Danke :) ja des ist erstmal ein Test Level, mache immer wieder ein Stück weit dran weiter. Leider kann ich in diese Levels nicht zu viele Items und Objekte und Texturen anwenden, weil da irgendwelche Warnungen kommen 😄 des zwingt mich dazu, des Level zu verunstalten und dauernd umzubauen, um platz zu sparen
Just sharing the source alone netts a subscribe from me! :D I notice that many enemies and traps don't behave like they do on the main games. The stomping trap is a little slow, for example. I suggest getting video recordings of the games and record your game for a side-by-side comparison. Changing game parameters after making several levels is going to be pain to retest.
I have loved to see the progress on this as it evolves, and will keep watching for the release. You are doing really good work with Ursina. Maybe one time you can try Unity or Unreal, maybe Godot and it can help with some of the physics limitations you have to deal with right now. the visuals are great. Best of luck!
@DanielGilchristYT , thank you so much :) I agree with you, with Unity, UE or Godot I could have handled the in-game physics better. I also have good news for you: I have fixed other errors and bugs that affected performance and I am now working on 4 different methods to package the game into an entire Executable with its assets. Afterwards there will be an official virus scan, a sha256 sum and then it will be available on (itch io) for fans and testers :) my Python source code on the github page, which is in my description, can be viewed by EVERYONE and theoretically everyone can make a own game with my code, that should give other Pople a look, how Game like this works. But after that all, i will try Unity.
That's the maximum that these Engine allows me ^^ no pathfinding, no particle systems, slower physics and no animated FBX support and no multible collisions. You don't need to expect much from Python game engines. Game like Crash Back in Time oder Crash respun, needs to create in Unity oder Unreal Engine. the results will different
die Kisten sind normalerweise nur Blocks mit der Textur der Kiste ^^ es gibt ein Model, welches genau so aussieht wie eine Kiste, die kann man verschieben.
Es gibt in diesem Spiel ungefähr 6 verschiedene Farben von diesen Edelsteinen. Seltsamerweise haben die des so gemacht, dass der silberne, rote, gelbe und der blaue Edelstein, alle das gleiche 3D Model verwenden, nur mit dem Unterschied das die Y- Skalierung bei den gelben und dem blauen verändert wurden. Für den grünen und dem violeten sind es dann eigene Models ^^
@@MiezeTatzTV-deutsch Der blaue ist im 1. Level und den bekommst, wenn du KEINE einzige Kiste kaputt machst, der rote im 2. Level fürs nicht sterben, der gelbe im 3. Level, dafür muss man nur ein kleine Zeit challange schaffen, der grüne ist im 4. Level und kann mithilfe der gelben Platform erreicht werden, die man freischaltet wenn man den gelben hat und zu guter Letzt findet man den violeten im letzten Level, brauchst diesmal den grünen Diamant ^^ alle anderen kriegst du dann für ALLE Kisten im Level ☺
Die ursprüngliche Mechanik ist so gemacht, dass man bei 100 dieser Äpfel 1 Extra Leben erhält. Hatte mir mal überlegt gehabt, ob man weitere Edelsteine dazu packen soll, welche man vllt erhält, wenn man 250 Äpfel oder mehr sammelt^^
The next Video will include the Link to the Source code on git, but the Game needs a lot of Bugfixxes. My biggest problem at the Moment is how to make the game available to people without having to fear legal consequences. On the other hand, I still have to find a way to encrypt/compress the assets and set up the game to access them without any bad suprises while the game runs. Then I have to test whether the game also works correctly under Linux. I think it will take some time :/
This looks really cool, I love the Crash 1 style gem platforms! The only bits of advice I'd have are using lerp (linear interpolation) in your movement and gravity formulas to get a nice arc when jumping. If you also used a more vibrant shadow like the one in Crash Bandicoot 4: It's About Time, precision jumps will be easier to track. Hope this all helps!
@dejikimoritzgztyuixc7227 Thank you very much for these tips, I have partially implemented the shadow for tracking the jump and landing position, unfortunately the shadow only works properly when I am in the air, otherwise it has currently disappeared under the ground. I'll test your tip with lerp and the jump later and see how the physics behave in the game. 😊
With Crash Back in Time and the other fan games, they haven't said or done anything about it so far and I doubt that they have a license. I am doing this solely as a form of art and will not earn a single cent/dollar or money from it. Also, if Naughty Dog wants, I can cancel this Project. But I will upload the source code I wrote without resources to Github, because it was written by me and I will make it relatively easy so that you only need to add missing models, sound files and textures, otherwise the code will be everything necessary included to enable functional play. I just hope that they won't say anything against my simple game with only 5 levels and poorly programmed physics ^^ its a very old Game from 1998 and is dying out...
@@xEndless11 As long as you don't release it or monetize it, usually nothing. It's not strictly legal, but its very rarely worth the bad PR and legal costs for the company to aggressively remove fan art from the internet. You also have to make it very obvious its not an offiial product to avoid trademrk infringement - easy enough to use the term "fan-made" or "fan-created" in the title etc.
Yes, the physics in the engine are just such little things that always don't work that way. Most of the time there are problems with several instances at the same time, such as a collision with the boxcast. Over time I try to optimize and improve the code. After the project is finished, I will try to develop games using Unity or Unreal Engine
i have a suggestion but it might not be viable, why not make the FPS of the game locked at 30fps? the whole game would be a lot smoother with the animations if you get what i mean, but you're more knowledgeable, very good progress!
Thank you very much :) I looked at your suggestion with the FPS in the engine reference and unfortunately I couldn't find a way to do Tests with FPS Limitations. Unfortunately, this Engine only reads these models correctly in this .ply format in my Case, which limits my ability to choose different Model Formats for Animations. In addition, every single frame is in a folder, which slows down reading and replacing. Profesional Engines Takes Animations Data Types like .FBX or .GLTF/.GLB, there make possible to store the whole Animation into one File. My Game will not start or make some unexptected visual Trouble like missing Textures, if im use GLB/GLTF or FBX. But as soon as the project is finished in Python, I will try out a more professional engine like Unity or Unreal Engine and see if my options there eliminate all the problems in this regard and I can make a nicer and better game in a shorter time.
It's superb level designing like this is why there should be an official Crash Bandicoot Maker like Mario has. I can imagine this if Crash 2 had a DLC level.
Yes, it's a shame that they didn't do something like that for us, but the fan game "Crash Back in Time" at least offers the possibility of creating 2D levels, which is at least a dream for some people. I had just as much hope that a remake of Crash Bash would come out one day, but unfortunately they never brought such a good game to light again. The old Crash Bandicoot games were the classics where you know that such developers were absolutely unique and unfortunately there are no such minds today who created so much imagination and colorful worlds with little resources.
Hallo @yuriel07 , unfortunately this game is only compatible on PC (Windows / Linux). But in my new project, which I'm planning, I will work with Unity and this enables further OS support via compiler :) i think thats possible then, to build an Android Application with them.