Author Topic: [Axe] KarRace  (Read 10974 times)

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Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #45 on: December 30, 2012, 05:40:06 pm »
*SUPER DOUBLE POST UPDATE*

It has a finish line now(you don't see it in the screeny). It appears when the score gets over 9000. It now speeds up when you get to 4500 instead of 1500.



It seems slower now. Do you think I should use Full?

Also, before I uploaded this pic, this is what RFG looked like:

« Last Edit: December 30, 2012, 05:48:54 pm by Spenceboy98 »
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Offline DJ Omnimaga

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Re: [Axe] KarRace
« Reply #46 on: December 30, 2012, 10:17:47 pm »
Oh that looks nice with the road lines! :D I also like how you got the wheels animation. :)



Rapture from The Game? O.O
« Last Edit: December 30, 2012, 10:18:30 pm by DJ_O »

Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #47 on: December 30, 2012, 11:05:50 pm »
Oh that looks nice with the road lines! :D I also like how you got the wheels animation. :)



Rapture from The Game? O.O

Thank you! Maybe it was rapture. :P
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Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #48 on: March 29, 2013, 12:42:35 pm »
*UPDATE*

Not a very large update, but it is one. I had to start from an older version(got deleted from my calc a while back), but I got it back to it's latest state(I had to redo the animation frames and other stuff). Plus, it shows your score back to you when you crash.



Also, do you think it seems too slow at first? Should I make it faster? Use Full?
« Last Edit: March 29, 2013, 12:43:38 pm by Spenceboy98 »
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Offline Hayleia

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Re: [Axe] KarRace
« Reply #49 on: March 29, 2013, 01:05:59 pm »
Use Full?
No, that would break compatibility with 83+BE for nothing. Also, it seems like you can have it fast without using Full seeing the part after "speed up", so really, there would be no point using Full :)
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Offline TIfanx1999

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Re: [Axe] KarRace
« Reply #50 on: March 29, 2013, 02:00:07 pm »
I think the speed is quite fine. Nice looking little program you have there. :)

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Re: [Axe] KarRace
« Reply #51 on: March 29, 2013, 04:02:57 pm »
I like the turning wheels :D

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Offline DJ Omnimaga

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Re: [Axe] KarRace
« Reply #52 on: March 30, 2013, 03:27:07 am »
You should add some cars that goes the wrong way every now and then as the race progresses. :P

Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #53 on: March 30, 2013, 09:03:14 am »
You should add some cars that goes the wrong way every now and then as the race progresses. :P

Yeah. I should make it more difficult as it goes too. :P Maybe I should have a car that looks like it's rotating(like it's swerving). That would probably be too much work to do all those animation frames. If I did do this, do you think that I should keep the regular car that goes by like you're passing it? I probably would need to, so it is not the same thing over and over.

I might slow down the speed up so that maybe I could do multiple speed ups. I'll see what I can do about that.
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Offline chickendude

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Re: [Axe] KarRace
« Reply #54 on: March 30, 2013, 01:22:31 pm »
...I might slow down the speed up...
:P

I think an interesting idea might be to turn it into more of a racing game, Lotus Turbo Challenge-style. Holding 2nd will accelerate the car (releasing it will slow the car down) and you have to make it to a checkpoint within a certain amount of time, that sorta thing. Adding multiple cars would be cool, too. It looks really pretty, the car sprites are exceptionally well done (did you draw them yourself? Seriously, they're gorgeous!) it just feels like a slow avalanche game right now. You could even have power-ups that would let you shoot a car that's in front of you or temporarily upgrade your bumper to absorb shocks from bumping into other cars, that sorta stuff. You could maybe even have the other cars turn slightly while they come down. Anyway, the animation and everything looks great, you've done a great job so far!

EDIT: Oh, and i second not breaking 83+ compatibility!
« Last Edit: March 30, 2013, 01:23:57 pm by chickendude »

Offline zeldaking

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Re: [Axe] KarRace
« Reply #55 on: March 30, 2013, 06:06:03 pm »
I had an idea similar to this, but I'll let you tackle this one as it seems you have nailed this on. My idea was loosely based off of the handheld sega mcdonald toy, "Sonic Speedway". http://sonic.wikia.com/wiki/Sonic_Speedway  Which is similar to you game in a sense. This game was based off the game "Sonic Drift" which I was also thinking of porting. Maybe consider this while planning your game?  http://sonic.wikia.com/wiki/Sonic_Drift  Overall it's looking good!
« Last Edit: March 30, 2013, 06:06:43 pm by zeldaking »

Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #56 on: March 30, 2013, 06:39:28 pm »
...I might slow down the speed up...
:P

I think an interesting idea might be to turn it into more of a racing game, Lotus Turbo Challenge-style. Holding 2nd will accelerate the car (releasing it will slow the car down) and you have to make it to a checkpoint within a certain amount of time, that sorta thing. Adding multiple cars would be cool, too. It looks really pretty, the car sprites are exceptionally well done (did you draw them yourself? Seriously, they're gorgeous!) it just feels like a slow avalanche game right now. You could even have power-ups that would let you shoot a car that's in front of you or temporarily upgrade your bumper to absorb shocks from bumping into other cars, that sorta stuff. You could maybe even have the other cars turn slightly while they come down. Anyway, the animation and everything looks great, you've done a great job so far!

EDIT: Oh, and i second not breaking 83+ compatibility!

Hm... good ideas. I might actually make this into a racing game(it's called KarRace, so...).  It probably won't take me much to take out the speed up and add acceleration. I would make more sprites, but I don't want to make the size of the game too big :P(and yes, I created the sprites myself, thanks :)). I was thinking about doing powerups at the beginning, but I have it so that if there is an "on" pixel in front of the car, it is a crash, so I am not sure how I would implement it.

Does anyone else think I should do acceleration instead of speed up after a certain amount of time?

I had an idea similar to this, but I'll let you tackle this one as it seems you have nailed this on. My idea was loosely based off of the handheld sega mcdonald toy, "Sonic Speedway". http://sonic.wikia.com/wiki/Sonic_Speedway  Which is similar to you game in a sense. This game was based off the game "Sonic Drift" which I was also thinking of porting. Maybe consider this while planning your game?  http://sonic.wikia.com/wiki/Sonic_Drift  Overall it's looking good!

I might check this out another time. Thanks!
« Last Edit: March 30, 2013, 06:41:50 pm by Spenceboy98 »
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Offline DJ Omnimaga

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Re: [Axe] KarRace
« Reply #57 on: March 31, 2013, 12:09:19 am »
Actually allowing accelerating/braking like in Lotus would also make it less like just another Tunnel type game (although it's not a tunnel but it isn't really a proper racing game yet). You could have checkpoints too.
« Last Edit: March 31, 2013, 12:09:35 am by DJ Omnimaga (Not Admin) »

Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #58 on: March 31, 2013, 04:10:30 pm »
*UPDATE*

Now the game starts with the speed equaling 0. You press [2ND] for power(thinking about doing [ALPHA] for brakes and [^](UP) for temporary boost). Now the other player(s) keeps going if you stop(note: there is no real track, so opponent just loops around screen).



Things to do(in no particular order):
1. Fix wheels so the stop when vehicles stop :P .
2. Figure out how to do a track with multiple checkpoints.
3. Checkpoints(in #2, but saying it anyways).
4. Timer to time player(won't be too hard unless you guys want actual seconds which I don't know how to do).
5. Finish title screen(put the title in the title screen, polish it, etc).

Any other things I missed? Any suggestions?

Edit:
I also made it so that when you put power it goes up slowly, but you can't really tell because it's so fast. Any ideas on how to make it any slower and noticeable?
« Last Edit: March 31, 2013, 08:47:21 pm by Spenceboy98 »
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Re: [Axe] KarRace
« Reply #59 on: April 01, 2013, 10:18:59 am »
How are you handling the speed ? Is it a variable you continuously add to your position ?

If so, divide this variable's value by 2 when adding it. It'll make the acceleration smoother. Also, don't forget to multiply the speed limit by 2 too.