[RELEASED]Untitled Little Racing Game aka B-Rally

Advice on general approaches or feasibility and discussions about game design

Re: [WIP]Untitled Little Racing Game

Postby clement » Wed Mar 30, 2016 6:43 pm

yop,

I play the last version.

It s a good evolution.

My remark :

The two first track are useless , press A and keep to the left, for win....
Collide with other conccurent is extremely punitive. This is accentuated by the fact that we're very fast compared to them and I do not see them come.

otherwise I love your games :)
clement
 
Posts: 161
Joined: Sat Oct 25, 2014 8:06 am

Re: [WIP]Untitled Little Racing Game

Postby Sutchig » Fri Apr 01, 2016 7:03 pm

hi, thanks for feedback :)

the first 3 tracks are for testing (collision etc). Because of that, track "lanes" is already unlocked ;)
Track "lanes" may be called "full featured"

i updated the opponents, so they drive more "naturally". In curves they get slower. Additionally they are not longer at the middle of the road. (alternating left/right - this may change in future)
A collision no longer takes simply half of the speed - now you get 80% of the opponents speed.

Player sprite is now with grey + white, but still looks like drawn by a 3year-old. :(

i am thinking of making the lane smaller, and the road 2 lanes wide by default. Now it is 42px * 1 lane. it could be 30px wide with 2 lanes - this gives the possibility of making very small parts of a track where overtaking is nearly impossible ;) this change needs new tracks, so expect nothing before next week...

appended HEX-File contains only of uppercase-Letters ;)

@"Buino Rally": im getting warm with this idea :)

P.S.: for the stats:
Der Sketch verwendet 26.510 Bytes (86%) des Programmspeicherplatzes. Das Maximum sind 30.592 Bytes.
Globale Variablen verwenden 1.791 Bytes des dynamischen Speichers.
Attachments
RPROTO6.zip
(27.1 KiB) Downloaded 445 times
Sutchig
 
Posts: 67
Joined: Sat May 23, 2015 3:48 pm

Re: [WIP]Untitled Little Racing Game

Postby deeph » Fri Apr 01, 2016 7:16 pm

Sutchig wrote:Player sprite is now with grey + white, but still looks like drawn by a 3year-old. :(

Lol :lol:

If you need inspiration for you sprites, here are some from various TI racing game :

http://www.ticalc.org/archives/files/fi ... 12365.html
https://www.omnimaga.org/other-calculat ... #msg286309
deeph
 
Posts: 52
Joined: Mon Jul 13, 2015 6:09 am
Location: France

Re: [WIP]Untitled Little Racing Game

Postby Sutchig » Fri Apr 15, 2016 6:28 pm

so...its been a while since i last posted something :(

changed some things that work, tried many things that don't work...
Changes:

1. Sprites: thanks for the suggestions. Found some cars at various sites too (mentioned in this links provided by you). First thing i got: car sprites should be at least 11px height. But i didnt want to "steal" the sprites, so i took some photos of my car and modified them heavily - guess what manufacturer :P

2. i probably stick with "Buino Racer"... but Rally would make sense too ;)

3. as is don't want to spam your sd cards with many files, i put them all together in 1 file: BRACER.DAT (attached as zip) it contains at moment 10 tracks from easy to hard...
my Gamebuino loses sometimes the track file (the whole PFFS file object is gone) It will be called ("reinstance"??) again, but there will be an short delay. It happens only sometimes. I think if the battery is not fully loaded.

4. new track selection with results. press B several seconds to clear results.

5. results are stored in eeprom. but only if you are better than the last time - to save eeprom writes

6. made a test with accelerometer ADXL345. dont know if this works on Gambuinos without any attached I2C device. Simbuino dont.
Calibration data is hard coded - so see this more as a tech demo ;)
wire.h uses a lot flash and ram:
Der Sketch verwendet 30.314 Bytes (99%) des Programmspeicherplatzes. Das Maximum sind 30.592 Bytes.
Globale Variablen verwenden 1.841 Bytes des dynamischen Speichers.

I'll try to upload a screenie :)
Image

7. this could be the the final version... :)
Attachments
RPROTO7_Accel.zip
if you have a ADXL345 (accel module), you may try this ;)
(29.65 KiB) Downloaded 419 times
RPROTO7.zip
Prototype with normal controls
(28.25 KiB) Downloaded 419 times
BRACER.zip
Trackfile
(7.63 KiB) Downloaded 411 times
Sutchig
 
Posts: 67
Joined: Sat May 23, 2015 3:48 pm

Re: [WIP]Untitled Little Racing Game

Postby frakasss » Tue Apr 19, 2016 9:16 am

Why not B-Rally, like a reference to V-Rally :-)
By the way, excellent game! Contrats!
User avatar
frakasss
 
Posts: 97
Joined: Thu Dec 11, 2014 10:20 am
Location: France

Re: [WIP]Untitled Little Racing Game

Postby Sutchig » Sat Apr 23, 2016 7:39 pm

its done. (for now.... *g*)
viewtopic.php?f=17&t=3407
Sutchig
 
Posts: 67
Joined: Sat May 23, 2015 3:48 pm

Re: [RELEASED]Untitled Little Racing Game aka B-Rally

Postby alexder » Sat May 21, 2016 8:56 am

Very nice.
alexder
 
Posts: 1
Joined: Sat May 21, 2016 8:55 am

Re: [RELEASED]Untitled Little Racing Game aka B-Rally

Postby superfreaky » Sat May 21, 2016 3:34 pm

Is the car a Volkswagen Golf?
superfreaky
 
Posts: 183
Joined: Wed Oct 28, 2015 1:46 am

Re: [RELEASED]Untitled Little Racing Game aka B-Rally

Postby Sutchig » Tue May 24, 2016 6:54 pm

No, its not a german car ;)
Sutchig
 
Posts: 67
Joined: Sat May 23, 2015 3:48 pm

Re: [RELEASED]Untitled Little Racing Game aka B-Rally

Postby erico » Wed May 25, 2016 12:00 am

Nice work with the accelerometer!
User avatar
erico
 
Posts: 671
Joined: Thu Mar 27, 2014 9:29 pm
Location: Brazil

PreviousNext

Return to Project Guidance & Game development

Who is online

Users browsing this forum: No registered users and 5 guests

cron