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#1 |
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Senior Member
Join Date: Aug 2001
Posts: 101
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MarioKart style flash engine
howdy, i've only been working on this engine for the last few days, but im quite pleased with how well its working so i thought i'd show it off
![]() The game uses a 1000x1000 pixel image for the road, so i've done two versions, a non-compressed 290K one and an uber compressed 45k version. Graphics and car movement need alot of work. http://www.pargames.co.uk/mariokartsm.html (45k) http://www.pargames.co.uk/mariokart.html (290k) |
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#2 |
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Senior Member
Join Date: Sep 2000
Posts: 252
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HOLY CRAP! thats so cool!
btw, i see that you got lazy and didn't want to draw the car at another angle, instead you just mirrored the image cause the guy inside the car jumps from the drivers side to the passengers side whenever you turn left/right
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#3 |
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Senior Member
Join Date: Aug 2001
Posts: 101
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... shhh now
![]() twasnt lazy ness, was to save on file size ![]() car is only temporary anyhow, i'll make one that'll be symetrical and then it wont matter when it flips it horizontally. ![]() Thanks for the praise
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#4 |
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.: Weirded Out :.
Join Date: Nov 2002
Location: Under the table and dreaming...
Posts: 801
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worthy of praise! It's AMAZIN'!
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#5 |
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Senior Member
Join Date: Mar 2001
Posts: 2,741
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wow, hat off! thats truly wonderfull... great to see something so inspiring around here!
hows about a quick synopsis on how you went about it... =) |
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#6 |
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Untitled-1.fla
Join Date: Mar 2001
Location: Sweden
Posts: 1,626
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Yes, very cool idea, and it's fast too!
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AS 3.0 Water Effect :: ActionScript 3.0 Raytracer :: The Curse of Sylvaniah :: Tutorials |
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#7 |
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ism
Join Date: Aug 2001
Location: , location, location
Posts: 4,969
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ditto on the amazing! wonderfull stuff!
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Graphics Attract, Motion Engages, Gameplay Addicts XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro Last edited by BlinkOk; 06-23-2003 at 06:27 PM. |
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#8 |
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ʞ33ƃ
Join Date: May 2001
Posts: 740
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um.. everyone already said it... but NICE WORK
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#9 |
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Time Killer
Join Date: Jun 2002
Location: Closer to u then u think
Posts: 493
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That's hella cool! Feels like im playing mario kart 64 all over again except no controler.
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A young mind is more knowledgable then a mind corrupted and blinded by society. Portfolio: My Portfolio FFGuardians:PHP MMORPG(Closed Beta) PyroWare Studios:PyroWare Studios-Flash&Web Development |
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#10 |
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Senior Member
Join Date: Aug 2001
Posts: 101
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hills??
Thanks all
>hows about a quick synopsis on how you went about it... =) Maybe but i wanna be mean for now and keep the method a secret. But no doubt i'll probably end up getting bored of working on the engine so i'll make it open source.However, thats not gonna happen soon, (my getting bored) because I've just discovered a technique that might mean I can create a landscape with hills and stuff, instead of a flat plain obviously it doesnt work right now, but hopefully this gives you an impression of what I mean. http://www.pargames.co.uk/mariokart5.html |
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#11 |
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Senior Member
Join Date: May 2002
Location: Toronto, Canada
Posts: 712
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That's some great stuff. And you've got the collision detection with the grass working an everything. The landscaping is great too. This is going to redefine Flash gaming.
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AS2 framework: http://www.assembla.com/spaces/handy Home Site: http://www.kirillam.com |
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#12 |
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Neoteric
Join Date: Apr 2002
Location: "The Cave"
Posts: 695
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mbenney, it's the same type of engine we were talking about way back when, except, he did it, and we didn't. Percy, I thought for a long time trying to figure out a good way to go about it. Gives us hints!
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- Lukstr |
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#13 |
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Neoteric
Join Date: Apr 2002
Location: "The Cave"
Posts: 695
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I thought I'd explain a little more on how his engine works (but I still don't know how he did it!)
His engine begins with a bunch of strips like this --------------------------- --------------------------- --------------------------- --------------------------- --------------------------- --------------------------- --------------------------- --------------------------- --------------------------- Ok, so starting with the first strip (the bottom one, it is given a slice of road, then the next one up is given a slice of road, but it is scaled down, and so on, so it gives the illusion of perspective. A great example of this is Mario Kart of course, but another great is Top Gear 1/2/3000 for the SNES, I suggest you check those out if you want to see what I mean (it has hills and stuff). You could indeed make a mario cart engine out of this, but I'd like to see what it would look like if you made the bands 1 px each, the quality must look amazing then, but at the loss of a high fps.
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- Lukstr |
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#14 |
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Untitled-1.fla
Join Date: Mar 2001
Location: Sweden
Posts: 1,626
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Yes, as Lukstr pointed out the moving road and grass is made up of strips of the original image. I think I know how it is done (or at least can be done):
From the bottom of the screen to the middle of the screen there are movie clips placed with decreasing height, say 10 at the bottom and 1 in the middle of the page and everything in between. Every "strip movie clip" is masked using a mask with the same height as the strip movie clip itself (1-10). Inside the strip mc the image is placed and scaled, smaller scale for strips with smaller height, to give the appearence of perspective as Lukstr pointed out. The car has an angle (the direction of movement). The car has a position on the huge image. The images in the strip mc:s are rotated by the car angle around the car position coord on the image. The images in every strip mc are moved to this position, with an offset in y-pos in the strip mc depending on the strip mc's position between the horizon and the bottom of the screen. The collision detection is probably a comparison to a 2d array (it doesn't have to be that detailed because the road is pretty large, and you don't need that precision...) PercyPea, have I misunderstood completely? Again great idea and execution of the idea!
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AS 3.0 Water Effect :: ActionScript 3.0 Raytracer :: The Curse of Sylvaniah :: Tutorials |
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#15 | |
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for the win
Join Date: Dec 2000
Posts: 388
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ok it's planar so x and y probably no z (that's wwhat probably accounts for the speed).
umm the dynamics shouldn't be so hard to guess at. but it's the render system that completely baffles me. Quote:
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#16 | |
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for the win
Join Date: Dec 2000
Posts: 388
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Quote:
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#17 | |
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Untitled-1.fla
Join Date: Mar 2001
Location: Sweden
Posts: 1,626
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Quote:
![]() I've attached an image I drew just to get an idea of the procedure that PercyPea probably used, might help somebody else too.
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AS 3.0 Water Effect :: ActionScript 3.0 Raytracer :: The Curse of Sylvaniah :: Tutorials |
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#18 |
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Senior Member
Join Date: Feb 2003
Posts: 146
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Cool!
Now all you need is realistic car physics and some competition. Flash Turismo! (I can help with car physics *wink* *wink*) |
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#19 |
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Who needs pants?
Join Date: Apr 2001
Location: Somewhere
Posts: 1,975
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Haha i was playing mario cart advance yesterday all day trying to make an engine worthy what a coincodence haha. Very nice engine. Add some paralax scrolling in the backgroud of some building or something
give more effect. It roxors by the way.
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www.howtoit.com Last edited by hooligan2001; 06-23-2003 at 10:48 PM. |
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#20 |
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Always Twirling Toward Freedom
Join Date: Oct 2001
Location: On the sunny beaches of Canada
Posts: 896
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Man, stuff like this could change the way we make flash games. Its nuts. Keep it up.
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