[Game] UfoRun [community project][git][uforun]
- benrob0329
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Re: [Game] UfoRun [community project][git][uforun]
Moving it up and down help with positioning, but the collision box (physics wise) is still too big...
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Re: [Game] UfoRun [community project][git][uforun]
I think that the collision box is hard coded in the engine. There is a pull to make it customizable. https://github.com/minetest/minetest/pull/2738
- cd2
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Re: [Game] UfoRun [community project][git][uforun]
It would be great If you could make a pull request now :)benrob0329 wrote:Moving it up and down help with positioning, but the collision box (physics wise) is still too big...
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- azekill_DIABLO
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Re: [Game] UfoRun [community project][git][uforun]
is this dead?
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
Re: [Game] UfoRun [community project][git][uforun]
Code: Select all
cdqwertz Merge pull request #22 from benrob0329/master
N/A
- azekill_DIABLO
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Re: [Game] UfoRun [community project][git][uforun]
which means?
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
Re: [Game] UfoRun [community project][git][uforun]
I went and checked this subgame's commit history. No, it is not dead.
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
- azekill_DIABLO
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Re: [Game] UfoRun [community project][git][uforun]
cool!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
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Re: [Game] UfoRun [community project][git][uforun]
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
- cd2
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Re: [Game] UfoRun [community project][git][uforun]
I guess (https://github.com/CasimirKaPazi/uforun ... ntributors), but since this is a community project, anyone can help to improve it. I will merge pull requests on GitHub if anyone wants to keep this project alive. Please open an issue on GitHub if there are any questions because I mostly left the minetest community.azekill_DIABLO wrote:is this dead?
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Re: [Game] UfoRun [community project][git][uforun]
viewtopic.php?f=18&t=18144Amaz wrote:I think that the collision box is hard coded in the engine. There is a pull to make it customizable. https://github.com/minetest/minetest/pull/2738
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Re: [Game] UfoRun [community project][git][uforun]
Enemies would be great !
BTW, are ur coins entities or nodes ? If they are nodes, I suggest making them entities.
BTW, are ur coins entities or nodes ? If they are nodes, I suggest making them entities.
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Re: [Game] UfoRun [community project][git][uforun]
So, this project still looks very bare-bones to me, but also interesting.
The problem I have with projects like these is that there is little to no information on the project goals.
It's also very alpha stage. There is not even a simple test level as demonstration. So I don't really have an idea how the final game would actually look like. If someone decides to work on this project again, I recommend to get a very basic (but working) minimum gameplay working (for demonstration purposes) done first. I'd call it the “minimum viable game”. :-)
So many questions:
Do you have any idea on how the gameplay should work out?
How would the gameplay work?
How would the player progress through the game?
What about level design?
Which game elements to add?
Will it be singleplayer-only?
What are the goals for version 1.0?
The problem I have with projects like these is that there is little to no information on the project goals.
It's also very alpha stage. There is not even a simple test level as demonstration. So I don't really have an idea how the final game would actually look like. If someone decides to work on this project again, I recommend to get a very basic (but working) minimum gameplay working (for demonstration purposes) done first. I'd call it the “minimum viable game”. :-)
So many questions:
Do you have any idea on how the gameplay should work out?
How would the gameplay work?
How would the player progress through the game?
What about level design?
Which game elements to add?
Will it be singleplayer-only?
What are the goals for version 1.0?
- Casimir
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Re: [Game] UfoRun [community project][git][uforun]
I would love to see this idea picked up again. Especially since with the changes for 5.0 some of the barriers are gone (we can change the player height now). However, as for now it is not just more than an idea. The game in the current state is not useable. It would be best to start over from scratch.
The first goal was, obviously, to create the "Ufo Race" game that Kenney hat the idea to but stopped developing. A secondary goal on my side was to show that the Minetest engine can be more than a sandbox for building sandcastles, to test out the engine, find its limitations and remove them.
On the other hand, it doesn't seem to me like others have the same goals. Minetest only ships with MTG and will do so probably for a long time. Is it even worth the effort to make a game only a few people might try when they come across it on the forum?
For the gameplay I always imagined there to be servers with custom build tracks and a mod that automatically manages rounds and resets the tracks. Just a simple multiplayer jump and run, no interact, no inventory. Then as soon as it works people will come up with more ideas on how to improve it.
The biggest limitation I see at the moment is how movement in Minetest works. It just feels odd for a racing game.
The first goal was, obviously, to create the "Ufo Race" game that Kenney hat the idea to but stopped developing. A secondary goal on my side was to show that the Minetest engine can be more than a sandbox for building sandcastles, to test out the engine, find its limitations and remove them.
On the other hand, it doesn't seem to me like others have the same goals. Minetest only ships with MTG and will do so probably for a long time. Is it even worth the effort to make a game only a few people might try when they come across it on the forum?
For the gameplay I always imagined there to be servers with custom build tracks and a mod that automatically manages rounds and resets the tracks. Just a simple multiplayer jump and run, no interact, no inventory. Then as soon as it works people will come up with more ideas on how to improve it.
The biggest limitation I see at the moment is how movement in Minetest works. It just feels odd for a racing game.
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