Side scrolling off road game ...

gtasickgtasick Member Posts: 15
edited February 2013 in Working with GS (Mac)
Hey Everyone,

Some of you may be familiar with the game "Hill Climb Racing" ...



... I really like this game but think I can make a better version.

I would like to use Game Salad to do this, but I can't find a good tutorial that explains how I would make the vehicles react to the hilly terrain?

I havent used Game Salad for a couple of years but if I remember correctly, you can only make collision objects that are circular or rectangular. Is this still the case?

I did find another post asking a similar question but the answer was to put a hundreds of circular and retangular collision objects behind the ground graphic, scaling and orienting them to follow the edge of the terrain.

This seems like a cumbersome solution that could cause errors or system resource issues with too many intersecting collision objects. Especially when you have really long levels.

Is there no way to simply use an alpha channel, draw a spline or import a vector object ... setting that shape to colide with the vehicles?

Help would be appreciated.

Thanks!

Comments

  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    There are still only two collision shapes available in GS, so as far as I know the only way to get varied terrain is to use the tedious method you've already mentioned. :(
  • gtasickgtasick Member Posts: 15
    Is there any limit to the number of collision objects in a scene? When the scene loads does it load all objects in the scene even if they are off screen? Or does it load/unload as things go on and off screen.
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    It will load all of the actors, but if they don't have images (and are marked invisible and non movable) I think you should have minimum ram usage.
  • SocksSocks London, UK.Member Posts: 12,822
    edited February 2013
    When the scene loads does it load all objects in the scene even if they are off screen?
    Check out this demo I made for this thread: (third post down) basically there's no need to spend time lining up square / circular actors as you could just use plot points.

    https://forums.gamesalad.com/discussion/51995/help-with-curved-surfaces-and-collisions

    Using a similar idea you could generate the terrain (as dots) off camera - let them pass through the frame - and then destroy them, so you'd only have a limited number of actors on screen at anyone time.
  • gtasickgtasick Member Posts: 15
    When I click on the link to your example it says "This file is currently set to private." and will not let me access the example.
  • SocksSocks London, UK.Member Posts: 12,822
    @gtasick

    Should be ok to download now . . . just changed its settings.
  • gtasickgtasick Member Posts: 15
    @Socks

    Ok, very cool. I think this will solve my problem ... but this method is over my head at the moment. I'm still trying to just get a working vehicle that is driven by the rotation of it's tires.

    I'll come back to this thread when I've got a working car.

    Thanks!
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