So I've worked on my racing game a bit more and I've created a little track for it to race around. you can try it if you want to.
Here's a link:<A HREF="http://64digits.com/users/RetroVortex/cargame.zip">linky</A>So its currently going well, and I've already figured out a highscore sytem. Basically 1000 is the highest you can get (but is impossible),and I could put this into a ranking sytem, higher the rank the better racer you are.Basically how I calculated it was:time x -0.1+1000=scoreOnce I program some ai, draw some better graphics, and design some more courses, I'll release a proper demo (the link there provides you wth a dummy time trial (it has some bugs in it and its possible to cheat, but hey! do you want to spoil the challenge…)Apart from this, I haven't really done much, just homework.RV out!
hm the controllers were weird, most of the time I found myself slamming into the walls
Its hard to get used to because its in a Micro machines style of control, but I can always tune the steering maybe make it less sensitive…
EDIT: Ok, I think I've made this a bit better, I think turning down the total speed helped, as well as decreasing the sensitivity slightly so it will be better in the demo, (when I make one)I don't like having "maximum" scores… could you maybe base it on the fastest time perhaps?
I'll attempt it, but it would mean I'll have to construct my own highscore system, (and that will take a while), but I'll give it a shot when I get the chance to…
How about the score is time, not a score value?
decimal scores arent likeable anyway.The problem with time is that faster times will go down whereas slower times go up, so I'll have to invent my own highcore system…
score+=(x^y)/2+cos(x)+sign(y)*4!!!!!!!
Oh, I've already designed two other cars, so expect to see them in the demo as well (one's slow, but good steering, and the other is fast but bad steering)