Might I suggest @Socks , for extra awesomeness, you don't leave a tyre trail for the side that's currently up off the ground? It just looked like it would be a quick and effective 'added realism' change for your genius...
@smurfted said:
Looks excellent socks. So how many animation frames are you on so far?
Loads, in the hundreds ! I've not counted them, but the only things that are being animated are the car, its shadow (as a separate actor) and the disc, but the file sizes are tiny, around ~10kb each . . . hundreds of images for a single actor might seem like a lot to some people, but a single 2048 x 2048 background image can be as much as 13MB, which uses the same amount of memory as around 1,300 of my 10kb images, and people don't think twice about throwing a few of these larger images into their game, GameSalad is excellent at shuffling around image sequences.
@Japster said:
Might I suggest @Socks , for extra awesomeness, you don't leave a tyre trail for the side that's currently up off the ground? It just looked like it would be a quick and effective 'added realism' change for your genius...
I did try that, but in the militant pursuit of efficiency the tracks are a single image - for use in the Particles behaviour - rather than two different Particles behaviours (one for each wheel), so the way it's set up means it's not easy to switch off just one trial (for one wheel) - and GS's particle behaviour is a real pain when it comes to controlling particles like that, I did try a more realistic trail with two Particle spawners, so for example when the car is skidding the trails should come closer together and join into one when the wheels approach perpendicularity to the direction of the skid, but at the end of the day I preferred the overall look of the parallel lines, aesthetics won out over realism . . and . . . what the hell is a car doing producing a pink tyre trail anyway !
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
Love it! For some reason, it made me think of Rocket League for XBOX.
@freneticz said:
Nice @Socks , how to make the tire trails so nice
Cheers freneticz, it's simply particles, just a bunch of particles spawning, but they have no velocity, so they stay where they are spawned, the only other thing is that their colour is changing from pink to purple (and the purple is set to alpha=0, so they fade out as they turn purple), that's really all there is to it, nothing complicated.
Ok , but what kind of actor do you spawn... i cant get the trails so smooth & even
I did try that, but in the militant pursuit of efficiency the tracks are a single image - for use in the Particles behaviour - rather than two different Particles behaviours (one for each wheel), so the way it's set up means it's not easy to switch off just one trial (for one wheel) - and GS's particle behaviour is a real pain when it comes to controlling particles like that, I did try a more realistic trail with two Particle spawners, so for example when the car is skidding the trails should come closer together and join into one when the wheels approach perpendicularity to the direction of the skid, but at the end of the day I preferred the overall look of the parallel lines, aesthetics won out over realism . . and . . . what the hell is a car doing producing a pink tyre trail anyway !
Ha ha! - Why am I not surprised that you'd already tried that, and there was a damn good reason for your NOT having done it... Clever idea with the particle image though, to get 2 trails for the (processing) price of one!
OMG @socks this is amazing mate, I'm just shocked that GS is handling this, now i know your a coding guru but i just didn't imagine this was possible, hows it running on a device? IOS?
i have a question about the cars trails, I'm doing something similar in a game, i.e. trails follow my player but it gets pretty laggy after a while, so i had to shorted the destroy time, I'm not using particles though I'm using actors! is this my problem.
anyways, i can't really fault the video, would be able to give a proper critique when there is more level etc, but the handling looks pretty nice, and i like the little lift as you turn, design wise i like it, the car looks chibi style, have you ever played road trip on the playstation! you'll see what i mean, i think its calle quarro q racer in japan,
all in all i love it, looking forward to seeing more mate
@Japster said:
Ha ha! - Why am I not surprised that you'd already tried that, and there was a damn good reason for your NOT having done it... Clever idea with the particle image though, to get 2 trails for the (processing) price of one!
@jay2dx said:
I'm just shocked that GS is handling this, now i know your a coding guru but i just didn't imagine this was possible, hows it running on a device? IOS?
As I've mentioned above there's not actually a lot going, it runs just great, even on older underpowered devices, I have an iPad 3 (fractionally less powerful that its predecessor the non-Retina iPad 2) and it runs great, 60fps all the way - after the iPad 3 Apple really upped the power of the iPads (the iPad 4 is much more powerful than the iPad - and the iPad Airs and newer Pros are off the scale compared to the 2/3), so I use the 3 as my reference (I've never thought it's worth compromising the performance of your project to accommodate the iPad 1).
And like I say, there's not really that much going on, it just looks like more work for the processor, but in reality it's just a bunch of constrains and a lot of image shuffling (and even here the images are tiny, typically less than 15kb)
@jay2dx said:
i have a question about the cars trails, I'm doing something similar in a game, i.e. trails follow my player but it gets pretty laggy after a while, so i had to shorted the destroy time, I'm not using particles though I'm using actors! is this my problem.
It is !
I can't remember the actual numbers, but with particles you can have thousands on screen at once, it might even be tens of thousands, whereas with actors anything over two or three hundred (depending on what they are doing) will typically start to strain the processor.
@jay2dx said:
anyways, i can't really fault the video, would be able to give a proper critique when there is more level etc, but the handling looks pretty nice, and i like the little lift as you turn, design wise i like it, the car looks chibi style, have you ever played road trip on the playstation! you'll see what i mean, i think its calle quarro q racer in japan,
Cheers, I've never played RoadTrip, I'll check it out !
@jay2dx said: @socks cheers for the breakdown lad particles are fine in IOS right?
No problem, yes particles work perfectly on iOS, do some tests, make a simple project that just produces particles to check out the limits of performance.
@jay2dx said: @socks cheers for the breakdown lad particles are fine in IOS right?
No problem, yes particles work perfectly on iOS, do some tests, make a simple project that just produces particles to check out the limits of performance.
Will do, thank you, I'm trying to create a pretty long paint trail bloating on paper, ie it gets slightly larger but stops increasing in size! Then about 5 seconds it starts to disappear! And catch up to the player.
I have it working with actors but as I said its gets laggy if I keep the trail longer than 2 secconds
Amazing stuff right here! I follow you with shuffling the imaged for the car movement and environment, but the camera movement I must say is very impressive and I can't figure out how you approach that.
@jay2dx said:
I'm trying to create a pretty long paint trail bloating on paper, ie it gets slightly larger but stops increasing in size! Then about 5 seconds it starts to disappear! And catch up to the player.
That should be pretty straightforward to do with particles.
I keep trying to figure out how you are doing this. While I see some things, I have no idea how you did those windows! Super cool work. And on top of being impressive, it also looks super fun!
@RossmanBrothersGames said:
I keep trying to figure out how you are doing this. While I see some things, I have no idea how you did those windows! Super cool work. And on top of being impressive, it also looks super fun!
@Two.E said:
Hope development is going well. Look forward to your next update.
Best,
Two.E
@evert said:
holy ****! Was not sure gamesalad was able to do this! looks as great 3d in a 2d engine!
i'm amazed!
@8bitninja said:
Wow! This is looking really great, Socks!
Thanks for the feedback everyone Should have some more progress soon . . .
PhilipCCEncounter Bay, South AustraliaMemberPosts: 1,390
@Socks I've been meaning to comment on this since you put it up, but I wasn't sure what to say... well because I'm awestruck!
I keep coming back and looking at every other day, so I figured I should have said something by now.
Comments
Looks excellent socks. So how many animation frames are you on so far?
Might I suggest @Socks , for extra awesomeness, you don't leave a tyre trail for the side that's currently up off the ground? It just looked like it would be a quick and effective 'added realism' change for your genius...
Cheers iamcartez !
Cheeeers GreenfroggGames !!
Loads, in the hundreds ! I've not counted them, but the only things that are being animated are the car, its shadow (as a separate actor) and the disc, but the file sizes are tiny, around ~10kb each . . . hundreds of images for a single actor might seem like a lot to some people, but a single 2048 x 2048 background image can be as much as 13MB, which uses the same amount of memory as around 1,300 of my 10kb images, and people don't think twice about throwing a few of these larger images into their game, GameSalad is excellent at shuffling around image sequences.
I did try that, but in the militant pursuit of efficiency the tracks are a single image - for use in the Particles behaviour - rather than two different Particles behaviours (one for each wheel), so the way it's set up means it's not easy to switch off just one trial (for one wheel) - and GS's particle behaviour is a real pain when it comes to controlling particles like that, I did try a more realistic trail with two Particle spawners, so for example when the car is skidding the trails should come closer together and join into one when the wheels approach perpendicularity to the direction of the skid, but at the end of the day I preferred the overall look of the parallel lines, aesthetics won out over realism . . and . . . what the hell is a car doing producing a pink tyre trail anyway !
Love it! For some reason, it made me think of Rocket League for XBOX.
New to GameSalad? (FAQs) | Tutorials | Templates | Greenleaf Games | Educator & Certified GameSalad User
Ok , but what kind of actor do you spawn... i cant get the trails so smooth & even
Homepage: freneticgamez.eu/
https://play.google.com/store/apps/developer?id=FreneticGamez
Outstanding work @Socks almost magical!
Cheers @tatiang and @gingagaming !
I'm using the Particles behaviour rather than spawning actors. Example attached:
I did try that, but in the militant pursuit of efficiency the tracks are a single image - for use in the Particles behaviour - rather than two different Particles behaviours (one for each wheel), so the way it's set up means it's not easy to switch off just one trial (for one wheel) - and GS's particle behaviour is a real pain when it comes to controlling particles like that, I did try a more realistic trail with two Particle spawners, so for example when the car is skidding the trails should come closer together and join into one when the wheels approach perpendicularity to the direction of the skid, but at the end of the day I preferred the overall look of the parallel lines, aesthetics won out over realism . . and . . . what the hell is a car doing producing a pink tyre trail anyway !
Ha ha! - Why am I not surprised that you'd already tried that, and there was a damn good reason for your NOT having done it... Clever idea with the particle image though, to get 2 trails for the (processing) price of one!
OMG @socks this is amazing mate, I'm just shocked that GS is handling this, now i know your a coding guru but i just didn't imagine this was possible, hows it running on a device? IOS?
i have a question about the cars trails, I'm doing something similar in a game, i.e. trails follow my player but it gets pretty laggy after a while, so i had to shorted the destroy time, I'm not using particles though I'm using actors! is this my problem.
anyways, i can't really fault the video, would be able to give a proper critique when there is more level etc, but the handling looks pretty nice, and i like the little lift as you turn, design wise i like it, the car looks chibi style, have you ever played road trip on the playstation! you'll see what i mean, i think its calle quarro q racer in japan,
all in all i love it, looking forward to seeing more mate
I got the idea from Pizza Hut.
Thanks jay2dx
As I've mentioned above there's not actually a lot going, it runs just great, even on older underpowered devices, I have an iPad 3 (fractionally less powerful that its predecessor the non-Retina iPad 2) and it runs great, 60fps all the way - after the iPad 3 Apple really upped the power of the iPads (the iPad 4 is much more powerful than the iPad - and the iPad Airs and newer Pros are off the scale compared to the 2/3), so I use the 3 as my reference (I've never thought it's worth compromising the performance of your project to accommodate the iPad 1).
And like I say, there's not really that much going on, it just looks like more work for the processor, but in reality it's just a bunch of constrains and a lot of image shuffling (and even here the images are tiny, typically less than 15kb)
It is !
I can't remember the actual numbers, but with particles you can have thousands on screen at once, it might even be tens of thousands, whereas with actors anything over two or three hundred (depending on what they are doing) will typically start to strain the processor.
Cheers, I've never played RoadTrip, I'll check it out !
3D looks astonishing and then superb camera work.
Lovely.
Reminds me a bit of Zarch(aka Virus) by David Braben. Hmmm. Not sure where the similarity is.
Definitely agree, a tutorial would be AWESOME!
@socks cheers for the breakdown lad particles are fine in IOS right?
Cheers Valan I sort of know what you mean about Zarch, it might not look the same, but it might be the simplicity of it (visually) ?
No problem, yes particles work perfectly on iOS, do some tests, make a simple project that just produces particles to check out the limits of performance.
Will do, thank you, I'm trying to create a pretty long paint trail bloating on paper, ie it gets slightly larger but stops increasing in size! Then about 5 seconds it starts to disappear! And catch up to the player.
I have it working with actors but as I said its gets laggy if I keep the trail longer than 2 secconds
wow
Amazing stuff right here! I follow you with shuffling the imaged for the car movement and environment, but the camera movement I must say is very impressive and I can't figure out how you approach that.
That should be pretty straightforward to do with particles.
Cheers !
I keep trying to figure out how you are doing this. While I see some things, I have no idea how you did those windows! Super cool work. And on top of being impressive, it also looks super fun!
www.rossmanbrosgames.com
Hope development is going well. Look forward to your next update.
Best,
Two.E
GSLearn.com | Templates | Free Demos | Udemy Course
holy !@#$%! Was not sure gamesalad was able to do this! looks as great 3d in a 2d engine!
i'm amazed!
New game!: [Snake Rage]https://itunes.apple.com/us/app/snake-rage/id1463859909
Wow! This is looking really great, Socks!
BRUNKT.com
Follow me at: Twitter - Instagram
Games and Templates
Appstore
Thanks for the feedback everyone Should have some more progress soon . . .
@Socks I've been meaning to comment on this since you put it up, but I wasn't sure what to say... well because I'm awestruck!
I keep coming back and looking at every other day, so I figured I should have said something by now.
This bloody brilliant!
Thanks Philip !!
Hopefully when I get time I can upload some updates . . .
Bump. In hopes it inspires an update video.
GSLearn.com | Templates | Free Demos | Udemy Course