Yup, both players can set custom names (up to 16 characters) and car paint. Remaining 3 AI players are spoofs of real rally guys (Lotus Esprit did that as well :P) and drive vehicles painted in three shades of grey
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F64PGC2017: El Loco Challenge (Jammer/1mandivision)
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Have you tried to "flatten" the cars a bit? They seem a little too high for me, don't you think?
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yes, they look a bit like SUVs
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Hehe, good catch!
But, seriously, it's actually not quite possible, given sprite constraints. Take a look at first ingame screenshots to get the idea. I use 3x2 sprite matrix for player's car and because of that car looks ok straight but for turning phase proportions have to be a little screwed Car design is roughly based on rather bulky Bugatti Veyron but, obviously, I cannot advertise my game with this
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Nice sound
My own sound are always a little boring -
Awesome ! I've been waiting for a racing game taken to the next level on the c64. Just the mixed samples is a great idea.
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Due to many problems encountered and little time, I have to limit game to small preview with only one racing track available (out of planned 8). Code for championship mode is finished but it makes little sense with only one level to beat. Hence basic gameplay for competition preview is going to be only single race with simple summary afterwards. Tough luck but it's not over speaking of game development
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Please don't give up on this!
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I agree. The pictures looked good and the sounds are great so I would like to see a nice new racing game. Even if the extra levels come a little later.
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I'll surely deliver any version to the compo deadline. Not that much content inside, though
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Deliverying something is adamant, but don't let the deadline stop you from finishing this impressive game!
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Yes! We want this so bad!
This would make a fantastic cart release...
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Currently I don't even have properly working display of opponents' sprites. Race can be finished but it's a bit hard to pass drivers not knowing exactly which lane they occupy And sprites don't scale properly yet. What a bummer Honestly, I'd gladly abandon compo and finish commercial version of game at slower pace but I'll wait with this tough decision till the midnight.
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So... and what did you decide?
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Phew! Game submitted \o/
Not quite the version I'd like to show off but it's passable Multitude of visual bugs + serious bug with player ranks are, unfortunately, left in game but I have to fix it later. Opponents don't move left/right smoothly yet but I'm working on it - atm they just appear (actually their physics work properly but they're displayed in quite jumpy fashion). If opponent drives on left lane he's "teleported" to left side and vice versa - as silly as it gets xD
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I've finally fixed/reworked counting places/positions for cars and now it should work flawless. A bit sad I didn't make it for pre-alpha build but well... better late than never
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Thanks for the update!
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Could anyone test Pre-Alpha if it works with SD2IEC? Loader I'm using allegedly allows for one SD2IEC device attached at time. Is Jiffy DOS obligatory for SD2IEC? I'm total greenhorn, regarding the topic.
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Is Jiffy DOS obligatory for SD2IEC?
JiffyDOS is not obligatory. But the JiffyDOS transfer protocol is supported. That way SD2IEC and similar hardware works aside from standard kernal also with JiffyDOS kernal as well as with SJLOAD. The sd2iec firmware also supports other fastloaders if active on C64 side.