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Trial Bike game

Discussion in 'Works In Progress - Archive' started by khos85, Jul 1, 2014.

  1. khos85

    khos85

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    It took some time but have updated the game, to me it seems a bit better now to play, more / better gravity, better rider graphics and animation, weight shifting/even a pre-load...
    Also I made it a bit easier to play, now you just press the b key to stay in backwheel hop position and use spacebar/v or arrowkeys to play.. much easier I find.

    You can play online the updated version here:
    http://gamejolt.com/games/strategy-sim/noseat/28524/

    Really short gameplay video here:


    Note I tested it on a sony vaio duo11, core i5 / 4gb ram machine..if you have any performance issues, you can press the escape key in game and choose the fastest button, that should help make it more responsive.

    Still want to improve the wheel grip on the floor a bit more and add lots more levels/bikes.

    Feedback welcome be it good bad or ugly
     
    Last edited: Jul 22, 2015
  2. khos85

    khos85

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    oops, added youtube video link correctly now..
     
  3. directx

    directx

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    nice game
    how did u make player holding the bike and animate ?
    please help
     
  4. supermud

    supermud

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    Any Updates?
     
  5. khos85

    khos85

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    I used Asset called Finak IK, it's very nice for this kind of thing.
    Let me know if you want any help with it, I can try help as it takes some getting used to IMO :)
     
  6. khos85

    khos85

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  7. directx

    directx

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    now i have final ik
    can u tell me how to use it with character
     
  8. khos85

    khos85

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    Look at the Final IK thread for help, and the Final IK docs :) Have you done this?
    First of all place the Final IK script onto the character and make sure each body part is assigned.
    see :https://drive.google.com/file/d/0BwZqye7G21hZZUxYRG1HbmVuOFE/view?usp=sharing
    Then you create a script to animate the body parts you want to move.
    Hope that helps.
     
  9. directx

    directx

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    i have another problem when i was import final ik to my project my game bike speed get slow why is that
     
  10. khos85

    khos85

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    PS, what kind of bike game are you making, just curious. A trial bike game?
    As to why your bike speed gets slow, that could be any number of things, maybe gravity is increased and you rigidbody needs more force to move? Without knowing how you are coding your bike and what gravity settings you use in your project properties I cannot help much, I'd be willing to take a look at your code if you want to share it, but please send me a private message with that, not on this thread :)
     
  11. directx

    directx

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    how can i prevent bike falling left or Untitled.jpg right
     
  12. khos85

    khos85

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    there are many ways do do this, I give you some clues:
    How about an gameobject with renderer disabled on each side of the bike?
    or raycast checking with addforce if leaning too much on each side?
    restrict rigidbody rotation?
    I guess t also depends on how your movement script is setup...
    does this help?
     
  13. khos85

    khos85

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    So did that help what I replied with? :)
     
  14. khos85

    khos85

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    Old thread but thought I'd provide a little update, added more scenes, stamina option, and very techy bike setup..I think I'm getting the physics right now, see video:



    Controls are still too complex for my liking, it's w,a,s,d for moving around, spacebar for pedal kick, n for Brake , b for back wheel hop, v lift back wheel. I'd like to ask for any suggestions on how to simplify the controls, I'd appreciate your help/views on that, or ideas, I want to make easier to play using those functions.. maybe automate some of the stuff in a scripted way? what do you think?
     
    antislash likes this.
  15. khos85

    khos85

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    Hi, any ideas on how to simplify controls? I would appreciate your thoughts/ideas.
     
  16. Serinx

    Serinx

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    How about using shift and control? A combination of W and S could be used for braking.

    You could also use the mouse buttons? Unless you want it to only be keyboard controlled for some reason.
     
  17. khos85

    khos85

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    Ok cool, thanks. You have a point there about using the mouse buttons, will give that a go. Or I was thinking to give the player the option to map any key for tha specificx move, is that possible in unity, at runtime / on the fly input key assignment?
     
  18. khos85

    khos85

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    I managed to get the mouse inputs assigned to some of the extra functions and it actually seems to work a bit better, thanks for the suggestion :) the only thing I'm struggling a bit with yet is getting to have mouse button 0 and 1 down at the same time, to properly detect that, but I'll figure it out somehow.
    Any one interested in testing a web player build?
     
  19. khos85

    khos85

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    I updated the game a bit, you can give the update a go on
    http://gamejolt.com/games/noseat/28524

    Some changes/improvements are:
    -If you fall off there'll be "blood", it's not exactly real but I added it for the heck of it..
    -Now you control the action of going to backwheel hop mode by using mouse right click, then while in that mode you left click to pedal kick, middle mousebutton(scrollwheel) is the brake. Before this was with V, N and B keys,not easy to use. I think it makes it much easier to play and you do not have switch keys/mouse all the time, more intuitive perhaps. You use your left hand for WASD/QE keys and right hand for the mouse, all buttons have action and you can now easily rotate the camera around to get a better viewing angles at any time as your hand is always on the mouse.
    -Added an Urban scene..
    -Added some sunshafts/lighting effects..

    Anyway there will be more to come, I'm super busy with other games so this is not getting all the attention I'd love to give it.
    I hope you could give the update a test run, I'd love to hear if the new control system works better,or what could be improved.

    Cheers.