Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

sevencrane

536
Posts
5
Topics
1,693
Followers
28
Following
A member registered Dec 06, 2017 · View creator page →

Creator of

Recent community posts

(1 edit)

I actually tried that originally, to do some camera movement stuff. It was kinda slow but the main problem was that if the car was going over bumps or had a couple wheels in the gutter it would go crazy.

I tried a bandaid where I would average it over the last couple frames but then I realized I could just use the car’s local up vector.

(1 edit)

Oh yes, that’s definitely a big part of it. I didn’t touch on it here but the springs’ compression is affected by the normal force in an emergent way via Unity’s physics.

Remember my last post about collider hell? That was because the springs were too weak. When the car was climbing a hill and slamming into a curve (or taking a banked curve, or a loop, any concave surface at high speed) the normal force was compressing the springs past their limit and the car’s body was scraping the ground.

So yes, it’s in the equation, just implicitly and not in a way that I need to calculate explicitly at runtime. I can just look at the springs’ compression and get an idea of it.

i do too…Vapor Trails was straight up unrealistic to make given the fact that I’m one guy with a day job.

Neodrive was/is a WAY more manageable project. i could just release it as-is but I want to have some more tracks and assets. it’s basically done minus like a dozen campaign tracks. I only dropped it because this new project seems very cool and I wanted to be a part of it.

(3 edits)

Here’s what it looked like -

I already removed it and don’t want to revert back to an old commit, but the collider arrangement on the car looked like this. In the front, there was the sideways high bumper to compensate for the failing suspension, then two tubes on either side, and then a shorter one in the middle for the roofline. It made the car very willing to jump the track walls and completely screw up a run.

My wheels send raycasts down, by the suspension travel distance, in the shape of the tires. Then the nearest hit, if there is one, is taken as the ground contact point. The advantage to this is that you can also get the ground normal if the car is on a slight slope.

Also yes, the default wheel colliders are so annoying. I guess that’s the case for a lot of built-in systems. They’re good for tech demos and prototyping but eventually you’re going to want to build your own. I don’t know how I would have done the hydroplane mechanics without making my own wheels.

I actually explored some other alternatives when I was developing a prototype for this game back in like 2022. They all sucked.

(2 edits)

That's interesting. If your math for the springs is good, you might need to play with the damping settings instead, because at higher suspension values you get a narrower range of working damping values. I think my spring strength is internally set to 1500 and the damping value is 100. Any much more or less than 100 damping makes the suspension unable to sit still.

Also yes, I did the exact same thing - a sideways capsule under the front bumper with 0 bounce/friction, but it didn't solve my issues because the car was going fast enough that it'd clip into the track between timesteps and get spat out.

we got hot wheels at home

Hey sorry, the game isn't in development anymore. Andromeda is in the rebuild I made and then stopped working on, though: https://sevencrane.itch.io/vaportrails-physics

The one in the aquarium subway stop? Well done.

Yea it's already there, you can rebind gear up/gear down. The only downside is no auto rev-matching so you may get some jerky shifts.

Oh, is it not? I know Steam squawks when you try to download it, but I've run it on my Catalina mac without issues when I was testing the Steam version. Has it stopped working since?

me too, stranger

hell yeah, thanks for the update

Ah I see, thanks for the pic. Those darker parts on the right are reserved for controller inputs, and the darker parts under Keyboard are axes. 

You can rebind your inputs, but you should use the + fields. Instead of binding Gas, for instance, you want to bind Gas+. Same for Brake: bind Brake+ to the key you want to trigger it.Steer+ is steer right, Steer- is turn left.

I'm using a Unity input package that autogenerates these buttons, because I'm too lazy to make this UI rebinding system myself, so I don't have much control over it, sorry. Since gas/brake/steering are linear inputs instead of binary on/off, when you add a keyboard key, you need to define a key as "when this is pressed, treat this axis as full 100% input."

Hi, could you elaborate a little more so I can look into it? Are your keybinds not being set in the rebind UI, or are they not being persisted when you load into a track, or are they being rebound but the inputs aren't being picked up?

NEODRIVE community · Created a new topic Bug report sticky
(2 edits)

I'll respond to comments as they come up. 

FOR REPORTING BUGS:

If you see an error in red text at the bottom of the screen, please click "open log file" and paste the stack trace into your post. It should look something like this:

NullReferenceException: Object reference not set to an instance of an object
  at Wheel.ApplyCustomWheel (CustomWheel w) [0x00000] in <a87c48f2e9f940bf9d02216127ad16d1>:0 
  at CarCustomization.ApplyWheel () [0x00029] in <a87c48f2e9f940bf9d02216127ad16d1>:0 
  at CarCustomization.SetWheel (CustomWheel newWheel) [0x00007] in <a87c48f2e9f940bf9d02216127ad16d1>:0 
  at CarCustomization.LoadFromProperties () [0x0001f] in <a87c48f2e9f940bf9d02216127ad16d1>:0 
  at SavedObject.StartUp () [0x0001c] in <a87c48f2e9f940bf9d02216127ad16d1>:0 
  at SaveManager.OnLevelLoad (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00029] in <a87c48f2e9f940bf9d02216127ad16d1>:0 
  at (wrapper delegate-invoke) UnityEngine.Events.UnityAction`2[UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.LoadSceneMode].invoke_void_T0_T1(UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.LoadSceneMode)
  at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x0000e] in C:\build\output\unity\unity\Runtime\Export\SceneManager\SceneManager.cs:244 

This is very useful because it shows me where in the code the error happened. Thank you for reporting.

yeah, I can convert it to a board 

(1 edit)

Whoops, try now, I forgot to make the control rebindings persist. And you should be able to see the "start engine" controls when you spawn in the tutorial stage though. Or did you just mean you'd want to see it always?


Edit: i made it always visible in the tutorial level, along with the respawn and gearshift buttons. They don't adapt to control changes yet, but they will eventually.

I added a control rebinder in the main menu. Let me know if you're still having issues.

nah, the scope is too big. if I did that I wouldn't finish it before I retired. I care about it a lot but it's just too much asset creation work to tell the story I'd want to tell. It's ok, though, I have other projects...

(1 edit)

The files are open-source actually! You can find them on my github. I think the Discord community has poked at them a bit, but I was way too ambitious and the code is kinda bad.

I've also ripped some code for my next project, that car game.

yeah pro controllers are weird, i've had issues using them on PC in the past. i'll add a control rebinder at some point in the future, thanks for letting me know

fix is out

Fixed!

There was a different underlying issue, try now in the web build

Yeah definitely, it'll remain on itch for as long as I can stay under the 1gb limit for games here (which should be indefinitely tbh). I am also against DRM though and want to have an alternative place to buy it.

huh weird, i'll look into it

It's a save bug, I have the fix ready and will publish it this weekend. Thanks for playing!

It's a save bug, I have the fix locally and will upload soon!

Thanks, I'm so glad you liked it! Lauren's probably my favorite character in the game so far, I've got a lot planned for her and I think you can already see some of it in the ending sequence (go to the training gym, then take the subway to the highway terminal and go to the top level).

I used a higher-res rig and then render everything to a low-res texture, then scale it up. The characters are high-res sorta-pixel art, and the backgrounds and almost everything else are hand-drawn. This post is sorta old and out of date, but it covers the basics:
https://sevencrane.itch.io/vapor-trails/devlog/214252/tutorial-basic-skeletal-an...

(1 edit)

It's a Unity game, although if I had to do it all over again I would use Godot or Unreal.

The last (secret) achievement you can only do in a new game - it involves getting an item before someone asks for it

It's not coded yet, sorry! Glad you like the lamps though.

the steam release will continue to have mac and linux support, yeah. i do unfortunately have to drop Steam support for 32-bit windows computers due to the steam API for unity, but i don't think many people are using that anyway

hell yeah. tell your friends

ha, whoops...forgot to close it off. Thanks for playing! I'll push another update soon.

Haha yeah sorry, it's more of a prestige item right now. It doesn't work on some surfaces in-game.

That's very strange about Lauren. The shop is still unimplemented in the Deeps, it was active at the start but I disabled it because I had left some bugs in it that I didn't have time to fix. Sorry, you might have to start a new save.

Those comments make sense. I'll address them by paragraph:

  • do you mean the up-air kick? or the unaimed kick? either way, I'm planning on adding air combos in the future.
  • I think dash should refresh on a divekick now, I agree that it should give you another dash if you bounce. And yes, I'm going to move everything to the new system.
  • The forward jumps and dash are actually at the same speed in-game, I think the effects just make it feel different. The platform sliding thing was a bug that I fixed (you still have momentum but it won't carry you over ledges, you'll stop at the edge)
  • Multiple keys is definitely possible. I added a "Tornado Kick" unlockable for a multi-hit aerial in the early game. You can find it in the Prismatic Graveyard.

Thanks for playing!

I'm still working on it! Check the link to the physics build. I'm remastering it for a Steam EA release this year

(1 edit)

Up-C is orca flip. It doesn't use the Dash input anymore, since that's reserved for dashing now. If you check your inventory, it should show you the keybinds for Flip Kick.