacebar...


Install
- Unzip "TrackUtilily_rc7.exe" "Textures.txt" "Trackinit.tef" in AGTTC Folder
- That's all !


Process
- Create a new folder in folder "Tracks"
- Create your track... Start with "InitTrack.tef". it containts all the textures and profiles
- Export as .obj multi group as "TrackModel.obj" in the track folder
- Copy "Textures.txt" in the track folder
- Run the track utility. Your track should appears in the list
- Regenerate the files


First testing of your track
- Modify the line in the program: TrackDir$="Tracks\{YourTrack}\"
- Check playability!


Adjust ship in Start grid
The ship appears first on the finish line (The first quad of texture index 1). We need to tweak this.
- Locate a start slot
- Spacebar will display the quad index below the ship. Write this index somewhere

Edit Level.txt



Speedpads
- Locate a quad, press spacebar to get its index. Write it somewhere..
- Open notepad, Write the quad indices, one by line
- Use a - to shift to the speedpad to the right. This is used with left quads, to center the speedpad
- Save the file as "speedpads.txt" in the track folder
- Regenerate the track files with TrackUtility...
- Speedpads are optionals. If speedpads.txt doesnot exist, speedpads are'nt generated!

But there is a problem... SpeedPads location are based on quad indices. That means that when the texture map is modified, all is shifted!
We cannot avoid this as we need both to add track details and check playability
(A speedpad put in a bad location will destroy track playability)


Notes
- Always use texture 0 as track cage
- Don't make the track too long. The vertices count is limited (300 subsections at maximum should be enough)
- Expect crashes, bugs, weird behaviour.. this because to achieve 20 lines, I have had to simplify some parts of the code, so some cases are not handled robustly...
- If You think you have achieved something cool, please consider to share it !

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MrValentine
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Playing: FFVII
Posted: 13th Aug 2012 22:32
Code Above

Error at line 11 (DBP 7.7)

And I think you should at least link to the aforementioned inspirational game >.< do it justice

Code In Download

line 142 vector does not exist

Le Verdier
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Posted: 14th Aug 2012 00:12
@MrValentine
Maybe are you using the new DBP editor ???
It seems that the line of code is clipped from 2048 chrs
With the old one there's no such limit??

Try to remove the "tl.dba" source and unrem the functions at the end of "uncompressed.dba" and the "goto tl" in the main file



MrValentine
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Playing: FFVII
Posted: 14th Aug 2012 00:22
I discovered I had not installed U77 instead was on U71, Online Edition, gurr the pain... reinstalled CD edition and U77 and still the same... I will try the suggestions soon, not right now though...

Le Verdier
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Posted: 21st Aug 2012 13:56
A more decipherable source version...



Le Verdier
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Posted: 22nd Aug 2012 23:04
Slightly OT

Quote: "
And I think you should at least link to the aforementioned inspirational game >.< do it justice
"


A moment of silence for Studio Liverpool...

Good luck to the affected employees


MrValentine
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Playing: FFVII
Posted: 23rd Aug 2012 02:01
Who ? What ?

Zwarteziel
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Location: Netherlands
Posted: 7th Sep 2012 15:40
Sony's Studio Liverpool, a.k.a. good ol' Psygnosis.

Yeah..

They developed quite a lot of the WipeOut games.
29 games
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Posted: 10th Sep 2012 23:24
And back on topic...

that's a pretty cool game and I like the art work.
Le Verdier
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Posted: 12th Sep 2012 19:18
Quote: "
that's a pretty cool game and I like the art work.
"


Thanks!!
I have to say playing your hover game below give me the idea of making this...

..
I'm still working on a new track..

Le Verdier
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Posted: 21st Sep 2012 22:16 Edited at: 28th Sep 2012 14:55
Track#2 finished!
Updated in the first post

Modify the code to TrackDir$="Tracks\Track 2\"

Le Verdier
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Posted: 7th Oct 2012 17:06
I'am thinking of improving this and I have a quick question for you:
What would you Like to see first ?

1 Ability to create your own tracks
2 Two players screen split
3 Other
4 Nothing, this program is too boring

29 games
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Posted: 21st Oct 2012 02:59
That's a pretty good second track you've made.

I think the car handling could do with being a bit quicker, I feel the car understeers a bit but I might need a bit more practice (to be honest I've never played a driving using the key board that was completely satisfactory).

The car could do with being a bit faster as well.

I don't have any answers for your other questions. I think just blasting around a couple of tracks is pretty much all you need.
Le Verdier
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Posted: 21st Oct 2012 20:11 Edited at: 21st Oct 2012 20:22
Thanks..

Adjusting the motion curves, algorithms and constants to achieve a playable behavior (and not too easy or too hard) is quite difficult and time consuming...

For those interested in tweaking their own settings, a snippet for building a ship model:



And to modify the speed (in the commented source)


Another interesting thing:
...
Rem * Blend Direct Thrust & Inertia Move *
...
Linear Interpolate Vector3 _V3Thrust, _V3Thrust, _V3Inertia, (1.0 - AirBrakesFlapsSpeed#) * 0.10 + AirBrakesFlapsSpeed# * 0.45
...

Are the blending factors for adjust the "drifting" effect when airbraking

Le Verdier
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Posted: 14th Nov 2012 19:53
Track #3!
Updated Track #2!
Updated code to run it!

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Alduce
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Location: Rama spaceship
Posted: 29th Jan 2013 21:13 Edited at: 29th Jan 2013 21:14
Really a good work! It's a pleasure to see some racing game fast and good made using DarkBasicPro

Was a pleusure to try to make a better time after 2 or 3 laps!
Le Verdier
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Posted: 30th Jan 2013 00:16 Edited at: 30th Jan 2013 00:22
I'm glad you liked AGTTC

I would have liked to continue it with DBP. It has been a great langage for years thanks to its frequent updates, community plugins, and all the good things...
But now, It's time for me to switch to C++/DirectX. I dont know how long it will take to be skilled enough to port this game..
That doesnot mean I give up DBP, I'll keep on use it for helper or small things. and keep an eye on the forum to see if I can help...
It would really be sad if DBP was left derelict..(fortunatly, the recent news are encouraging..)
About my TrackEditor V2.0 thing, it's now unfortunatly put on the shelves.. Fortunatly there someone else who is preparing a great thing on the WIP thread...
But if some people is interested in using the old version to make AGTTC tracks, please tell me, I will see if I can code some converter (The process I used before is quite user-unfriendly..)


Le Verdier
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Posted: 10th Mar 2013 23:58
I've made a new skybox image. It should be nicer than the current blue thing...

Drop the file in the "skyboxes" folder
Edit Tracks\{trackname}\Level.txt

Replace The 3rd line, which define the skybox file

1. 35
2. 14
3. MauvaisTemps.png <----
4. HoveringSurfaceVertices.bin
...

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BatVink
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Location: Gods own County, UK
Posted: 23rd Mar 2013 18:05
I get an error (1.077, standard editor and Codesurge)

Quote: "Runtime Error 7804 - Matrix4 number is illegal at line 17"


Le Verdier
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Posted: 23rd Mar 2013 20:18 Edited at: 23rd Mar 2013 20:53
With which version have you got the problem ?
In summary there is:
v1.0 (runs track#1 & track#2)(not tested with rc7)
-Raw 20liner (dont run with dbp editor, ok with codesurge & old editor)
-Download version:AGTTC.zip
.tl(2048 chrs clipped with dbp editor)
.uncompressed (tested ok with dbp editor, when removing .tl and unreming the functions)
-Commented (Should run with all!)

v1.1 (runs track#3 & track#2+, new visuals)(compiled ok with rc7, but experienced problems with running on Win 8)(dbp editor. Codesurge dont run on my Win 8 pc)
-Download/commented version:AGTTC3.zip (I havent updated the TL but it is still doable as it is minor changes)

Managing all these source version/dbp version/editors/OS is more challenging than writing the game...

Off topic: My Protal 2 Maps!!:
http://steamcommunity.com/profiles/76561198032809112/myworkshopfiles/?620

Le Verdier
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Posted: 25th Apr 2013 20:55 Edited at: 25th Apr 2013 20:57
Track Converter available! So that you can make your own AGTTC tracks!!!!!

senton1
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Posted: 19th Aug 2013 10:23
Sony's Studio Liverpool, a.k.a. good ol' Psygnosis.

Yeah..

They developed a great deal of the WipeOut games.

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