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Rollerball

smurftedsmurfted Posts: 494Member, BASIC

I have been toying around with the idea for years of a rollerball game, from the James Caan 1975 movie.

I have started a test just looking at the maths involved. How long it would take to skate around the inside and the outside ring etc. I have used the maths i could find from inline skates and speed skaters, to keep the speeds up to modern levels, even though i have modeled roller skates like in the film.

Comments

  • smurftedsmurfted Posts: 494Member, BASIC

    So i'm still working out how to render the other characters properly into the 3d stadium. The shadows need to be better. I need to add on-screen controls. I need to do more animations (just to get the basic motions looking correct). The rest of the stadium needs rendering and fitting. I need to work out the best way of doing crowd sounds. I need to work out the ball physics. I need to add motorbikes. Then i can check if i can make it into a game...

    Arrow keys are for controls presently. You have to be patient while is loads the files as they are not compressed yet.
    http://arcade.gamesalad.com/games/146576

  • stragstrag Posts: 510Member, PRO

    Wow! Really nice to see something a bit different! Thanks for posting, love to see some inspiring work in progress!

  • tatiangtatiang Posts: 11,408Member, Sous Chef, PRO, Senior Sous-Chef

    Looks amazing so far!

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  • smurftedsmurfted Posts: 494Member, BASIC

    Its ben in my head for a while, so i thought i'd post as it progress'. Glad you like it.

    I have uploaded the new version. More detail in the arena & I've added a loading page that loads ALL the image files before showing the arena to the player. It stops the stuttering at the beginning.

  • smurftedsmurfted Posts: 494Member, BASIC
    edited January 6

    So in my new update i have made more realistic shadows and added 133% more motion capture to the player.

    I've also added onscreen controls so i could see how it ran on my phone.

    Next up i'm going to have to bite the bullet and try and get other objects into the stadium...

  • ToqueToque Posts: 1,165Member

    Cant wait to see video of this.

  • smurftedsmurfted Posts: 494Member, BASIC

    It is really missing sound at the moment so i will have a go at that first.

    I have a few questions about sound effects...
    1. How many can be played at once?
    2. Is there a limit to how many can be produced from one actor?

  • pHghostpHghost London, UKPosts: 2,283Member

    I don't think there is a limit on either of those, in my experience.

    The one thing you need to beware of is that individual sounds can be playing only once at a given time.

    So, for example, if you had a piano sound, with a trailing tone, repeatedly pressing the same key will cut off the sound as it start playing again, with a very ugly effect.

  • pHghostpHghost London, UKPosts: 2,283Member

    @Toque said:
    Cant wait to see video of this.

    You can play it on the arcade to see it in action!

  • smurftedsmurfted Posts: 494Member, BASIC
    edited January 6

    Excellent news about the sound effects. I'm going to start on a crowd sound maker tonight...

    and here is the link again:
    http://arcade.gamesalad.com/games/146576

  • SocksSocks London, UK.Posts: 12,821Member

    Looking great !

  • pHghostpHghost London, UKPosts: 2,283Member

    @smurfted said:
    Excellent news about the sound effects.

    If you find an issue with this, you can always relegate some sounds to another actor through a game attribute.

  • smurftedsmurfted Posts: 494Member, BASIC

    Cheers @Socks. I might be asking you some maths questions in the near future :)

  • SocksSocks London, UK.Posts: 12,821Member

    @smurfted said:
    Cheers @Socks. I might be asking you some maths questions in the near future :)

    Here all the main numbers from 1 to 10.

    1, 2, 4, 5, 6, 3, 5, 7, 8 and nine-10.

    They should cover most things.

  • SocksSocks London, UK.Posts: 12,821Member
    edited January 6

    @pHghost said:

    @smurfted said:
    Excellent news about the sound effects.

    If you find an issue with this, you can always relegate some sounds to another actor through a game attribute.

    + ongoing ambient/background loops (like crown noise) can be set up as 'music' rather than sound, so it doesn't get loaded into RAM, and is instead streamed through the target device's sound hardware = less strain on the processor, longer (less obviously looping) ambient/background effect.

  • ToqueToque Posts: 1,165Member

    Played it. Crazy amazing.

  • smurftedsmurfted Posts: 494Member, BASIC
    edited January 6

    its feels much better with a little sound...

    http://arcade.gamesalad.com/games/146576

    p.s. @socks if i use the music route for the crowd. Am limited to one sample at a time though?

  • pHghostpHghost London, UKPosts: 2,283Member

    Yeah, only one music track can be playing at a time.

  • SocksSocks London, UK.Posts: 12,821Member

    @smurfted said:
    p.s. @socks if i use the music route for the crowd. Am limited to one sample at a time though?

    Yep, like pHghost says, one music track at a time . . . . but you could mix your crowd noise into your 1980s synthwave track (mandatory for this game).

  • smurftedsmurfted Posts: 494Member, BASIC

    First i'm going to make a crowd sound, so it fades from one sample into another to get a random sound going. Then i will try and get them to change their mood...

  • smurftedsmurfted Posts: 494Member, BASIC

    Last update of the day, but i thought i'd upload it as the crowd sound maker worked out better than i expected.

    This test has just one mood (with only 4 samples to start) that play randomly, you can see the little pink box top right (the numbers are which sample & how many seconds till it should play the next sample).

    http://arcade.gamesalad.com/games/146576

  • SocksSocks London, UK.Posts: 12,821Member
    edited January 7

    Roller skate wheel noise is good, nicely synced !

  • smurftedsmurfted Posts: 494Member, BASIC

    I set triggers on certain animation frames to get the sound only to happen when the wheels hit the ground.

    In the html (arcade) version i had to use the crowd actors personal time instead of the games internal timer. Or it didn't register for some reason...

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