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Messages - Artoo

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Work In Progress... / Re: Thrash Racer - Banger racing / life sim
« on: August 12, 2020, 11:58:06 AM »
Looks great!
And nice AI driving FSM graph ;D
Yea it´s a nightmare
Probably could be done better, but at least it works   ;D

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Work In Progress... / Re: Thrash Racer - Banger racing / life sim
« on: August 12, 2020, 07:01:00 AM »
I thought my AI wasn´t racing very well, so I took a look into it.
Fixed some bugs and made new improvements, now it doensn´t panic as much anymore when being close to another car, that caused them to spread around the track before, now there can be some nice close racing in packs.

The AI also attemps to follow the optimal racing line in a corner, when it´s not blocked.

AI is driving in this video, about halfway through you can also see them trying to cope with more and more suspension damage from the hits.

The ground is a bit glitchy at times, need to fix those colliders.

I recorded this on a laptop, sorry for the rather poor fps and lag.


3
I did, but there are no actions for that  :(

EDIT:
Wait, I updated the ecosystem browser and now I can find something that can maybe help 
oops :o
ANOTHER EDIT:
Yes! I can make this happen with the Set Character Joint Limits & Set Character Joint Drives actions!
Silly me, but I thought updating the browser does not update the action library  ;)

4
Ah damnit, I cannot seem to be able to set properties for Twist/Swing limits in Character Joints either. :L
Anyone has any idea how to edit those in runtime? It would help with my damage system

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Work In Progress... / Re: Thrash Racer - Banger racing / life sim
« on: May 22, 2020, 08:06:34 AM »
Many new updates!
I´ll list some here;
-Improved perfomance
-Physics overhaul to fix bugs with wheels and tire pressures
-Damper, spring and tire damage
-Accumulating metal fatigue to frame from smaller impacts
-Fixed steering, no more wobbling front wheels
-Solid axle and crude progressive leaf spring simulation
-Many updates for the AI
-Slightly new name

Most of these cannot be really seen here, but also a new video! Pls ignore the current "movie" tires that screech on dirt!

Oh and if you have one of these thingies, you can follow me on Twitter too now;
https://twitter.com/ThrashRacerGame

6
I´m trying to create joints for my car´s frame that get progressively more bouncy as the frame takes damage.
I´m using Configurable Joints, I´ve experimented with setting Angular X & YZ drive properties, which works, but I cannot change their properties in the game.
Any advice how to do this?  :(

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Work In Progress... / Re: Thrash Metal - Banger racing / life sim
« on: April 16, 2020, 09:47:27 AM »
Made the AI more aggressive (and the fsm more complex  :o )
I use rayscans to detect the other cars, maybe there is a better system.
The AI now attemps to ram anyone it "sees" attemping to overtake  :D

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Work In Progress... / Thrash Racer - Banger racing / life sim
« on: April 15, 2020, 06:52:17 AM »
Hello, this is an early prototype of the racing game I´m working on, and the start of my feature video series. I moved this topic to the proper section  :)


I´m working on a site for the game with more details on the features, but I´ll just copypaste some from the video description here;

Test Drive Eve Of Destruction/Driven To Destruction meets My Summer Car in this banger racing/destruction derby/life simulator/car building and thrashing game set up in 80´s UK.

THRASH RACER

This is my racing game project that I´m working on. You can buy used cars from a scrapyard and repair them to work enough for banger racing.
Then travel to the race track and hope it makes it through the race weekend, and either scrap what´s left or use it as parts donor for your next race car.
You can also do side jobs to earn extra money, like work a car crusher at the scrapyard.
Compete in championships for different types of vehicles, and extra side events during the race weekends.
Everything on the cars is destructible, frames bend, every part can fall off down to just a driver seat (which can also fall off), liquids leak and soak the road, mechanical parts wear and give up.
You are always in control of your character, can walk around, work on your car and under it, and climb aboard behind the steering wheel, operate buttons and seatbelts in 1st person (+ some extra outside camera modes when driving). If you happen to break or roll your car during a race, you need to crawl out and run behind the safety fence.
Also, try to avoid getting hit doing that because you are also destructible, and can end up hospitalized or dead.

Driving model is aimed at realism, with support for FFB racing wheels and H-shifters, but it´s also fully playable with a keyboard with some driving helpers.
This is an early prototype, I´ve been mostly working on the AI system and the racing itself so far, it´s missing things like any graphics at all and proper sounds.

The AI is driving amongst themselves here, this took some time to get working but I think it´s getting there. Also, their aggression has been turned down on this video, so they are not yet crashing on purpose :D
Here´s a picture of the AI "brain"
Jeez!

You can follow the progress of this game on Twitter too now;
https://twitter.com/ThrashRacerGame

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PlayMaker Help / Re: How to access properties of procedural materials
« on: November 08, 2019, 04:33:16 AM »
Yes, I figured that must be the the one to change the values.
However, I can´t get any changes to appear.

I´ve been trying to adjust the snow cover generator properties of my .sbsar graph,
it works when I manually move the slider, but I cannot figure the way to get it to work with the FSM.

I haven´t found any examples how this is done, so it´s hard for me, this is all new.

I´ll attach a picture of my FSM, how should this be set up for it to work properly?
I´ve tried changing the properties, but no luck.
Also, do I need the "rebuild textures" script for all changes?

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PlayMaker Help / How to access properties of procedural materials
« on: November 06, 2019, 03:58:12 AM »
I´ve been experimenting with procedural materials/substances, but I cannot understand how to alter the sliders with PlayMaker in runtime.
Is it even possible?

11
Action Requests / Re: More options for creating new Joints?
« on: September 28, 2019, 10:33:33 AM »
I tried to edit the PlayMaker script to set up Configurable Joint myself, but I cannot locate it.

Or maybe I should try to edit the Configurable Joint Variable, but I don´t know where that is located either.

I´m trying to set a value for e.g. lowAngularXLimit, but there is no such option when setting up the Joint with a FSM.

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Action Requests / Re: More options for creating new Joints?
« on: September 23, 2019, 01:29:19 AM »
I did, didn't find any joint actions.

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Action Requests / More options for creating new Joints?
« on: September 22, 2019, 02:30:47 AM »
Hello,
I'd need to set up some more options when creating a new Configurable Joint.

I cannot set Linear/Angular Limits or Drive properties for the Axises.

I could do better physics for my joint-based car damage system this way :/
Also, other Joints, like Hinge Joint and Character Joints were missing some options too I think

14
PlayMaker Help / How to get another object's speed for a gameobject?
« on: April 08, 2018, 07:47:54 AM »
Hello,
I'm making a racing game, and I would need a car to get the relative speed of another car in front of it, to determine if it should keep drafting behind it or overtake/avoid slower or stationary cars.

I tried this with a raycast from the front of the car and storing the hit object, but I only get 0m/s from that.

Can anyone help how to properly do this?

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