Vehicle Builder


SP4CEBAR 2022-09-13 08:05 (Edited)

Drag some parts together, build a vehicle, drive away!

click here to read what's new

you can mod it entirely using GFX designer, click here to learn more

In a future version, it could calculate the center of mass, and the center of lift, and I could save some coordinates so that I can attach some forces to it, or my gun system

Now I really want to merge this program with my game engine, but 8000 tokens + 15000 tokens... something tells me it's not gonna fit

SP4CEBAR 2022-09-13 08:10 (Edited)

- If you use more than 64 sprites, it's going to start at zero
- wheels are already round, why rotate them, they will be separate sprites in a future version
Known bugs:
- If your image doesn't fit in memory, it's going to throw an error,
- Some sprites seem to overwrite others, that can't be good
- Some parts have a wrong sprite size

Timo 2022-09-13 11:57

Very cool!

SP4CEBAR 2022-09-13 14:26

Thank you!

GAMELEGEND 2022-09-13 22:25

This is absolutely awesome

one problem though

bug.nx | Open in app
2022-09-13 22:25

G-9 2022-09-14 03:38

so cool, would be even cooler if there were more rotation

SP4CEBAR 2022-09-14 09:58

@G9, You mean more rotation frames in between?

SP4CEBAR 2022-09-14 10:07 (Edited)

@gamelegend, I know about that one, it ran out of memory because it detected a large "sprite" size, I could add a calculation before the process to figure out how many rotation frames can be drawn for any given size before it would run out of memory
this process just takes a lot of memory

Your vehicle has quite a lot of empty space in it, so that will result in an inefficient memory usage, i'm not going to change that that because I hate working with dynamic files, they make everything 10x more complicated

What I am going to do however, is exclude wheels from the process, your sprite is in luck, because it would get a lot smaller, wheels are already round, so why rotate them, they will be added back as separate sprites that can be animated and move separately with suspension

SP4CEBAR 2022-09-14 10:20

I've got a concept for a new collision system (I just remember that I've already used "NewColl" as a subprogram name)

Take the coordinates and the size of a sprite, loop through each of the cells it collides with, and search if cell.c(x,y) is collidable then turn it into a sprite, when all of these are sprites you could use sprite hit a to b, I think this way could be quite efficient, but if a vehicle fits in one sprite, then it gets pretty hard to rotate it according to the terrain

SP4CEBAR 2022-09-14 11:36 (Edited)


SP4CEBAR 2022-09-14 15:32 (Edited)


SP4CEBAR 2022-09-14 15:42 (Edited)

Known bugs (remaining):
- Some sprites seem to overwrite others

SP4CEBAR 2022-09-14 21:55 (Edited)

Feel free to modify this program.

You can and add your own vehicle parts entirely from GFX designer, you don't have to modify any code.

Here are a few notes:

if you want to modify the code here is a short explanation:

The program has three main loops:

  1. for the vehicle building,
  2. for the conversion process
  3. for the gameplay

All you need is the third loop, probably
I should make an array to which I can write all the sprites from the vehicle building so that they can be given an in-game purpose (sprites are overwritten and RAM is full)

The code is a bit of a mess (I didn't clean up) (and it's based on my first character rotating program, that I wrote in original Lowres Coder last month

GAMELEGEND 2022-09-15 18:28

So is the empty space between the actual vehicle and the wheel that I accidentally added counted as part of the vehicle?

SP4CEBAR 2022-09-16 08:36

No, that's already been fixed, I was talking about the item selection page (which you can edit in GFX designer! to add your own components)

AstonBrown 2022-11-06 11:41

i really did not know what i was doing when making a car. but it felt good making something orignal. this is truly a masterpiece of a game

SP4CEBAR 2022-11-06 17:42

Thank you!

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