Actually, what is wrong with collision? I was saying, maybe a raycast at each wheel, facing down, if one hits, then it means it is on the ground.
Ah ok, raycasts could work in that case, however collision would only work to detect when the car hits the ground, not when it leaves it. But I like your raycast idea, I think I’ll try that next
Woah, nice job! That’s pretty crazy
It took me 20-30 minutes straight, lol!
How was the performance by the end? (framerate, etc.)
I don’t know the specific fps, but it was getting a bit slow after about 200K. Maybe make the road objects get deleted after they’re a certain distance from the player.
Hmm alright that’s interesting.
The ground already does have all its physics disabled when not on screen, but I think if there’s another significant performance increase to be had, you’re right, it would have to involve deleting objects after they are a certain distance away.
I guess now that fuel is a thing, I could try and calculate how far back you could go before running out, then delete anything before that.
Maybe use the inview behavior? Once it is,and gen it is back out, it deletes itself?
A good thought, but then if you go backwards, you would fall off the map…
Oh my gosh. Flipping on hard mode is so easy! But there are a few downsides to using hard mode:
1: The SUV in the game goes from a Honda CRV, to a Volvo, to a SUBARU! (The MPG goes down!)
2: You do more wheelies in hard mode.
Haha true, that’s a fun little analogy for it.
In case you're wondering, here are all the differences between difficulties
On Easy:
-your score is multiplied by 0.5 (obviously).
-the car burns fuel at at half the rate (-1 fuel per frame W/S is held)
-the car does not tilt back/wheelie at all while holding W/S
-the hills are much shallower (+/- 30 degrees)
-flips give you only 5000 extra points each
-an airtime of more than 20 frames gives you only 0.5x the score (which is determined by the amount of airtime frames x100)
On Medium:
-your score is multiplied by 1 (it is the same as before I added difficulties, so this is the mode the game was in if you played it before then)
-the car burns fuel at a normal rate (-2 fuel per frame that you hold W/S)
-the car tilts back/wheelies a little while holding W/S
-the hills can slant at +/- 44 degrees
-flips give you 10000 extra points each
-an airtime of more than 20 frames gives you 1x the score (which is determined by the amount of airtime frames x100)
On Hard:
-your score is multiplied by 1.5
-the car burns fuel at 1.5x the normal rate (-3 fuel per frame that you hold W/S)
-the car tilts back/wheelies a lot while holding W/S
-the hills can slant at +/- 60 degrees
-flips give you 15000 extra points each
-an airtime of more than 20 frames gives you 1.5x the score (which is determined by the amount of airtime frames x100)
Yeah, my high score on flips is 15 in one game.
Which is pretty impressive! I wish there could be multiple leaderboards per game…
Ok Kasamir, I have added extra points for airtime. What do you think?
Also, I cut the starting fuel amount (so you start with 600 fuel). You can still collect up to 1000 fuel, you just start with 600. I feel this is necessary because it’s so much easier to get points now.
Hehehe…
Haha nice job, always awesome seeing people beat me at my own game (it means it may actually be a little bit fun…?)
Yeah!
It’s the most fun example I have ever played.