
MXS game devolopment
Re: MXS game devolopment
I didn't think this thread was working at first but it seems to be on the right track now with helping get this game going forward. rewrew, I really like those ideas you have. I have a question for modeling, what format/requirements does the game have for supporting models. If my modeling program exports to a working format I'd be happy to produce any requested/my own models. Here is an example of a dirt bike i made a few years ago.


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Re: MXS game devolopment
export into a popular format import into blender export then use python to convert to .jm (this correct?)
awesome work btw
I also agree with this, this community is very lucky to have a developer as open and active as JLV is, id like to say thanks
awesome work btw
I dont see the need to start over, just major changes witch can be done through updates. Yes some of the updates would be pretty extinsive and make alot of user created content(skins) pretty useless but everyone must think long term. Like you said the sky is the limit with this game and as long as JLV is around to support it it will continue to grow.j_bob_28 wrote:Alright, for the sake of bringing more talent in to help with skins, models, tracks, objects, everything...have u thought about starting over jlv?...i mean making it free for a bit till we get things really rolling. (ofcourse keeping tabs on everyone who has already purchased the full version so when it costs again we are good to go) Because everyone seems to agree that the sky is the limit for this game and with the talent around willing to help out if they could get the full version it would do wonders i think. The stuff some of these guys are capable of could really get this game going and also get it going alot faster or sooner.
j_bob_28 wrote: also thankful that the creator is the way he is being...always listening and ready to improve or change things..u dont c that very often
I also agree with this, this community is very lucky to have a developer as open and active as JLV is, id like to say thanks

D.Eckels #421 "The O-G"
Re: MXS game devolopment
ya i agree...i dont mean like completely starting over...just by like trying to peak the interest of the people who can do amazing work but arent willing to pay $40 bucks for the game YET. something to get those guys involved
Re: MXS game devolopment
I'm not that worried about it. They'll play whatever game they prefer. I can't force them to switch and I wouldn't want to if I could.
My next few goals are better track textures, better rider movement and vertex weighting (bones) for the rider model.
My next few goals are better track textures, better rider movement and vertex weighting (bones) for the rider model.
Re: MXS game devolopment
and going along with weight paint, rag doll physics?
Re: MXS game devolopment
No, it will just make the rider's joints look nicer when they bend.
Re: MXS game devolopment
that's sweet, no more holly elbows! lol. What all things are you gonna leave for v1.1? I think it would be wise to give it a menu makeover also so that it sets the two apart. that's just me though. keep up the amazing work. should have some decals by the weekend for you. that is what you want right, or did you want tilemaps?
Re: MXS game devolopment
Have a look at the decals I posted in the editing forum. If you think there's anything missing that you'd want to have available for your future tracks have a go at making it.
Re: MXS game devolopment
If I may, the thing that's keeping me (and I believe others) from transitioning into this game is the long, painful learning curve. I have no problem spending the cash, it's the time I ain't got. Of course, maybe that "market" isn't a high priority to JLV and that's ok too.
If the game had a physics set somewhere between arcade and "pro" (or whatever they are called), something that had the "fun" features, whips and scrubs without the huge time investment in learning this game....maybe it's not a new physics set, but a new class of bikes, like "Run what ya brung" (a class for pre-1998 bikes locally) or Yamaha TTR's dual sport whatever you wanna call it - something that isn't nearly as fast as the bikes when ridden on Pro physics. Something that dosen't put caps on the physics, but is much easier to ride.
Frankly the game is insanely frustrating at first. Ease that pain and you would have more customers.
That has been brought up a number of times but I'm not sure it's catching people's eye.
If the game had a physics set somewhere between arcade and "pro" (or whatever they are called), something that had the "fun" features, whips and scrubs without the huge time investment in learning this game....maybe it's not a new physics set, but a new class of bikes, like "Run what ya brung" (a class for pre-1998 bikes locally) or Yamaha TTR's dual sport whatever you wanna call it - something that isn't nearly as fast as the bikes when ridden on Pro physics. Something that dosen't put caps on the physics, but is much easier to ride.
Frankly the game is insanely frustrating at first. Ease that pain and you would have more customers.
That has been brought up a number of times but I'm not sure it's catching people's eye.

DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
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Re: MXS game devolopment
*IDEA*
Make a 50's series/MXSimulator Motocross School, and have that the 'training' aspect of the game. You could have popups that tell you what to do when.
For example, you start on a training start gate, and something will pop up saying. "To start, you must hold in your clutch ("Press the "Q" Key), and hold down the throttle ("Press the "W" key), and so on. Then you could do things like that for starts, turning, adjusting the bike in the air, etc. But make it like the Gran Turismos, so if you don't do it good enough, you can't get your 'license', or whatever. Do three licenses, C,B,A, and it will rank you into the correct class, so you can race against able competition.
So, for the start, you can have three times, for each of the classes. 10 seconds for A, 12 for B, and 17 for C, or whatever.
It doesn't seem to complicated. It'd be a lot of scripting, but other than that, it seems simple. Then this can teach you how to ride, and allow you to not get your ass kicked. (Average of scores puts you in the class. So if you get 2 A's, 6 B's and 7 C's, it will put you in the B class, because it averages best.
Make a 50's series/MXSimulator Motocross School, and have that the 'training' aspect of the game. You could have popups that tell you what to do when.
For example, you start on a training start gate, and something will pop up saying. "To start, you must hold in your clutch ("Press the "Q" Key), and hold down the throttle ("Press the "W" key), and so on. Then you could do things like that for starts, turning, adjusting the bike in the air, etc. But make it like the Gran Turismos, so if you don't do it good enough, you can't get your 'license', or whatever. Do three licenses, C,B,A, and it will rank you into the correct class, so you can race against able competition.
So, for the start, you can have three times, for each of the classes. 10 seconds for A, 12 for B, and 17 for C, or whatever.
It doesn't seem to complicated. It'd be a lot of scripting, but other than that, it seems simple. Then this can teach you how to ride, and allow you to not get your ass kicked. (Average of scores puts you in the class. So if you get 2 A's, 6 B's and 7 C's, it will put you in the B class, because it averages best.

Re: MXS game devolopment
I think the ai needs to practice more.... they're falling behind.
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Re: MXS game devolopment
yesddmx488 wrote:I think the ai needs to practice more.... they're falling behind.
i think that the ai should cheat a little, a little more power, or arcade physics or something that make them go faster

Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
Re: MXS game devolopment
ahmen.. pro ai r getting way more begginer
Re: MXS game devolopment
Yeah I agree about the AI having like an arcade mode. Would make it alot easier for us track makers to teach the AI.
Re: MXS game devolopment
i also think that there should be a maximum depth that the ai can dig down to, because i love riding a naturally eroded track but sometimes the ai get stuck and dig a huge crater on the race line 
