★★★ GS v Unity 3D Racing ★★★
A while back POLYGAMe posted about a racing game that he made with unity…it looked cool and i love racing games so i wondered if GS could come close and set about making GS Racerz 2.
Heres a video of the excellent game I'm talking about made with unity.

It's early days and a lot of work and tweaking is ahead but my aim is to get pretty close to the original Unity powered game with GameSalad.
I have 3 surface types with different car handling and jumps are in along with shadows of the car and jump shadows.
The length and height of jump is determined by the speed your going.
An early WIP video with temp art (final will be more 3D looking) is below.
I plan to add bridges and trees to give it a more 3D feel along with other cars to race against for some bumping and grinding fun along with some weather effect and better particles.
60fps on iPad 1 (video looks a little jumpy but it's super smooth) :P

Darren.
Heres a video of the excellent game I'm talking about made with unity.

It's early days and a lot of work and tweaking is ahead but my aim is to get pretty close to the original Unity powered game with GameSalad.
I have 3 surface types with different car handling and jumps are in along with shadows of the car and jump shadows.
The length and height of jump is determined by the speed your going.
An early WIP video with temp art (final will be more 3D looking) is below.
I plan to add bridges and trees to give it a more 3D feel along with other cars to race against for some bumping and grinding fun along with some weather effect and better particles.
60fps on iPad 1 (video looks a little jumpy but it's super smooth) :P

Darren.
Comments
One of my favorite games growing up was Super Sprint and any time I see anything resembling that I start to drool a bit.
I was doing something similar a while back, I found a strong shadow (cast from a lowish light source) really helped seat the car in it's environment - also you need a good old fashioned crash animation !!
Vimeo.com/78115918
i think that it's a 3D render...but i don't understand how they change images with angle..
Rule: If self.rotation > 0 And self.rotation < 10
Change Attribute: self.Image = "carAngles0-10.png"
Rule: If self.rotation > 11 And self.rotation < 20
Change Attribute: self.Image = "carAngles11-20.png"
I'd try my best to fit it all in one rule and expression though. And maybe more images to make the rotation look smoother.
One expression with 360 images would look summat like this:
Constrain Attribute: self.Image = "carAngle"..floor(self.rotation)..".png"
but i need 30 rules to make this correctly?
mhh... i don't know if this is the best way...
Constrain Attribute: self.Image = floor(self.rotation / 31)..".png"
I believe that will give you what you need and in one line
If you have 360 images, just use the arrow keys (or whatever) to change an attribute (let's call it 'Direction', then lock which image your actor displays to 'Direction' - so if you moving at an angle of 63° then you will be using image 63.
yes but i need 360 images for one car, and if i have 5 cars i've 1.500 images?
i think that 36 images are fine to make this.
I will buy the DBA template
Thanks.