PDA

View Full Version : Jammin' racer [DEMO]


Danlab
2004.10.27, 07:14 PM
all is in the title

some screenshot of the current build
http://www.danlabgames.com/mini/j4.jpg
http://www.danlabgames.com/mini/j3.jpg
http://www.danlabgames.com/mini/j2.jpg
http://www.danlabgames.com/mini/j1.jpg

the fps are low becose fsaa x4 is enabled :love:
the game run at 70 fps on a radeon 9000 with 800x600 screen

:cool: please dont ask me current version :cool:

igame3d
2004.10.27, 07:19 PM
Vroooom!

aarku
2004.10.27, 07:43 PM
*clap clap clap*

Nice light streaks!

What's the little dial next to the speedometer? Looks good.

Need a musician? :rolleyes: :cool: :love:

-Jon

blobbo
2004.10.27, 08:43 PM
Gosh, those lighting effects are incredible. Dan: Do you need beta testers? I'm on a low-end mac and could provide detailed (read: quality!) feedback. iMac G3 400mhz with 384MB of RAM, Rage128 with 8MB VRAM. Let me know - this is very cool looking. Reminds me a bit of that racing game that Pangea released a while back...

Danlab
2004.10.27, 08:46 PM
sorry ATI rage are not supported
and rage with 8mb cant really run opengl games

jamie
2004.10.27, 10:19 PM
that looks so nice, I love driving games, something the mac needs bad! :)

blobbo
2004.10.28, 02:37 PM
Gah! *cries*

Ah well, I really *should* upgrade one of these days...

ThemsAllTook
2004.10.28, 02:49 PM
Looks great! Can't wait to play it.

One little thing that bothers me, though, is how, uh, "non-round" the tires look, for lack of a better term. They could definitely use a bit more subdivision, and anisotropic texture filtering would help out a lot too. Also, it's hard to tell from those screenshots, but I assume you're using smooth-shaded normals on them?

Good stuff, though! Keep it up!

Alex Diener

Danlab
2004.10.28, 03:08 PM
Looks great! Can't wait to play it.

One little thing that bothers me, though, is how, uh, "non-round" the tires look, for lack of a better term. They could definitely use a bit more subdivision, and anisotropic texture filtering would help out a lot too. Also, it's hard to tell from those screenshots, but I assume you're using smooth-shaded normals on them?

Good stuff, though! Keep it up!

Alex Diener

they look quads but you dont notice this when you are driving, becoze they rotate
but i should make 2 version of the tires, when rotating fast (simple ploly) and when rotate slowly more complex :rolleyes:

Duane
2004.10.28, 03:10 PM
WAHHH!
ati rage 128 G3 imac 600 mhz

skyhawk
2004.10.28, 03:49 PM
but i should make 2 version of the tires, when rotating fast (simple ploly) and when rotate slowly more complex :rolleyes:
good idea!

Danlab
2004.10.29, 02:00 PM
here is some different element for the game
http://www.danlabgames.com/mini/buggymontage.jpg
the feet of the guy are really squared but they are hard to see during the game


i made new tires a litte more complex but not too much becase im displaying 8 cars on screen and 16 cars for 2 player mode ( 2x8 ;-) )


[trailler removed.. added demo download]

diordna
2004.10.29, 02:26 PM
Could I beta test? eMac gigahertz middle model graphics card is i don't know what.

FreakSoftware
2004.10.29, 02:37 PM
What are you using for physics?

Danlab
2004.10.29, 02:43 PM
What are you using for physics?

there is no real physic its an arcade game not a simulation

Rincewind
2004.10.29, 02:52 PM
I could bet that this game, like every game DanLab has created, will crash on my computer right after I try launching it :cry:

Danlab
2004.11.04, 07:49 PM
I could bet that this game, like every game DanLab has created, will crash on my computer right after I try launching it :cry:
shouldnt crash


new pic from the car selection menu:
http://www.danlabgames.com/mini/selec.jpg

Danlab
2004.11.07, 07:09 AM
here is the link for the preview demo

its a real work in progress, remeber its an arcade game ;-)

http://www.danlabgames.com/mini/karting.zip

Fenris
2004.11.07, 07:41 AM
Wow, Daniel, you sure keep true to your style! Very, very good work, once again! I love, love, love the car setup panel! I ran it off my 800MHz G3 iBook, running on battery, so I only got 15 FPS, but it was playable still. As you're still in development, I won't be nit-picking, but I managed to outrun the computer on the first lap and didn't see it anymore after that. Perhaps having a "mercy" system that makes sure that karts that are trailing behind can catch up?

I love the physics, even if you say there aren't any. They look very good at least, and the kart's tilting when it runs through bends give the game quite the solidity it needs.

One question - I kind of see Island Golf in here, how much of the code is shared between the two?

Keep this one up, man! The Mac needs a good racer, and this is the first I've ever played since good ol' Vette back when I was "haute comme trois pommes" (?). ;-)

Danlab
2004.11.07, 08:25 AM
Running on battery, so I only got 15 FPS
Perhaps having a "mercy" system that makes sure that karts that are trailing behind can catch up?

i forget to tell: the game run now in 800x600 with FSAA x4
the game should run faster without FSAA ;-) and i added a glow effect on all the scene to make it shine you can press F8 to disable it (only when F8 is pressed)
game should run at 30 fps (minimum) on a videocard better than ATI128 16mb



One question - I kind of see Island Golf in here, how much of the code is shared between the two?

not a lot of the code
only the object loader (car body, trees)

Jake
2004.11.07, 09:24 AM
Looking good! It reminds me of Mario Kart Double Dash :)

Here are two quick suggestions if you want them

you need to put WASD as the controls (in addition to the arrows), arrow keys with my right hand on a laptop is not very fun, but my left hand on the WASD keys is already trained from FPS games

The game seamed really fast, for instance in the new mario kart if you are a skilled player you can stay in the center of the track pretty easily. When I played the demo I was flying all over, and didn't even have time to prepare for jumps.

Fenris
2004.11.07, 11:19 AM
Stumbled on a really strange bug on my GF2FX32MB... When I'm not holding F8, some kind of texture becomes superimposed over the screen. I suppose this is because that glow texture you were talking about becomes messed up, since it goes away with F8. Perhaps you have a memory thrasher somewhere - check it up! :)
http://www.rusted.se/interlace.jpg

Danlab
2004.11.07, 11:49 AM
you need to put WASD as the controls (in addition to the arrows), arrow keys with my right hand on a laptop is not very fun.
i go to add some HID controler and control pref, i need to find a nice way to use HID should be fun with some nice joypad


The game seamed really fast, for instance in the new mario kart if you are a skilled player you can stay in the center of the track pretty easily.
i go to add 3 different speed like in MarioKart this one is the middle speed ;-)
after playing again and agin for testing this speed is boring for me ;-)

Duane
2004.11.07, 12:13 PM
here is the link for the preview demo

its a real work in progress, remeber its an arcade game ;-)

http://www.danlabgames.com/mini/karting.zip


Yay!


*steals sister's super laptop*

Fenris
2004.11.07, 01:09 PM
The top four code samples here is what taught me HID in less than three days:
HID Utilities (http://developer.apple.com/samplecode/Hardware/idxHumanInterfaceDeviceForceFeedback-date.html) If you need HID help, don't hesitate to mail me at ivan[at]rusted[dot]se

skyhawk
2004.11.07, 02:09 PM
visually, this game is stunning...
the controls feel bad...
bumping into someone does too much damage to you, and not enough damage to them.
I slide.... a lot.
got a solid 50fps on my G5

AnotherJake
2004.11.07, 07:18 PM
Looks great to me! Framerate seems fine on my dual g4 867 geforce4mx. I'm having the same texture problem as Fenris.

The HID code in Greenstone's new book is really excellent and he also codes around many known problems.

I won't comment on much else since it's in heavy development but one thing that would seem to me to make it really shine in the end is having the drivers rock around a lot with bumps and landings, etc. They all seem very rigidly seated at all times. My eye expects them to get thrown around when they hit a wall or something. I think the quick pace of the game and the arcade physics are just fine though. I really like the arcade feel of it, and the graphics are just amazing!

natael
2004.11.07, 07:19 PM
I could bet that this game, like every game DanLab has created, will crash on my computer right after I try launching it :cry:

You're not alone. :sneaky:

Host Name: timothy-payne.ums.maine.edu
Date/Time: 2004-11-07 19:36:34 -0500
OS Version: 10.3.6 (Build 7R28)
Report Version: 2

Command: Karting
Path: /Users/timpayne/Downloads/Karting.app/Contents/MacOS/Karting
Version: ??? (???)
PID: 1186
Thread: 0

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000038

Thread 0 Crashed:
0 libSystem.B.dylib 0x9000a85c flockfile + 0x1c
1 libSystem.B.dylib 0x9000c65c vfprintf + 0x3c
2 libSystem.B.dylib 0x9000d3bc fprintf + 0x1c
3 dnalabgames.karting 0x0000bae8 Chargeconfig() + 0x530 (mainCPP.cpp:887)
4 dnalabgames.karting 0x000352c8 main + 0x148 (mainCPP.cpp:6817)
5 dnalabgames.karting 0x00008d90 _start + 0x188 (crt.c:267)
6 dnalabgames.karting 0x00008c04 start + 0x30

funkboy
2004.11.07, 08:47 PM
I like the graphics a lot, save for the bug that Fenris talked about. It appears to be the number of the place you're in.

On my GeForce4MX in my iMac 17" 800 G4, the tunnel with the light doesn't work properly: it floods almost the entire screen with white instead of being playable.

Also, the controls could use some work - they seem too digital right now, it doesn't really feel like turning a wheel or anything right now, too computery... which may not be horrible, since you want an arcade feel, but... whatever.

Wrisc
2004.11.07, 09:48 PM
the game should run faster without FSAA ;-) and i added a glow effect on all the scene to make it shine you can press F8 to disable it (only when F8 is pressed)
game should run at 30 fps (minimum) on a videocard better than ATI128 16mb

only 15fps on my g4 733 / GF2MX. When holding f8 it goes up to between 21-26

I agree about the controls though... you feel more like you're in a hovercraft or something than a buggy

arekkusu
2004.11.07, 11:09 PM
Looks very nice, except for the seizure-inducing VBL tear. At least I can fix that with ATI Monitor now...

35-60 fps on 15" AlBook/r9600. Cars look great, I see envmap + secondary specular + that glow effect. What is that, a tiny mipmap of the scene?

A few of the textures like the side of the mountain have visible mipmap transitions, you could turn on trilinear filtering on beefy cards with lots of fillrate...

Danlab
2004.11.08, 06:05 AM
i made new version
i removed FSAA and changed some physic and car collision
i also added some new drivers

http://www.danlabgames.com/mini/karting.ziphttp://www.danlabgames.com/mini/guss.jpg

arekkusu
2004.11.08, 06:26 AM
The sunlight glow looks much better, although the headlights look quite strange in the replay.
fps is unchanged with FSAA off, 35-60.

Danlab
2004.11.08, 06:35 AM
I like the graphics a lot, save for the bug that Fenris talked about. It appears to be the number of the place you're in.


look like its a bug on non ATI card i need to see whats wrong with that i have the similar bug wiht shadow in IslandsMiniGolf, i render all in a texture. i think Nvida cards work in a different way for render to texture :-/


only 15fps on my g4 733 / GF2MX. When holding f8 it goes up to between 21-26
I agree about the controls though... you feel more like you're in a hovercraft or something than a buggy
30 fps should be the minium for playing the game but the control are similar to Mariokart, a lot of sliding

DoG
2004.11.08, 09:18 AM
The controls are quite jerky, but ok. What annoys me most is that every time someone touches me i end up in the sidewalls. Physics needs work, definitely. And where can i turn off the darn music? Runs fine on my G4/400.

Fenris
2004.11.08, 11:08 AM
Much improved! :)
The glow texture now works on my GF2MX. Seems as if you've tuned down the collision response a bit, but it needs to be dimmed even more. Whenever I touch another car, I still end up in the wall. Computer cars seem better now, I was always surrounded by a couple of them.

I'd suggest that you try to ramp the turning. Make turning gentle for the first 0.5 seconds and then give full turning speed. That way, one can make small corrections but still take hair-pin bends.

Keep it up!

EvolPenguin
2004.11.08, 07:59 PM
A little jerky/laggy on my g3 900. The one thing i did notice is that, when you win, you can still press space for a boost, and so you can get to first, and the place will say first, even though the race is over. Also, i never ran out of space-boost.It is so awesome though. Good luck.

Alex

Josh
2004.11.08, 09:20 PM
Only runs at a decent frame rate when I hold down F8. Physics seem kind of screwy.

Najdorf
2004.11.09, 12:40 PM
awesome. just fix the controls and the collisions and you have one heck of a game

Danlab
2004.11.10, 07:26 PM
i added HID to the game, should virtualy work with all hid device

Danlab
2004.11.11, 12:50 PM
I need some beta tester:
1/ need to know if the Player Position (1st, 2nd, 3th) is correct , when playing and after finishing the race.
2/ i need to know if tha game work with different gamepad/steeringwheel/joystick devices


i added HID support

i made some teste with a crappy steering wheeln gamepad pro, thrustmaster dual3. all work really nice

the car physic is really better now, i improved the car/car collision and the car/ground collision

i added a new car type, this one is really better than the first one :love:

option menu dont work and the bonus dont work too :sneaky:



new version, same link:
http://www.danlabgames.com/mini/karting.zip :

Fenris
2004.11.11, 01:30 PM
I get a 404 on that link now. :(

Danlab
2004.11.11, 01:35 PM
I get a 404 on that link now. :(
should work now. i uploaded Karting.zip and not karting.zip ;-)

Fenris
2004.11.11, 05:45 PM
I'm still getting 404:s for both karting and Karting. :( C'mon, my gamepad's plugged in! ;)

Danlab
2004.11.11, 06:00 PM
I'm still getting 404:s for both karting and Karting. :( C'mon, my gamepad's plugged in! ;)

the link work i tihnk its your browser cash
http://www.danlabgames.com/mini/karting.zip

AnotherJake
2004.11.11, 07:17 PM
Okay, HID doesn't work very well for me. I don't know if your "options" menu is supposed to work, but it didn't for me. I was hoping that it might lead to a configuration dialog for the HID or something. The first device I plugged in was a Saitek Cyborg 3d and it's notorious for needing calibration. You MUST allow users to calibrate their input devices. It pulled all the way to the left and it didn't pick up any steering at all. The next device was a Macally iShock, again no calibration. It seems to have kept the far left leaning calibration of the Cyborg but at least there was some control. Also, I had to unplug the Cyborg so that it would use the iShock, this should be user configurable as well. HID is really, really tricky to do right. Apple did a horrible job implementing it for developers. I feel for you. :cry:

Josh
2004.11.11, 08:11 PM
Sweet! It actually runs at a playable speed now!

The headlight and tail light thing looks weird going through the tunnel, just because there is already so much light. Perhaps if the race was at night it'd look better.

My personal preference would be to tone down the steering a tad bit more.

ERaZer
2004.11.11, 08:55 PM
Runs great on my G4/400 when F8 is pressed… Please make it toggable soon? Pretty please?

It still seems a bit too worse to bump into other cars… You get thrown back alot.

Danlab
2004.11.12, 06:11 AM
Okay, HID doesn't work very well for me. I don't know if your "options" menu is supposed to work, but it didn't for me. I was hoping that it might lead to a configuration dialog for the HID or something. The first device I plugged in was a Saitek Cyborg 3d and it's notorious for needing calibration. You MUST allow users to calibrate their input devices. It pulled all the way to the left and it didn't pick up any steering at all. The next device was a Macally iShock, again no calibration. It seems to have kept the far left leaning calibration of the Cyborg but at least there was some control. Also, I had to unplug the Cyborg so that it would use the iShock, this should be user configurable as well. HID is really, really tricky to do right. Apple did a horrible job implementing it for developers. I feel for you. :cry:


when you plug or un plug your HID device you need to restart the game, if not the game go silly :shock:
i wrote this : "option menu dont work and the bonus dont work too" :sneaky:
i go to add the gamepad configuration in the option menu

AnotherJake
2004.11.12, 11:04 AM
when you plug or un plug your HID device you need to restart the game, if not the game go silly :shock:
I always do that. Still didn't help.

i wrote this : "option menu dont work and the bonus dont work too" :sneaky:
Oops! Sorry, I missed that. :blush:

i go to add the gamepad configuration in the option menu
Good luck!

Danlab
2004.11.19, 04:26 AM
i uploaded a new version of the alphabeta
http://www.danlabgames.com/mini/j5.jpg

whats new:
- replaced the first type of car by a new one :ninja:
- added option menu for screen rez, control type.. and more
- the game can switch resolution without restart
- better physic with some hills
- reflects in water
- shadows under bridge
- new stage

you can change stage using key < and >

Need to know If HID (gamepad, joystick, steeringwheel) work, should be ok this time



:love: same link : http://www.danlabgames.com/mini/karting.zip :love:

AnotherJake
2004.11.19, 12:28 PM
I can use both of my hid devices at the same time in 2 player mode F2. They both give input fine but they both want to calibrate slightly to the left. Darn.

If you get a chance, it'd be really nice to select which buttons do the gas and such.

The first new level looks great! I love that speed limit sign. :D The water reflections look good. The bridge shadows look okay but I noticed a little issue. In that first series of three big bridges, the second shadow seems to be misplaced to almost under the third bridge. Probably not a big deal but I thought I'd mention it.

The extra stage looks like it's in pretty early development but it seems like it'll be fun.

The new car style looks really cool.

Danlab
2004.11.24, 11:19 AM
not in current demo:

i added wall shadow today
http://www.danlabgames.com/mini/j6.jpg

diordna
2004.11.24, 12:03 PM
No, it doesn't keep the places. And I couldn't figure out how to exit the game without quitting after the first race was over. It just kept letting the AI go around and around.

Wow that game is crazy fast! At first I could hardly tell what i was doing because it was so incredibly speedy.

diordna
2004.11.24, 12:05 PM
Oh, and I couldn't get my gamepad to work. But that might be because i have USB Overdrive.

Also, after the first game, it was really easy to beat the AI.

aarku
2004.11.24, 12:06 PM
Quite honestly I think it looks weird without self-shadowing. It looked good before, because it looked kind of like a Nintendo cartoon. Maybe they should be less dark, or more blue?

Like this:
http://img.gamershell.com/imagefolio/gallery/Gamecube/Super_Mario_Sunshine/SuperMarioSunshineGC15.jpg

-Jon

Fenris
2004.11.24, 03:43 PM
This is so darned fun. I love it. Works like a charm with my Logitech Wingman Precision.

Danlab
2004.12.02, 03:01 PM
i made a new car type today:
http://www.danlabgames.com/mini/j7.jpg
i need to make 2 more cars :cry:

Zwilnik
2004.12.02, 03:46 PM
Looks and runs spectacularly! Gameplay isn't there yet, but there's an easy fix for what I can see is the biggest problem. Currently for the speed you're driving at, the track is way too narrow. By having the sand at the edge of the track slow you right down, the car becomes too uncontrollable, especially as the sand and road colours are almost the same. If you stop the sand from slowing you down, the arcade feel will come through more, you can kick up dust when the player's in the sand (it's a dune buggy anyway, it's supposed to drive on sand!) and you could lose a little bit of grip when the car is on the sand, so that players who do miraculously stick to the tarmac get a small benefit ;)

Danlab
2004.12.04, 10:43 AM
added new car type today, i really like this one the noise remeber me the Caterham super7
http://www.danlabgames.com/mini/j8.jpg

blobbo
2004.12.14, 12:38 PM
Good news! It runs perfectly acceptably on my G3 400mhz with 384MB RAM and an ATI Rage 128! Woo!

It's way fun, too. More levels please!

I average a good 17-23 FPS. At around 20 it's acceptable. Everything is turned off, but it still looks nice. Very, very fun, though!

Danlab
2005.01.17, 12:44 PM
here is some screenshots of my WIP
im working on the menus, i add boost bonus and repeair bonus too

http://www.danlabgames.com/mini/j9.jpg

http://www.danlabgames.com/mini/j10.jpg

http://www.danlabgames.com/mini/j11.jpg

http://www.danlabgames.com/mini/j12.jpg

note: i removed the playable demo from my server

MarkJ
2005.01.17, 12:48 PM
looking pretty as always, danlab

ravuya
2005.01.17, 01:08 PM
Wow, that's really nice!

Duane
2005.01.17, 02:08 PM
note: i removed the playable demo from my server

darn-it! :mad:

funkboy
2005.01.17, 02:22 PM
This is looking like a 1st-party Nintendo game: the highest quality.

Cheers to Danlab!

Fenris
2005.01.17, 04:17 PM
Amazing. Just amazing.
What does the repair bonus do?

Danlab
2005.01.17, 04:22 PM
when you hit a wall or another car you loose healt point
more the car is damanged more the car slow down

the repeair bonus, restor healt point

EvolPenguin
2005.01.17, 06:50 PM
Now i know what that making menus message on ichat turns into into.
Looks nice,

Alex

blobbo
2005.01.17, 09:49 PM
Beautiful. Just beautiful.

Danlab
2005.01.18, 06:31 PM
Here is new screens

• Redesigned "car selection screen", now we can add player name
http://www.danlabgames.com/mini/j13.jpg

• Result screen after each race, each player win some points, 1st win more points..
http://www.danlabgames.com/mini/j14.jpg

ravuya
2005.01.18, 07:43 PM
Man those menus look nice.

EvolPenguin
2005.01.18, 08:32 PM
For the results menu, shouldn't it be ordered by rank not alphabetical order?

Alex

guillaume
2005.01.18, 08:33 PM
Here is new screens
• Redesigned "car selection screen", now we can add player name
http://www.danlabgames.com/mini/j13.jpg
the options may be more funny? I would like to see for example:
• a couple (in the car) with scared cry sound
• pan attached to the car - just married
• and so on

Guillaume

Danlab
2005.01.18, 08:33 PM
its ordered by player id and after the computer id
i want to keep each player on the same position

i go to make a different scren for the final result

EvolPenguin
2005.01.18, 08:42 PM
Oh, ok.
Disregard my old post then.

Alex

Danlab
2005.01.19, 12:57 AM
the options may be more funny? I would like to see for example:
• a couple (in the car) with scared cry sound
• pan attached to the car - just married
• and so on

Guillaume
i keep this for real life

Danlab
2005.01.21, 08:25 PM
i added a new car type "sharky"
and a new driver Scruffy from "scryffy gems"

http://www.danlabgames.com/mini/j15.jpg

Najdorf
2005.01.21, 11:51 PM
hey dont you have enough cars yet? :P

Danlab
2005.01.22, 12:33 AM
no !

skyhawk
2005.01.22, 01:52 PM
hey dont you have enough cars yet? :P
most car games have between 5 and 20 kinds of cars... so, I think he is on the right track

aarku
2005.01.22, 02:41 PM
Are the cars any different besides their appearance?

Danlab
2005.01.22, 02:48 PM
no, i didnt add any driving difference. i dont want to make a sim and only an arcade game.
there is some car category in MarioKart and in Cromagrally but i prefere to keep all car with same power, and other things

its my choice to keep the same gameplay for each car

Danlab
2005.01.24, 08:47 AM
i finished the first cup design (track+elements) : beach theme
i started a new theme: volcano/prehistoric

here is the first pic:
http://www.danlabgames.com/mini/j16.jpg

blobbo
2005.01.25, 03:24 PM
Wow. Just wow. Can I be your super-low-end beta tester? G3 400MHz with 384MB RAM, ATI Rage 128.

Fenris
2005.01.25, 03:29 PM
Still looking super, can't wait! :)

Jake
2005.01.25, 03:51 PM
What console is this for, you are getting this published in a box and selling it at Wal*Mart with all of the other AAA games, Right?

Seriously this looks GREAT, it looks more like a professional console game than shareware from the screenshots!

Najdorf
2005.01.25, 05:23 PM
I want to buy some danlabg shares!

DoG
2005.01.25, 06:06 PM
I want to buy some danlabg shares!
I'd be content with parts of his brain ;)

skyhawk
2005.01.25, 07:46 PM
I'd be content with parts of his brain ;)
I'll take his right hand!!

Najdorf
2005.01.26, 12:57 AM
its butchering day! 3 kg of liver for me! kidneys to the madam there! nose and ears sold to the sir with the white hat!

EvolPenguin
2005.01.26, 08:17 AM
hee hee,

I was actually wearing a white hat when I read this.

Alex

Duane
2005.01.26, 10:36 AM
Wow. Just wow. Can I be your super-low-end beta tester? G3 400MHz with 384MB RAM, ATI Rage 128.

I'll be the not-so-incredibly-but-just-enough-to-make-me-annoyed low-end beta tester?
G3 600MHz with 128MB RAM, ATI Rage 128. :D

Danlab
2005.01.26, 11:09 AM
I'll take his right hand!!

im drawing with the left hand :lol:
the first track of the "Jurassic Volcanic" theme is done

Fenris
2005.01.26, 02:37 PM
im drawing with the left hand
Hm, why am I not surprised? :)

Danlab
2005.01.28, 09:14 AM
i made some change in the ingame 2D informations (speed, stars, position)

i change the place of the stars, you can see the difference with the previous screenshot

i added a small view of track, this view is created from the walls position dynamically, when creating it im making a copy in a texture

here is a screenshot:
http://www.danlabgames.com/mini/j17.jpg


:sneaky: I m looking for beta testers with HID gamepads :sneaky:
we have already tested these gamepads:
• Gamepad pro
• Gravis X terminator
• Logitech rumblepad 2
• Macally ishock 2 :mad:
• Microsoft Sidewinter
• Thrusmaster dual power 3
• Logitech Wingman rumble pad

please contact me by ichat : danlabgames or the forum



thanks
Dan

EvolPenguin
2005.01.28, 06:45 PM
I have the original ishock, if you want that tested.

Alex

Duane
2005.01.28, 07:06 PM
I can buy the original iShock, if you want that tested :D

FCCovett
2005.01.28, 08:11 PM
Desperation can be a huge turn off. ;)

Fenris
2005.01.28, 10:21 PM
I've got a Logitech Wingman Precision. Calling that one "Precision" is the very definition of irony, by the way.

Danlab
2005.01.30, 06:08 AM
here is a screen shot from track 3 of Jurrasic Volcanic CUP
http://www.danlabgames.com/mini/j18.jpg

got 2 new beta tester , these two device work very well:
• Logitech Momo racing thingy (forcefeedback too)
• Macally Ishock 1 (better than ishock2 :wacko: )

i hope finsihing track 4 today or tomorow and start making a new theme (mud with simple track but really fast)

aarku
2005.01.31, 04:13 PM
You should have a Candy Land / Chocolate Land theme. That'd be spiffy!

Why roll on mud when you could roll on yummy chocolate? :cool:

-Jon :ninja:

Najdorf
2005.01.31, 05:02 PM
this way well be the first game I buy from an independent dev...

Duane
2005.01.31, 05:08 PM
hehe, have an iTrack as an easter egg. super skiddy and white/shiny metal, and for cars, you can have the iPod Hover, which has the current track listed across the front :D

theblob
2005.02.01, 01:20 AM
Id like to beta test i have a emac 1ghz raedon 9200 32mb
and also have ishock 1 aswell

Danlab
2005.02.02, 01:33 PM
hree is a new screenshot of current WIP CUP
there is no name yet for this theme, possible somtihng like "desert mud cup" :sneaky:

http://www.danlabgames.com/mini/j19.jpg

geezusfreeek
2005.02.02, 06:06 PM
I must say that, based on the screenshots (I never got to play any of the open betas :( ), this is a very professional quality game.

*insert jealousy and scorn here* ;)

EvolPenguin
2005.02.02, 07:11 PM
I already claim jealousy rights, you can't be jealous too!

Heh, Danlab is just getting better and better, will he ever stop? Even when he's dead?

Alex

Danlab
2005.02.18, 11:46 AM
here is new screens


this is the game over screenshot
http://www.danlabgames.com/mini/j20.jpg


here is a hand draw and color research for the "you win" screen
http://www.danlabgames.com/mini/j21.jpg
now i need to make it 3d ;-) but this its another story :sneaky:

MarkJ
2005.02.18, 12:58 PM
I like the 'you win' screen a lot. For the game over screen, i think the text should be bigger and stand out a bit more. You gonna animate it?

Danlab
2005.02.18, 01:39 PM
I like the 'you win' screen a lot. For the game over screen, i think the text should be bigger and stand out a bit more. You gonna animate it?

gameover screen:
its animated, it use player 1 car, its opengl wiht slidding and credit text
i have already made the gameover text bigger but i need to add it to the game

"you win" screen:
i go to make it full 3d and add some fireworks in background, i need to make some tests

Danlab
2005.02.19, 07:14 AM
here is the final "you win" screen
http://www.danlabgames.com/mini/j23.jpg

the camera make some sin/cos movements near player cars (zoom in /out)
i added some firworks too and smab music.. hupa hupa :lol:

PowerMacX
2005.02.19, 08:28 AM
Time elapsed between concept drawing => full 3D with special FX: less than a day! :shock:

Wow!

Fruity
2005.02.21, 06:29 AM
Time elapsed between concept drawing => full 3D with special FX: less than a day! :shock:

Wow!

Must definitely be his secret garden gnomes..!

But seriously, that is pretty amazing to me. I use like 15 minutes to make a beach-ball in Blender. Blah! :lol:

The game looks amazingly great. You should get it boxed!

Blorx2
2005.02.26, 02:22 PM
Awesome! Now, what's the news with the demo?

funkboy
2005.02.26, 04:03 PM
Yes, I must say, this game is looking more and more impressive. It looks commercial quality, and your output is absolutely astounding, Danlab.

Is there a big story mode, too? Just amazing.

cgoran
2005.02.26, 05:29 PM
I would suggest only that the "1" be a bit more lit. A bit brighter.

skyhawk
2005.02.27, 04:48 PM
I would suggest only that the "1" be a bit more lit. A bit brighter.
make it sparkling gold!

acheron2
2005.03.01, 12:31 PM
This game looks absolutely amazing, can't wait for it to be released.

Duane
2005.03.01, 12:46 PM
when is it being released?

Danlab
2005.03.08, 11:38 PM
when is it being released?
really dont know, its a big project and the dead line always move ;-)

the "desert cup" is done, now im working on the "night city cup"

here is a screenshot of the WIP
http://www.danlabgames.com/mini/j24.jpg

blobbo
2005.03.09, 01:24 PM
Good god! Incredible!

Dan: Sure you don't need a super-low-end tester? ;)

jessimko
2005.03.22, 04:54 PM
This looks amazing. I like the idea of having arcade style controls- that will make it more fun. Looks like you got everything right from a visual standpoint. Even the camera angle is good. (Lots of driving games have horrible camera angles that make it hard to see what's up ahead of you.)
What program are you using for modeling?

Danlab
2005.03.22, 07:17 PM
This looks amazing. I like the idea of having arcade style controls- that will make it more fun. Looks like you got everything right from a visual standpoint. Even the camera angle is good. (Lots of driving games have horrible camera angles that make it hard to see what's up ahead of you.)
What program are you using for modeling?
thanks

im using Cinema4D and exporting all to .obj files
im using obj loader from Karl Berg, this loader was modified by Holmes.

kodex
2005.03.24, 11:11 AM
Looks great! No Demo Available as of now?

Danlab
2005.04.25, 08:53 PM
news about game progress:
- Night City CUP done
- Space Mars CUP done
- 1 new car
- added car drafting boost
- Game speed selection screen done

new screenys
http://www.danlabgames.com/mini/j25.jpg
http://www.danlabgames.com/mini/j26.jpg

todo:
- finishing Montain CUP
- Adding burning rubber start
- Adding 1 or 2 new cars
- Adding 1 or 2 new caracters
- a lot of small stuffs :cry: :cry:

Wrisc
2005.04.26, 05:27 AM
Hey, I've been watching this on and off for a while now (With great anticipation for the release ;)); I saw the engine movie you put up a while ago, and I played the first public demo\beta -

I was wondering if the final game is going to have any of the huge jump sequences that were present in the "checkerboard" section of the engine video - the demo seemed to have more ground-hugging physics ?

blobbo
2005.04.26, 11:01 AM
To add to the todo:

- Let Aaron beta test Jammin' Racer on a low-end mac in order to test specs.

;)

socksy
2005.04.26, 01:01 PM
233Mhz G3 with jaguar too low? Probably it is but I wanna play... *Kicks self for not downloading beta earlier*

Blorx2
2005.04.26, 03:45 PM
Can I test? Man I wanna play this game...my comp is:
OS X 10.3.8
G4 700 MHz
GeForce2 MX
Runs WoW fine...

FCCovett
2005.04.26, 03:52 PM
There's some wild jumping going on. It's pretty cool.

Duane
2005.04.26, 04:20 PM
To add to the todo:

- Let Aaron beta test Jammin' Racer on a low-end mac in order to test specs.

;)

nono...

- Let Ryan beta test Jammin' Racer on a lower-end mac in order to test specs. :p

Danlab
2005.04.27, 11:19 PM
here is a new screenshot of current WIP
im working on the last CUP !
the first track is done :wow:
http://danlabgames.com/mini/j27.jpg

kodex
2005.04.28, 09:25 AM
Looking good man keep up the good work im sure you can get yourself a review in MacAddict if you write to them and tell them a few months before release. Its worked for me before =D

Duane
2005.04.28, 03:01 PM
This is the biggest game yet, and IMG was BIG!!!!!

Fenris
2005.04.28, 03:19 PM
So Dan, what can you tell us about your tools? Modelling app, level editor, stuff like that? I'm really impressed by the quality of your tracks.

Danlab
2005.04.29, 09:24 PM
Models/3d objects (trees ,cars, houses ) : Cinema4D 9
Texturing : Photoshop CS 1

i made an editor to create tracks, i can change ground texture, adding objects on it, curves..Ect
http://www.danlabgames.com/mini/j28.jpg


for the menu im making a montage in photoshop and after i hardcode all
in most case im using simple effect or simple idea in this game

Danlab
2005.04.29, 09:39 PM
http://www.danlabgames.com/mini/j29.jpg

kodex
2005.04.29, 10:30 PM
It must be SOOOO nice to be able to program and make models =D, my games always feature very low grade if not moving squares till i can find someone who wants to do art for them. =D

socksy
2005.05.01, 08:43 AM
That editor looks amazing. You should tell macuser and macformat about it too, and some of the PC mags round here in UK also do mac stuff so you could be in for some press there too :)

Blorx2
2005.05.01, 09:24 AM
That reminds me, Dan, will we get the map editor with the game or not? If so, that'll be awesome. If not, can you host it as a seperate file?

Max
2005.05.01, 05:24 PM
Your track looks short. How long does it take to make one lap?

Andrew
2005.06.12, 01:30 AM
Those wave effects you have on many of your buttons and titles look REALLY nice! How did you do it? (if you don't mind letting us in on your secret ;))

I'm guessing it's controlled by 2 sine waves (one for vertical and another for horizontal) that are out of phase with each other.

FCCovett
2005.06.12, 06:15 PM
Boolean OnPrepareFrame_SelLevel( SpriteRef sprite_ref )
{
//----------------------------------------------------------------------

ShowSelectedLevelMap( sprite_ref );

//----------------------------------------------------------------------

//extern float gUpTime;
extern float gDeltaT;
static float angle;

float varH;
float varV;

float side = 256.0f;
float delta = 10.0f;

angle += ( gDeltaT * 2.5f );

varH = side - delta;
varV = varH;

varH += delta * cos( angle );
varV += delta * sin( angle );

sprite_ref->rect.origin.x = -( varH * 0.5f );
sprite_ref->rect.origin.y = -( varV * 0.5f );
sprite_ref->rect.size.width = varH;
sprite_ref->rect.size.height = varV;


sprite_ref->rotDegrees = cos( angle );

//----------------------------------------------------------------------

return FALSE;
}

Danlab
2005.06.15, 06:12 PM
its simple, you use glscale with a sin effect

its somthing like this

glPushMatrix();
glScalef(0.9+degreecos(vague)*0.1, 1.0f, 0.9+degreecos(vague)*0.1);

glBegin(GL_QUADS);
glTexCoord2f(0,0);//-----------------------------
glVertex3f( debutre , -0.09, debutre);

glTexCoord2f(0,1);//-----------------------------
glVertex3f( debutre , -0.09, finref);

glTexCoord2f(1,1);//-----------------------------
glVertex3f( finref , -0.09, finref);

glTexCoord2f(1,0);//-----------------------------
glVertex3f( finref , -0.09, debutre);

glEnd();
glPopMatrix();

Andrew
2005.06.16, 06:08 AM
aha! oscillation on the x and Z axis.... I was thinking 2 dimensionally :p

Thanks!

codemattic
2005.06.18, 03:38 AM
Dan, what are you using for physics and collision detection? Did you write your own or do you use someone elses SDK?