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View Full Version : First 26" biketrials PC game ever made !!!


bassbiker
03-28-2007, 12:45 PM
My friend just asked me to insert here a thread and inform you about his demo version of " 26" Biketrial Game "
You can download it here http://game.havirovstidrtici.cz/index.php?go=download
The game is still in development proces so please be nice and excuse some (many) bugs that are going to be eliminated.

Now thereīs only an czenglish version available ( czenglish = something between czech and english language :naughty: ) but we all hope that full version of this game will be also in pure english.

Unfortunately I donīt have time to write more about it,,,, maybe later.
All comments are wellcome...:Wavey:

PS: controls are shitty now - you can switch between two type types of controlling by pressing F10 (while playing) Chose "trick" and than execute it by pressing "space"

As in normal trials riding, you realy need to use your imagination!

http://www.chebstidrtici.wz.cz/data/trial.jpg

trialsrider50
03-28-2007, 02:16 PM
downloading now. gonna test the shit outta this.

holy slow download 12kb/s

Sneaker
03-28-2007, 02:51 PM
aint workin for me

Eisbein
03-28-2007, 02:59 PM
232 kb/s
;)

Mordax
03-28-2007, 03:49 PM
balla grafix!

nyctrials
03-28-2007, 04:17 PM
Awsome. I liked it, I know it's in BETA stage so I really didn't care the bugs.
Graphics awsome, programming not bad at all.
I like the fact that you packaged it professionally with and installer.
Some beta test results:
1. It's too easy to go through obstacles using just the "C" (Jump) function. I rarely touched the other functions.
2. The guy really didn't want to fall. I guess his ballance skills are over the roof :) Anyway the ony time I had to restart when I was messing with the buttons and I run out of time.
3. Sometimes the bike stucks between obstacles and no way to move it with any of the functions.
4. Once I got under the grass for some reason :).
These are just insights, I love what you did.

Keep it up.

willapaj
03-28-2007, 04:41 PM
Kinda hard to control... definitely not intuitive like Elastomania...

Eisbein
03-28-2007, 04:50 PM
i cant jump up, use every button on keyboard...

mekanic305
03-28-2007, 04:58 PM
it froze on me...couldn't get over the first log cause none of the controls did anything except the foward and backward ones.

free_rideman
03-28-2007, 10:04 PM
pretty good. More practice will make it better.

Just refine the change over time from one move to the next. That way you can change moves on the go and be quicker, more intutive.

wil
03-28-2007, 11:03 PM
First 26" biketrials PC game ever made (http://www.observedtrials.net/vb/showthread.php?p=371839#post371839)

:wtc: and mine


anyway, nice start.

instead of chosing hte move and then pressing space
it could be like just press the button (like when you press pedalkick it pedalkicks)

btw, i'm going to update my game soon

should i do like pre done move like this one or keep it pure physics?

stocktrials
03-29-2007, 02:43 AM
i couldnt get it to work

"an unexpected error occured while running the program"
or something :(

Chader
03-29-2007, 09:56 AM
I have spent HOURS playing the mototrials games from Redlynx. These have very few controls but give very realistic movement and input control over the bikes.

I tried both of the bike trials games. I think controls focused on rider position and movement is better than predefined movements. The predefined options is somewhat frustrating. You don't aways know which moves will work to make the next obstacle. I found that I had to try randomly until something worked and I could move again.

Here is what might make the controls more simple.

Up: Pedal forward
Down: Apply brakes
Left: Lean back (and/or throw hips back)
Right: Lean forward (and/or throw hips forward)
Space: Hop (I like this in the new game)

I also like the power meter. This could be the CTRL or another key. Simply hold it to build power and then hit your input key(s) above to make the movement with the desired power.

With these, you should be able to do all the same moves by linking or combining rider moves and power input. You could include a few other special items, but there are too many that are similar

If you keep the balance meter, move it above the rider on the left side. It is too hard to watch the rider and then look to the other side to see where the balance is. I don't think it is really necessary, at least not at a beginner level. It is tough enough to learn the controls and try to make the bike move.

Free-Ride-Junkie
03-29-2007, 11:34 AM
I like the control idea that Chader is proposing.

Chader
03-29-2007, 12:00 PM
The current approach seems too slow to change from one move to the next. It is somewhat choppy and not really smooth looking. Ideally, this should look like a real rider with flowing movement from one motion to the next.

The moto game just uses the arrow keys and is very effective. Please see how they work if you haven't already. They are very well done in terms of making the rider climb and jump obstacles. That's why I think you can start with that and add the hopping ability.

The physics behind body position and movement, combined with power from pedaling should be all that you need. You should be able to use a combination of the movements and power to make the bike move more like real life.

I can understand the idea behind the balance meter. But I don't like having to watch something else besides the rider and obstacles. Ditch the left/right falling and just focus on the front/back. Then you can see that just by watching the rider and don't need a separate meter.

There just needs to be more "steps" showing the riders position over the bike. The balance should be obvious just by looking at that.

free_rideman
03-29-2007, 09:34 PM
This might make it too complicated but divide the brakes for front wheel and back.

For example, when pressing the down arrow key and then pressing the left arrow key, the rider will lock up his rear brake and will start to balance on the back wheel. If you do it the other way around using the right arrow key, he will balance on his front wheel. To make it look cooler you could have the rider automatically hop up and down in a random fasion to simulate what really would be going on, without complicating the game.

The more intuitive the better!

The moto trials game is very well done by the way. Many things to learn from it.

rush
03-30-2007, 12:36 AM
I agree with the controls.

Also maybe one that gets the rider to his rear wheel, using left and right to balance?

Chader
03-30-2007, 09:55 AM
That's what I had in mind Rush. You should be able to wheelie or endo just by moving you weight/body/hips.

Lock the brakes (down key), lean forward (right key) then throw back (left key) and the bike rotates to the rear wheel. Just like real life. Then you hit the power/kick (up or ctrl key).

A short tap on the pedal key is like a short kick. Holding the key longer is regular pedaling. You should be able to do kicks, half-pedal rolls and long run-ups just by changing how long you hold the pedal key.