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iTonio
2005.01.30, 08:55 PM
I need some help to test this one: http://www.itonio.com/accelerated/CocoaMadRace0.01.zip

Will start in 800x600 32bits fullscreen,

Keys: Up for accelerate, Left and Right...

Must work in 800mhz without problems, the rest I don't know (i'm too far from my G3 to test).

Graphic card? :???: try... if open, tell me you FPS.

Thx a lot.

OneSadCookie
2005.01.30, 09:03 PM
I'm getting 1300+fps, but acceleration is virtually nonexistent... and turning's far from smooth or fast, too.

Shivers
2005.01.30, 09:14 PM
Quite cool!

I'm getting around 240 fps on 1.3 ghz G4 with Radeon 9000. Looks promising.

belthaczar
2005.01.30, 09:38 PM
Very nice! I get about 20fps according to the in-game counter on my slow-but-tries-very-hard 600 MHz G3. The animation is very smooth. It does feel like the ship turns a bit too fast though. Maybe you could implement accelerated turning?

funkboy
2005.01.30, 10:06 PM
Very neat - nice, crisp graphics.

I second the turning acceleration - it would make the game feel a lot nicer. The control wouldn't be as sharp and difficult to control.
Keep it up, this game has huge potential!

MarkJ
2005.01.30, 11:03 PM
Neat. Looks very promising, iTonio. Here are my suggestions:
-turning the ship should lower its forward velocity, so the longer you can go straight, the better.
-You should reach your top speed at a much slower rate. Probably non-linear acceleration.
-Another good thing would be gravity, so that when you're going up a hill, and it straightens out, you fly off the ground for a sec till gravity pulls you down. When you're in the air, you wouldn't be able to affect the turn of your ship

seven
2005.01.30, 11:57 PM
120 fps on a 12" Powerbook. Nice work so far!

AGhost
2005.01.31, 09:33 AM
Between 90 and 110 fps on an eMac G4 1 Ghz.

Looks good!

sealfin
2005.01.31, 09:49 AM
20-29fps on a 400Mhz G3.

Danlab
2005.01.31, 10:20 AM
200 fps G4 MDD 1.4ghz radeon 9000

jamie
2005.01.31, 10:57 AM
300 fps, 1.6 ghz G5, Geforce fx 5200

aaronsullivan
2005.01.31, 02:15 PM
I like the RC Pro-Am racing feel to it. <crickets> It's an old nintendo game... no... NES... 8-bit processors... <crickets> Rare made it. <crickets>

It's like you are controlling a remote vehicle... cause the viewpoint doesn't change... I like that.

Anyone remember RC Pro-Am? It was the precursor to Mario Kart and it was wicked fun.

Anyway, I like how smooth it plays. Very important in a racing game. I agree that there should be a bit of acceleration on the steering, but in RC Pro-Am, the tight steering was necessary to aim missiles fast and then swerve back into racing position... that was fun... <crickets>

funkboy
2005.01.31, 02:35 PM
I remember that game, aaron. A good game, and a reason I always envied my cousin who had an NES. Funny, when I got my own NES, I never got that game... strange.

Are there going to be weapons in this game? If so, that'd be a good thing to have - tight control to swing in and out to fire the weapons.

I can picture this game in the same vein as Rock 'n Roll Racing. <crickets> It's for the SNES... <crickets>

sealfin
2005.01.31, 04:27 PM
RC Pro-Am was released on the (original 'greenscale') Game Boy as well; but I'm wandering off-topic now (well, following the crowd ;))

Baldock
2005.01.31, 05:59 PM
forgive me, what is <crickets>

Malarkey
2005.01.31, 07:34 PM
forgive me, what is <crickets>

The sound of crickets chirping. See, you can hear them because what you just said is so totally alien and unfamiliar to your audience that they just starely blankly (and silently!) at you.

And Aaron, just to let you know, Rare (http://www.rareware.com/) is still in business so it stands to reason that kids these days would know who they are. ;)

Fruity
2005.01.31, 07:48 PM
Anything between 72 and 97 fps on my iMac G4 700, GeForce2 MX 32MB

aaronsullivan
2005.01.31, 10:35 PM
<crickets> is the sound that an open field makes at night. :) It means: No reaction from the crowd... or there is no audience for what I am saying. It's supposed to make you laugh. Either that or ask questions. Sorry for sidetracking the thread though.

Funkboy, this cricket has played Rock 'n' Roll Racing (briefly) and did you know that it was made by Blizzard. ( Curse Blizzard and that World of Warcraft game that is taking all my programming time away. :P )

To keep this on track. This is all meant to encourage work on this game. The somewhat fixed viewpoint in this game has a certain dramatic attraction to it that has worked classically in past games. Can't wait to see how this turns out. How is the progress going? :)

aaronsullivan
2005.01.31, 10:43 PM
The Rare I knew died the day they made Donkey Kong 64. Every game after it was a repetitive bore. :( It's sad, because they had some great games including the sleeper: Jet Force Gemini.

iTonio
2005.01.31, 11:31 PM
Thx a lot for all replies :)

I have been making some modifications in main engine, now the car can slip out the curve, it turns slower than before and so on...
some modifications are result of your feed back and more is coming soon, like gravity and yes, it will have weapons.

http://www.itonio.com/accelerated/CocoaMadRace0.02.zip

From the work of today: all four cars on the track, you can control the blue one, with keyboards arrows.
To finish, you can press '1', '2', '3' on keyboard for on/off the "others cars". They will follow you, not the track!! This is only half of the engine for CPU players, but will work in time.

Thx again :)

funkboy
2005.02.01, 01:07 AM
Awesome! Fun fun fun, keep going, this is great!

OneSadCookie
2005.02.01, 02:04 PM
Still unplayable at high framerates.

By running some very expensive processes in the background, I was able to reduce the framerate. Above 1000fps, it's hopeless. Below 1000fps, it starts to get possible to play, but it seems it's only really good below about 500fps.

Are you using fixed-timestep physics but neglecting to include the left-over time from the last frame in your calculations?

ThemsAllTook
2005.02.01, 03:10 PM
Maybe this would help?: http://www.sacredsoftware.net/tutorials/Animation/TimeBasedAnimation.xhtml

- Alex Diener

Duane
2005.02.01, 03:10 PM
It has 28-30 fps on my 600 mhz imac 10.3.6

I fell off the track, because two of the other player pinned me to the wall :(... otherwize, loks great! :)

kelvin
2005.02.01, 06:46 PM
280FPS - 1.8 GHz iMac G5 (5200fx) without closing any of my other apps.

damn... why is safari taking 50% CPU???

iTonio
2005.02.01, 10:03 PM
Still unplayable at high framerates.

By running some very expensive processes in the background, I was able to reduce the framerate. Above 1000fps, it's hopeless. Below 1000fps, it starts to get possible to play, but it seems it's only really good below about 500fps.

Are you using fixed-timestep physics but neglecting to include the left-over time from the last frame in your calculations?

Thx OneSadCookie, I'd like to know which Hardware/Software configurations are presenting so high fps. :blink:
This demo is using some type of "Variable-timestep" ;).
I'm using gettimeofday() to obtain the time interval between frames, but in Milliseconds. Thx ThemsAllTook, this site is a good reference :). I can try to use Microseconds instead.

High Frame Rates are commented in brian greenstone's book (wonderful book), but this simple method "goto loop", kill the smoothness of my game.

in next 24h I'll release an candidate to correct it. (without kills performance)

and the problem that allows the car go out from track is already identified.

Many Thx !!! :)

OneSadCookie
2005.02.01, 10:40 PM
That's on a dual 2.5 GHz G5 with 2GB of RAM and a 256MB GeForce 6800 Ultra.

:D

lightbringer
2005.02.01, 11:25 PM
450FPSish on my single 1.8Ghz 9800 G5.

I like the physics when crashing into other players.
On the other hand I don't like the pattern on the track, it gives me seizures....x.bw....w...xo.xb....

blobbo
2005.02.02, 09:43 AM
Wow, very very fun! You're really going to need to include a map editor with this one!

FreakSoftware
2005.02.02, 11:38 AM
1300fps? I've gotta get me one of them!!!

<sigh> Big dent and delay in my Mustang fund, or dual 3's... hmmm....

FreakSoftware
2005.02.02, 01:50 PM
Woa..... okay, the ship looks remarkably similar to my ship in maze wars. Whatchudoingman?

aaronsullivan
2005.02.02, 03:25 PM
You mean it's a 4 sided pyramid? One of the most basic 3-D shapes? Other than that I don't see similarities. Dozens of games have used a similar shape to save on polygons. ;)

You are talking about the Maze Wars (http://www.freaksw.com/games/mazewars/) that uses all those Argonaut graphics, right? :)

FreakSoftware
2005.02.02, 03:58 PM
Even stole my patent-pending thrust ports on the back of the ship!!! :)

(Argonaut... pfff! hehe)

Danlab
2005.02.02, 04:00 PM
should be nice to aske before using argonaut graphic ;-)

sealfin
2005.02.02, 04:50 PM
For a moment I thought you meant the original Super Maze Wars :rolleyes:

iTonio
2005.02.02, 11:16 PM
Hello guys,

What's new:
- Title and Menu (an ugly one ;) );
- Graphics Menu is partially done;
- Some modifications have been done in CPU players, Player to Player Collisions (trying to be more accurate)...
- Now the fps should stack in 200 maximum (I can't get more than ~190 fps).

this last one frees CPU instead of consuming more, when trying to fill the time needed to stack in ~200 fps. (it was hard to find and I hope it works on fast Macs ;) )

here is the link to the file:
www.itonio.com/accelerated/CocoaMadRace0.03.zip

Keys in Menu are:
Up, Down: Move Cursor;
Return: Select item;

a lot of things must be done before feb/09 so I will post a new release by this date (to save time in coding), but your opinions are still welcome.

Many thanks for the helping and 'till feb/09 !

PS.: Maze what??

PS2.: You mean it's a 4 sided pyramid? One of the most basic 3-D shapes? Other than that I don't see similarities. Dozens of games have used a similar shape to save on polygons.
Oh Yeah, Save Polygons ;)

FreakSoftware
2005.02.03, 12:49 AM
I'm not using the Argonaut graphics..... sheesh :)

Danlab
2005.02.03, 05:49 AM
'm not using the Argonaut graphics..... sheesh

talking about this
http://www.danlabgames.com/mini/argo.jpg
:rolleyes:

FreakSoftware
2005.02.03, 12:23 PM
using = not being used for any kind of public release. It's merely a placeholder until I get put my own graphics in. There's no way to even get to that page without knowing the link beforehand.

OneSadCookie
2005.02.03, 08:42 PM
working fine now, on the overpowered G5. Only gets 175fps now though :(

iTonio
2005.02.03, 11:31 PM
working fine now, on the overpowered G5. Only gets 175fps now though :(

Yeah, but look into CPU usage (Activity Monitor). Don't waste CPU Cycles just to get more fps :cool:

PowerMacX
2005.02.04, 12:03 AM
Poor OSC... he is only getting 175fps :rolleyes:

aaronsullivan
2005.02.04, 11:58 AM
About the Maze Wars/Argonaut graphics.
I'm not out to get anyone here. I was just lightly pointing out an irony.

"using = not being used for any kind of public release. It's merely a placeholder until I get put my own graphics in. There's no way to even get to that page without knowing the link beforehand."

So, I suppose that he could not be copying the ship from your game then, since it's unreachable. :lol:

There's really no issue here.

Anyway, this game plays great. Fun to just race around, so it should be nice when finished.

Where are all the other contestants in this contest?! Believe me, anyone who hasn't posted and had their game tested should do so ASAP. My Space Barrage came in last because I didn't do any testing early on and 3 out of 4 judges could not even play it.

Duane
2005.02.04, 02:50 PM
working fine now, on the overpowered G5. Only gets 175fps now though
:(

boohooo...

Fruity
2005.02.04, 09:36 PM
With graphics maxed out, I get about 50fps when accellerating, stabilizing on about 70fps when running at top speed. System in sig.

This is starting to become a fun game! :D

PowerMacX
2005.02.05, 02:06 PM
Poor OSC... he is only getting 175fps :rolleyes:

Well... I just tried this on a 2x1.8GHz G5 with a 5200 Ultra... 195fps :blink: and with the Reason 2.5 demo running in the background, and a few other apps too. What where you running? :sneaky:

JustinFic
2005.02.07, 11:57 PM
I remember RC Pro-Am!

- On the slopes, it looks kind of weird when my racer snaps its pitch to match the slope of the track. Realize there isn't much time but some sort of hover physics would be cool :)

- Speaking of which, consider adding some basic shadows under the racers. I didn't even know I was hovering until my third run of the game.

- The collision between the racers is a little too wide. Perhaps use a smaller bounding sphere? The wall collisions seem fine to me.

Anyway, real cool- get the gameplay in there!

FreakSoftware
2005.02.08, 01:14 AM
RC Pro-Am was hard! Skate or Die was too. Anyway..... not to detract from more current topics. :)

Chronosv2
2005.02.08, 11:18 AM
This is looking pretty good so far. I look forward to seeing the completed version.
And yes, I'd love to see a track editor for this. What's the level format like, if I may so ask?

iTonio
2005.02.09, 12:03 AM
Hi,
Well, I'd love to put a Track Editor, but...
1st - There is no time until 21Days later: Accelerated Deadline;
2nd - The internal structure of tracks need some informations not so easy to a Track Editor (as it may be).

For now, Please test this new version http://www.itonio.com/accelerated/CocoaMadRace0.8.1.zip, this have a new graphics engine using Display Lists, but I can't see any difference in performance compared to this http://www.itonio.com/accelerated/CocoaMadRace0.8.zip

Its working like a demo, with 3 tracks in loop. The menu is functional (but still ugly) and game engine is almost complete, with Turbo, your position on race, sound and music.
BUT, I have not tested if sound engine works on others computers. Could you test it and tell me if the sound works, I'll be glad. (I dont know anyone with a mac in 1000 mile, really!).

Minimum requirement (I think so): G4 600Mhz with a 16Mb Video Card (but dont try to run with others app running). You can try in slow configurations, tell me what you got ;)

Keys in Game:
Up - Acceleration
Left - Turns Left
Right - Turns Right
Space - Activate Turbo
Esc - Quit Menu


Keys in Menu:
Up - Cursor Up
Down - Cursor Down ;)
Enter - Change Values (Graphics Menu)
Left/Right - Change Values (Sound Menu and Configuration Car Menu)

Oh, I saw RC PRO AM, its looks like a predecessor of Rock'n Roll Racing :p

Was insanity do it in 21 days... , i love it :rolleyes:

belthaczar
2005.02.09, 02:12 AM
A. You need to bundle the OpenAL framework in your app, otherwise users without OpenAL already installed on their system won't be able to play your game. Here are some notes I wrote for myself recently when I was figuring out how to do this (some of which may not apply on 10.3):

Building the framework:
From the terminal, type


cvs -d:pserver:guest@opensource.creative.com:/usr/local/cvs-repository login
(use password "guest")
cvs -d:pserver:guest@opensource.creative.com:/usr/local/cvs-repository co openal


see this page for details:
http://www.openal.org/downloads.html

2. Get the latest version of the CoreAudio SDK:

http://developer.apple.com/sdk/#CoreAudio
ftp://ftp.apple.com/developer/Development_Kits/CoreAudioSDK1.3.3.dmg.bin

3. Open the .pbproj file in openal/macosx/

4. Under linker settings, add the following linker flag.

-seg1addr 0xb0000000

see the following pages for details:
http://developer.apple.com/documentation/MacOSX/Conceptual/BPFrameworks/
http://developer.apple.com/documentation/Performance/Conceptual/LaunchTime/index.html#//apple_ref/doc/uid/10000148i

5. Change the install path to @executable_path/../Frameworks

see the following page for details:
http://developer.apple.com/documentation/MacOSX/Conceptual/BPFrameworks/Tasks/CreatingFrameworks.html#//apple_ref/doc/uid/20002258/BAJJBIEF

6. Build and add to the Copy Files phase of your project.

see this movie for details (explains EVERYTHING):
http://rentzsch.com/share/embeddingFrameworks.mov

B. It took me a while to figure out which car I was controlling, though I guess that won't be a problem the next time I play :)

C. The turbo makes it look like I am actually slowing down instead of speeding up...

D. You misspelled "Qualified" (obviously I didn't win :cry: )

E. Why is there no close button on the window?

Otherwise, everything looks really good. I really like the starting light which is something I need to implement myself. It runs fine on my 600MHz G3 iBook. I'm no match for the computer players though...

belthaczar
2005.02.09, 02:26 AM
Damn you green! I *almost* beat you!

Some other stuff:

1. the display list version is slightly faster than the other version on my machine (30fps vs. 20fps) but even at the low frame rates the animation is still perfect.

2. i would prefer that the game started in window mode the first time it ran, rather than full screen as the default.

3. misspelled "high" on texture options.

iTonio
2005.02.09, 11:22 PM
Many Thanks, belthaczar! :)

Its My first time using OpenAL, i saw this FrameWork in some Apps but I don't know (until now) how to put in my App bundle. This Video is Excellent!! :D
It could be in tutorials section of this site...

Thanks for misspelleds too :blush:

PS.: anyway, did you run it on panther or jaguar (I have no idea if works on 10.2 :rolleyes: )

belthaczar
2005.02.10, 10:38 AM
PS.: anyway, did you run it on panther or jaguar (I have no idea if works on 10.2 :rolleyes: ) I'm using 10.2.8.

iTonio
2005.02.11, 11:07 PM
Well, you know, the final version (for this contest) is online. (check www.itonio.com for links) but still have a lot of things that I want to put, like an level editor, weapons, multiplayer, SHADOWS, and so on... of course there's no time in 21 days ;)
I dont want to continue if no one have fun with this game.
The first thing i need is to know "who finds some fun in this (current) game?"

Tobi
2005.02.12, 03:49 AM
Hello, I assume I need to install OpenAL to get this to work, right now it doesnt start-up, here's the crash log:


**********

Host Name: eMac.local
Date/Time: 2005-02-11 09:36:56 +0100
OS Version: 10.3.7 (Build 7S215)
Report Version: 2

Command: CocoaMadRace
Path: /Volumes/Cocoa Mad Race/CocoaMadRace.app/Contents/MacOS/CocoaMadRace
Version: ??? (???)
PID: 536
Thread: Unknown

Link (dyld) error:

dyld: /Volumes/Cocoa Mad Race/CocoaMadRace.app/Contents/MacOS/CocoaMadRace can't open library: /Users/garinh/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL (No such file or directory, errno = 2)

**********

Tobi
2005.02.12, 04:14 AM
OK, runs very smooth with OpenAL :-)
Nice little game.

But you should say somewhere that it requires OpenAL, I couldn't find that info anywhere.

Greets,

Tobi

Duane
2005.02.12, 09:48 AM
i tried downloading the source code for OpenAL, but it said:
cvs checkout: in directory openal:
cvs checkout: cannot open CVS/Entries for reading: No such file or directory
cvs server: Updating openal
cvs checkout: move away openal/CHANGES; it is in the way
C openal/CHANGES
U openal/COPYING
cvs [checkout aborted]: cannot open CVS/Entries.Log: No such file or directory
what went wrong?

why is the quick reply thing on the way right of my browser?

funkboy
2005.02.12, 11:24 AM
I think it's great fun! I think feedback overall has been very positive - I can't wait to play newer versions, but the current version is plenty fun, too. Keep developing!

iTonio
2005.02.12, 04:50 PM
Seems that executable is looking for the framework of OpenAL in default directory instead of applications directory, where i put one
I'm too far from my G3 to test this things (I have two OSX instaled for tests)
Monday, I'll be at home, so I can test what's going on
If you have any idea, tell me! ;)

I have used the installer from OpenAL.com (a .DMG file) try it instead of CVS

Thanks for this info, I knew that this framework could cause troubles, but the simple way that OpenAL put the things helps a lot.

ThemsAllTook
2005.02.12, 06:03 PM
OpenAL can be a bit of a pain. Here are some options:

Get the OpenAL source tree from CVS, and use Creative's implementation (in the "mac" directory). It uses the Sound Manager, and may not be as stable as Apple's implementation. However, it's already set up properly for embedding in an application bundle.

Build Apple's implementation (in the "macosx" directory) yourself, changing the appropriate compiler flags. I had to change INSTALL_PATH to "@executable_path/../Frameworks", and OTHER_LDFLAGS to "-seg1addr 0x10000000". I also had some trouble compiling it, so I had to do some hacking, but I think that was just something weird on my PowerBook, as I've been able to successfully compile it unchanged on other computers.

Use the OpenAL framework from Water Tower 3D, which is Apple's implementation already built properly. http://www.sacredsoftware.net/software/watertower3d/archives/WaterTower3D.tar.gz


Good luck!

- Alex Diener

Duane
2005.02.12, 06:03 PM
I need admin powers for that... :cry:

aaronsullivan
2005.02.13, 09:23 PM
Great final version. I like that you included many tracks and the difficulty level seems just about perfect. It would be nice to have an arrow showing the right direction to follow since every corner is square there is no way to really know except guessing. ;)

I really think you should keep working on it. Good sounds for revving engines and impacts and boosting will help the sense of speed. Weapons would make this game fantastic fun.

Here's music for the intro.
http://www.ocremix.org/detailmix.php?mixid=OCR00284
(just kidding, you can't use it.)

Chronosv2
2005.02.15, 11:25 AM
The game refused to start for me. I looked in the console, and the OpenAL Framework issue is there. I looked in the console to see a message telling me where it was looking for the framework...so I created the folder in my Users directory, created a Library folder and copied the Frameworks folder from the game's package to the folder. It works now, and here are my comments.

The game runs very well. The gameplay is fluid and the mechanics work well for what you're producing. I couldn't turn the volume up enough to hear the sounds, so I'll have to comment on that later.

I'm enjoying this game quite a bit--thanks for your hard work in developing it!

blobbo
2005.02.15, 06:08 PM
I absolutely love this game. It would be great if the camera followed the back of the car, though. I find tracks easier to follow from different angles. Still, this is a terrific game and, with a bit of polish, very worthy shareware. Nice job!

Fruity
2005.02.16, 04:06 PM
Edit: Deleted what should never have been written..

antigrav
2005.02.17, 03:55 AM
iTonio!

Hey man, great game entry! I just gave it a go. What did you use to create the music? Anyway, I wanted to let you know that your OpenAL.framework wasn't properly embedded. This isn't really your fault, but a problem with the way OpenAL is built. It needs to be fixed, but apparently it hasn't been yet. Anyway, here are the commands to properly embed the framework. While in the same directory as CocoaMadRace.app in a Terminal window, issue the following commands:

install_name_tool -id '@executable_path/../Frameworks/OpenAL.framework/OpenAL' CocoaMadRace.app/Contents/Frameworks/OpenAL.framework/OpenAL

install_name_tool -change '/Users/garinh/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL' '@executable_path/../Frameworks/OpenAL.framework/OpenAL' CocoaMadRace.app/Contents/MacOS/CocoaMadRace

Once I did this, I was able to run CocoaMadRace without any problems! :-) No need to download the latest version of OpenAL (although I probably should anyway).

Keep up the good work man!

iTonio
2005.02.17, 11:48 PM
Hello!

Many Thanks to everybody! :)

About OpenAL, I have a new release fixed, still same game from contest deadline.
http://www.itonio.com/accelerated/Cocoa%20Mad%20Race(fix).dmg

About the concept of game: I have some ideas that could take much time, so I want to make this my full-time job. I have two choices: make it a shareware or a donateware. Any tips? :???:

About Music: I made it in Garageband, almost all with software instrument (my composition).

I have tested in a iMac 350Mhz and I get ~40fps in 640x480 32Bits Display, I am impressed :D

Fruity
2005.02.18, 05:16 AM
IT WORKS! Nice updates since the last version i tried. I get 90-100 fps with graphics maxed out. nice.

The collision-thing is bothersome, tho.. Especially in the O-level. (fourth level), because it's hard to get in front of someone. You're almost certain to get within that 1cm "sphere" and loose your speed.

JustinFic
2005.02.18, 07:50 AM
Love it.

The difficulty was a little frustrating for me at first, but I eventually got used to the physics and handling (plus there's one certain collision that gives me an unusual speed boost- sliding into another car at some weird angle or other, can't really describe it but I'm sure you've done it :) )

Once I stopped sucking horribly I had quite a bit of fun building up my stats. Only 3 points at start seems a little stingy but you quickly overpower the other racers by around 10-12 points.

On full time development- add features worth paying for and make it shareware, no question. Consider things like more realistic physics on the up-down axis, different car designs, ability to save your progress/stats, race in more circuits with better computer opponents, etc

Weapons would rule, too. I've got a rocket with "dude in the red car" written all over it. Seriously, that guy sucks. Damn red dude.

ThemsAllTook
2005.02.18, 01:59 PM
OpenAL works... But the game seems to naughtily try to write preferences to the application bundle; a big no-no. It won't be able to save setting if you run it off the DMG, or if you otherwise don't have write access to the directory in which the bundle resides. All preferences must go in ~/Library/Preferences.

- Alex Diener

PowerMacX
2005.02.18, 09:32 PM
Weapons would rule, too. I've got a rocket with "dude in the red car" written all over it. Seriously, that guy sucks. Damn red dude.

LOL :lol: Until the first turn, I actually thought that I was the red car! It starts faster than the others, and also (for no reason) I always assume the red car it's me.

Difficulty seemed a bit high, until I realized that by far the most useful upgrade is acceleration, followed by turn speed. I don't quite "get" the turbo though, even after upgrading it the duration of the effect seemed to be the same.

With a few different backgrounds & tracks textures this could definitely be a cool shareware game!.

Also, I completely agree with aaronsullivan (http://www.idevgames.com/forum/showpost.php?p=80672&postcount=63) about the need for "little arrows" indicating the next curve.

JustinFic
2005.02.19, 12:27 AM
Also, I completely agree with aaronsullivan (http://www.idevgames.com/forum/showpost.php?p=80672&postcount=63) about the need for "little arrows" indicating the next curve.

Or just zoom out the view. "Getting good" in this game largely involves learning the track and anticipating the turns, typically beginning the turn before it actually comes into view. (Another downside of the 90 degree turns in the game. Perhaps enhance the engine to support 45 degree turns as well for some of the easier levels.)

aaronsullivan
2005.02.19, 12:08 PM
Actually, the little arrows wouldn't be for ANTICIPATING a curve, but for telling you which turn to make. There are no indicators for the correct path and on some of the later tracks you sort of have to guess (because the track crosses itself.) If you are wrong, you simply have to backtrack.

These arrows don't even have to too far before the corners, maybe just in the middle of them, or something.

The 90 degree nature of the turns is great, but the drivers need to know the path through the track!

EvolPenguin
2005.02.19, 01:40 PM
Difficulty seemed a bit high, until I realized that by far the most useful upgrade is acceleration, followed by turn speed. I don't quite "get" the turbo though, even after upgrading it the duration of the effect seemed to be the same.


I disagree, Accelleration followed by top speed, followed by turbo. I don't upgrade turn speed at all, because i'm used to the slow turn, and if I change it, I can't anticipate turns.

Very nice,

Alex

JW Sipkes
2005.02.19, 03:36 PM
I'm getting an average of 190-200 fps.. Dual G4 2x1000Mhz.
What a nice start. Looks great.

I think it's better to make decrease the ship's manoeuvrability in order to
give it more playability. It's too difficult now..

JW

iTonio
2005.02.19, 03:48 PM
Or just zoom out the view. "Getting good" in this game largely involves learning the track and anticipating the turns, typically beginning the turn before it actually comes into view. (Another downside of the 90 degree turns in the game. Perhaps enhance the engine to support 45 degree turns as well for some of the easier levels.)

As you said, "'Getting good' in this game largely involves learning the track", and I dont know how putting arrows will affect "learning" and consequently "fun" of game, but I'm making tests with angles and zoom of view to see what changes.

These arrows don't even have to too far before the corners, maybe just in the middle of them, or something.

Arrows in middle of corner or crossing... looks great. But I need to test too . :)
maybe a compass or something that does not seem coarse.

Upgrades are something particular to the pilot, depends on the mode as
he/she pilots. ;)

Many Thanks for all comments, I am trying to create the game in accordance with your commentaries. :D

antigrav
2005.02.20, 04:45 AM
I just hacked in support for my gravis analog game pad. :D Adds a fun console feel to it. I've always preferred game pads for racing games. Not to mention my fingers were staring to hurt with the little arrow keys on my PowerBook. Surprisingly, it hasn't really made the turns easier to take, but it does give you a lot more control. If that makes any sense. :)

iTonio, I was thinking you could draw a little triangle underneath the cars for a shadow to give the cars a more 3D look. :)

What's the farthest anyone has gotten? I can't make it past 11. :(
UPDATE: Never mind, I finally beat it. :wow:

honkFactory
2005.02.24, 02:28 AM
This game is great. I particularly like the opponents driving behavior is well done (like on the figure eight course when they get knocked off their path they will take a new path).
One suggestion, for what it worth. It would be great if you could set the camera angle so that it is always behind the car rather than at a fixed angle to the track. In fact it would be a nice effect if when the car turned the camera lagged a little before centering itself behind the car. Another good camera effect is if it voomed in a little a slow speeds and zoomed out a little at high speeds. I sometimes have a hard time telling when the next turn is going to come because the angle is relatively tight.
I tried to make these changes myself in the source code you provide however I got some errors when I tried to compile. The compiler did not recognize the open al variable starting with ALC_ . I am not sure why this would be. Is this something you have encountered and overcome? Anyhow, keep up the good work. Do you have a new project in the works?

aaronsullivan
2005.02.24, 02:51 PM
Please do not put the camera behind the car! The unusual feeling to the game (like you are controlling it from above) would be completely lost. Plus, when weapons are added the overhead view is much more interactive letting you see all around you at once. :)

I suppose an option would be okay. :P

Fruity
2005.02.24, 03:32 PM
I have to second that. Keep the camera as it is. Sort of reminds of all those old games like Ironman and the likes, where you'd ride around on a track, win money, buy nitros and better tyres and so on.. only this is in 3d..

Iron man:
http://www.abandonia.com/images/games/Ironman1.png

iTonio
2005.02.24, 08:16 PM
:wow: WoW :wow: I won ;)

I saw today, I don't expected. :rolleyes:

Please do not put the camera behind the car! The unusual feeling to the game (like you are controlling it from above) would be completely lost. Plus, when weapons are added the overhead view is much more interactive letting you see all around you at once. :)

I suppose an option would be okay. :P

I agree, camera is not going to behind the car ( I tested, looks ugly). But honkFactory gives me a good idea, the zoom following speed of car (I tested too, looks nice).

Today I have a version that looks like a demonstration with some new implementations, when it looks better , I'll put a release.

Many Thanks to All. :)

aaronsullivan
2005.02.24, 09:22 PM
Congrats! Can't wait to see the new version. :)

iTonio
2005.03.02, 11:27 AM
I have been making some changes, making a better game, like if I had more time that I had in contest.

check modifications list:
- animated smoke (clouds) under track;
- shadows under cars;
- camera zoom out when car is faster;
- better CPU players, now they can use turbo;
- better self-adjustable difficulty;
- keys configuration;
- your preferences now are saved in 'preferences' folder; (duh)
- more tracks;
- other minor changes;

This release will be available soon and will be the last one before it become in a shareware. ;)

Thanks.

honkFactory
2005.03.02, 12:04 PM
After due consideration I have to take back my request that the camera be placed behind the car. Fruity is right in that the reminiscence to ironman is one of strong and good. I do think that the camera angle needs to be wider though (or maybe just widen when going at high speeds). When playing the game I found it frustrating that I usually have to start my turns well before the turn come onto the screen. As a result I spend a lot of time driving off the small map in the corner instead of off the main screen or I end up guessing and turning too late or too early. Oh, and I still cannot get ALC_ variables to compile.

MarkJ
2005.03.02, 02:24 PM
May I suggest that some of the tracks have different color schemes? That way, you really feel like you're getting somewhere.

iTonio
2005.03.03, 10:17 AM
... I still cannot get ALC_ variables to compile.

you need the OpenAL.framework installed to compile version 0.99 (or use some useful tip posted before in this Thread).

Next release comes with source code fixed and the OpenAL.framework inside. (if I can put inside) :sneaky:

iTonio
2005.05.02, 12:16 PM
Hi,

this is my Release Candidate 1 for version 1.0 (some improvements here, some implementations there).
http://homepage.mac.com/itoniogames/CocoaMadRace_v1.0RC1.zip
I believe that you will need at least 16MB of video.

please, don't publish this beta, i want it here only for idevgames' forum readers ;)

Danlab
2005.05.02, 12:31 PM
hey i cant turn ! dont know why i made somse changes in the controls option but nothing :-(

here is a game made on amiga with same camera view:
http://www.retrogaming.it/amiga/skidmarks.htm

it was the a demo tech for Blitz Basic
a really fun game, playable in sort of multiplayer lan (serial port) :)

http://eager.back2roots.org/SSHOT/S/skidmarks.png

UnifiedMac
2005.05.02, 12:32 PM
The RC ran well for me on Tiger.
Some sounds would be nice ;)

-- Maddict

kodex
2005.05.02, 03:33 PM
Pretty good, Personally I would like the chase cam to follow a little more closely so you dont see so much of the track ahead of you and some sounds would make it pretty complete.

honkFactory
2005.05.02, 04:47 PM
I disagree. In the zoomed in previous versions I was always running into walls that popped into view too late. Passing some level required virtually memorizing the track so I could anticipate the turns before they were in view. Nuts to that. I ended up driving by the little map in the corner. This version is near perfect. Although maybe the level of zoom is something that you could adjust in the menu to make everyone happy.
Good work.

aaronsullivan
2005.05.02, 06:29 PM
I really enjoy playing this game. Very nice gameplay balance. Desperately needs sound effects for bumping and boosting and engines. I noticed the music plays when I pause the game, so is this just a big bug why we aren't getting sound?

Also, it needs a continue option. ;) I like the stage 2 graphics set, but I don't know if I'll ever play long enough to get there again.

iTonio
2005.05.02, 11:11 PM
Hi, Now I have time to comment :)

Many improvements are internal, like fonts (was bitmap, now is textured), scenario (more details), ability to load and unload textures, mipmaps, resize without restart application, etc.

I tested in my iMac G3 350Mhz with 8MB video... run... but, I do not recommend.

sounds still same since v0.99 (only engine - deadline version :sneaky: ), yes, need improvements :blush:

Danlab, you have experienced a collateral effect of a "hack" for some joystick support, since OSX's support for Joystick has many bugs (I not tried tiger yet).

When you start the game with a joystick connected to the mac, it automatically could be used to control the car in game, but until you press all directions, it will not be "auto" calibrated. So you maybe will have problems controlling car with a joystick without use.

I am just curious, in how much time you finished the game? I take 48 min and 16 sec. ;)

Thx people.

funkboy
2005.05.02, 11:48 PM
I like it! Very fun, just as it was before, but with an improved camera (zoomed out when going fast is good) and other improvements. Better bouncing off other players.

For speed, could you give a units after the number? mph or kph probably

The turbo is cool, especially how the track turns transluscent, hehe.

iTonio
2005.05.17, 06:39 AM
Hi,

New Release: http://homepage.mac.com/itoniogames/CocoaMadRace_v1.0RC2.zip
Release Candidate 2

featuring
- Sound Bug Fix; (in 10.3.9 with latest Quicktime/SecureUpdade)
- More precise time chronometer (incompatible hi-score, will lose all old hi-scores, sorry :'( )

Thank you. :)

iTonio
2005.05.19, 12:28 PM
News:

Very Very New Release: http://homepage.mac.com/itoniogames/CocoaMadRace_v1.0RC3.zip
- Now you can save your game (only 1, but is user safe - preferences folder);
- "Soft Shadows" :)

Enjoy.

Fruity
2005.06.01, 12:47 PM
Hello,

I had yet another go at this game today. (And I stink, honestly.)
I like a lot of the improvements you've made to this game since the last time I played it. Saving games rocks. And the fact that you are now racing on a track residing in the skies is über-cool. So while playing I thought of this one thing. I guess it would be hard to implement, but I thought I'd share my thoughts with you anyways. Wouldn't it be cool if the track was some sort of "force field" or something? So it would be semi-transparent, you could see the earth through it, and when you touch the walls it'll show off the same effects that are shown when the force-fields of two cars touch each other?

And please don't flame me because this is hard to do and stuff. I know that. I just thought I'd share it anyways. :)

iTonio
2005.06.05, 10:43 PM
Thanks Fruity,

I'm thinking in force-fields on walls for high heights, when cars jumps (they will) a force-field keep they in track and a similar effect will be showed.
about a semi-transparent track, see the second stage, (well, almost transparent ;))

Your feedback is important, any comment is always important.
Thanks.

Fruity
2005.06.14, 04:23 PM
about a semi-transparent track, see the second stage, (well, almost transparent ;))

Hmm.. it's not transparent here. (10.2.8) :blink:

I managed to jump out of the first stage, btw.
Right before I crossed the start-line, I held space for turbo so that I used up two of them. (one before and one after the line). Jumped right off the track.

iTonio
2005.06.17, 12:34 PM
I managed to jump out of the first stage, btw.
Right before I crossed the start-line, I held space for turbo so that I used up two of them. (one before and one after the line). Jumped right off the track.

what machine are you using when it happens?

Try this one:
http://homepage.mac.com/itoniogames/CocoaMadRace_v1.0RC4.zip
avoid this undesirable error.

About transparent track (in the lava stage), works on my ati rage128 8MB running panther... (can you send me a Screenshot? :) )

Fruity
2005.06.17, 01:39 PM
what machine are you using when it happens?

Try this one:
http://homepage.mac.com/itoniogames/CocoaMadRace_v1.0RC4.zip
avoid this undesirable error.

About transparent track (in the lava stage), works on my ati rage128 8MB running panther... (can you send me a Screenshot? :) )
Computer specs in signature. The new version didn't run at all on my compy. Just bounced a bit and disappeared from the dock again. v1.0RC3 worked great, tho..

Oops.. I looked at the second track, not the second stage. Sorry. :/

Could I interest you in some crashlogs? The bottom one is from me changing from 1024*768 fullscreen to 640*480 windowed. The other two is from trying to start v1.0RC4 if I'm correct.

**********

Date/Time: 2005-06-17 19:32:31 +0200
OS Version: 10.2.8 (Build 6R73)
Host: Erlend-Dietrich-Handelands-maskin.local.

Command: CocoaMadRace
PID: 901

Exception: EXC_BREAKPOINT (0x0006)
Code[0]: 0x00000001Code[1]: 0x8fe01220

Thread 0 Crashed:
#0 0x8fe01220 in halt
#1 0x8fe0323c in load_library_image
#2 0x8fe060d4 in load_images_libraries
#3 0x8fe02688 in load_executable_image
#4 0x8fe013b0 in _dyld_init

PPC Thread State:
srr0: 0x8fe01220 srr1: 0x0002f030 vrsave: 0x00000000
xer: 0x20000000 lr: 0x8fe0a004 ctr: 0x8fe28ebc mq: 0x00000000
r0: 0x00000004 r1: 0xbffffb70 r2: 0x2800828c r3: 0x000000a4
r4: 0x00000000 r5: 0x000000a4 r6: 0x0000290a r7: 0x726e6f20
r8: 0x66696c65 r9: 0x00000000 r10: 0xbffff8eb r11: 0x00000026
r12: 0x8fe71acc r13: 0x00000000 r14: 0x000087c8 r15: 0x00000000
r16: 0xbffffe14 r17: 0x00000001 r18: 0x00000000 r19: 0x000035f4
r20: 0x00000000 r21: 0x00000000 r22: 0x00000000 r23: 0x00000000
r24: 0x8fe4b3e8 r25: 0x00000002 r26: 0x00000002 r27: 0x00000000
r28: 0x00001c4c r29: 0x00000000 r30: 0x8fe484d8 r31: 0x8fe09e6c

**********

Date/Time: 2005-06-17 19:32:42 +0200
OS Version: 10.2.8 (Build 6R73)
Host: Erlend-Dietrich-Handelands-maskin.local.

Command: CocoaMadRace
PID: 903

Exception: EXC_BREAKPOINT (0x0006)
Code[0]: 0x00000001Code[1]: 0x8fe01220

Thread 0 Crashed:
#0 0x8fe01220 in halt
#1 0x8fe0323c in load_library_image
#2 0x8fe060d4 in load_images_libraries
#3 0x8fe02688 in load_executable_image
#4 0x8fe013b0 in _dyld_init

PPC Thread State:
srr0: 0x8fe01220 srr1: 0x0002f030 vrsave: 0x00000000
xer: 0x20000000 lr: 0x8fe0a004 ctr: 0x8fe28ebc mq: 0x00000000
r0: 0x00000004 r1: 0xbffffb70 r2: 0x2800828c r3: 0x000000a4
r4: 0x00000000 r5: 0x000000a4 r6: 0x0000290a r7: 0x726e6f20
r8: 0x66696c65 r9: 0x00000000 r10: 0xbffff8eb r11: 0x00000026
r12: 0x8fe71acc r13: 0x00000000 r14: 0x000087c8 r15: 0x00000000
r16: 0xbffffe14 r17: 0x00000001 r18: 0x00000000 r19: 0x000035f4
r20: 0x00000000 r21: 0x00000000 r22: 0x00000000 r23: 0x00000000
r24: 0x8fe4b3e8 r25: 0x00000002 r26: 0x00000002 r27: 0x00000000
r28: 0x00001c4c r29: 0x00000000 r30: 0x8fe484d8 r31: 0x8fe09e6c

**********

Date/Time: 2005-06-17 19:38:36 +0200
OS Version: 10.2.8 (Build 6R73)
Host: Erlend-Dietrich-Handelands-maskin.local.

Command: CocoaMadRace
PID: 908

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000020

Thread 0 Crashed:
#0 0x9068ba50 in objc_msgSend
#1 0x94fc4aa0 in -[GLUTView handleWorkEvent:]
#2 0x94fd9608 in processWindowWorkList
#3 0x94fd9674 in __glutProcessWorkEvents
#4 0x94fc1364 in -[GLUTApplication run]
#5 0x94fd9830 in glutMainLoop
#6 0x000235d4 in main
#7 0x0000a7d8 in _start (crt.c:267)
#8 0x8fe190f4 in _dyld_start

Thread 1:
#0 0x90073ba8 in mach_msg_trap
#1 0x90005ed0 in mach_msg
#2 0x90148938 in __CFRunLoopRun
#3 0x90180f04 in CFRunLoopRunSpecific
#4 0x94652f80 in _ZN10HALRunLoop9OwnThreadEPv
#5 0x946591e0 in _ZN9CAPThread5EntryEPS_
#6 0x90020c28 in _pthread_body

Thread 2:
#0 0x90042588 in semaphore_timedwait_signal_trap
#1 0x9003e7b4 in _pthread_cond_wait
#2 0x946444fc in _ZN7CAGuard7WaitForEy
#3 0x94644130 in _ZN7CAGuard9WaitUntilEy
#4 0x94642b20 in _ZN10HPIOThread8WorkLoopEv
#5 0x9465919c in _ZN10HPIOThread11ThreadEntryEPS_
#6 0x946591e0 in _ZN9CAPThread5EntryEPS_
#7 0x90020c28 in _pthread_body

PPC Thread State:
srr0: 0x9068ba50 srr1: 0x0200f030 vrsave: 0x00000000
xer: 0x00000000 lr: 0x94fc4aa0 ctr: 0x9068ba3c mq: 0x00000000
r0: 0x94fc4aa0 r1: 0xbffff6e0 r2: 0x0408040c r3: 0x02a51980
r4: 0x906dc330 r5: 0x000008d4 r6: 0x00000000 r7: 0x00000000
r8: 0x00000000 r9: 0x00000000 r10: 0x0000000c r11: 0xa4fc0f2c
r12: 0x00000000 r13: 0x00000000 r14: 0x00000000 r15: 0xbffffe98
r16: 0x00022f68 r17: 0x00042f68 r18: 0x00042f68 r19: 0x00042f68
r20: 0x00042f68 r21: 0x00000000 r22: 0x00000002 r23: 0x02a21560
r24: 0x00022f68 r25: 0xa50012e0 r26: 0xa50012e0 r27: 0xa50012e0
r28: 0x017bbd20 r29: 0x02a21560 r30: 0x02a51980 r31: 0x94fc3de0

iTonio
2005.06.18, 12:42 AM
Crash Log is Useful,
but from RC3 to RC4 the main difference is the compiler (Xcode2.0 to Xcode2.1). I believe i'm compiling against not so jaguar's compatible libraries.
I have been tested in 10.3.9 and 10.4.1 and works great.

Let me make some testes with it before and I will tell something.

PS.: This binary stills PPC only up to now... ;)

iTonio
2005.06.18, 09:09 PM
hey fruity (and every one with 10.2.8), try this:
http://homepage.mac.com/itoniogames/CocoaMadRace_v1.0RC4 10.2.zip

its my try to keep running on jaguar, but I don't have one to test.
and why you still using jaguar? panther and tiger has huge improvements including OpenGL, (some issues in my game "disappear" when running on tiger)

Fruity
2005.06.19, 06:29 AM
hey fruity (and every one with 10.2.8), try this:
http://homepage.mac.com/itoniogames/CocoaMadRace_v1.0RC4 10.2.zip

its my try to keep running on jaguar, but I don't have one to test.
and why you still using jaguar? panther and tiger has huge improvements including OpenGL, (some issues in my game "disappear" when running on tiger)

Hmm.. it still won't work. I'll give you some new crash logs..

The reason I haven't upgraded is money, and the simple fact that I don't need it. I might get Panther second-hand tho, mainly because of FileVault. My wife is in trouble if someone steals our computer and gets to read certain work-related files on our computer. Fast user switching will be an added bonus.. :)

Edit: I totally forgot the crash-logs. ;)
Date/Time: 2005-06-19 12:23:47 +0200
OS Version: 10.2.8 (Build 6R73)
Host: Erlend-Dietrich-Handelands-maskin.local.

Command: CocoaMadRace
PID: 373

Exception: EXC_BREAKPOINT (0x0006)
Code[0]: 0x00000001Code[1]: 0x8fe01220

Thread 0 Crashed:
#0 0x8fe01220 in halt
#1 0x8fe0323c in load_library_image
#2 0x8fe060d4 in load_images_libraries
#3 0x8fe02688 in load_executable_image
#4 0x8fe013b0 in _dyld_init

PPC Thread State:
srr0: 0x8fe01220 srr1: 0x0002f030 vrsave: 0x00000000
xer: 0x20000000 lr: 0x8fe0a004 ctr: 0x8fe28ebc mq: 0x00000000
r0: 0x00000004 r1: 0xbffffb70 r2: 0x2800428c r3: 0x000000a9
r4: 0x00000000 r5: 0x000000a9 r6: 0x0000290a r7: 0x726e6f20
r8: 0x66696c65 r9: 0x00000000 r10: 0xbffff8eb r11: 0x00000026
r12: 0x8fe71ad1 r13: 0x00000000 r14: 0x000088e8 r15: 0x00000000
r16: 0xbffffe14 r17: 0x00000001 r18: 0x00000000 r19: 0x00003714
r20: 0x00000000 r21: 0x00000000 r22: 0x00000000 r23: 0x00000000
r24: 0x0003f2f8 r25: 0x00000002 r26: 0x00000002 r27: 0x00000000
r28: 0x00001d6c r29: 0x00000000 r30: 0x8fe484d8 r31: 0x8fe09e6c

**********

Date/Time: 2005-06-19 12:24:06 +0200
OS Version: 10.2.8 (Build 6R73)
Host: Erlend-Dietrich-Handelands-maskin.local.

Command: CocoaMadRace
PID: 378

Exception: EXC_BREAKPOINT (0x0006)
Code[0]: 0x00000001Code[1]: 0x8fe01220

Thread 0 Crashed:
#0 0x8fe01220 in halt
#1 0x8fe0323c in load_library_image
#2 0x8fe060d4 in load_images_libraries
#3 0x8fe02688 in load_executable_image
#4 0x8fe013b0 in _dyld_init

PPC Thread State:
srr0: 0x8fe01220 srr1: 0x0002d030 vrsave: 0x00000000
xer: 0x20000000 lr: 0x8fe0a004 ctr: 0x8fe28ebc mq: 0x00000000
r0: 0x00000004 r1: 0xbffffb70 r2: 0x2800428c r3: 0x000000a9
r4: 0x00000000 r5: 0x000000a9 r6: 0x0000290a r7: 0x726e6f20
r8: 0x66696c65 r9: 0x00000000 r10: 0xbffff8eb r11: 0x00000026
r12: 0x8fe71ad1 r13: 0x00000000 r14: 0x000088e8 r15: 0x00000000
r16: 0xbffffe14 r17: 0x00000001 r18: 0x00000000 r19: 0x00003714
r20: 0x00000000 r21: 0x00000000 r22: 0x00000000 r23: 0x00000000
r24: 0x0003f2f8 r25: 0x00000002 r26: 0x00000002 r27: 0x00000000
r28: 0x00001d6c r29: 0x00000000 r30: 0x8fe484d8 r31: 0x8fe09e6c

iTonio
2005.06.21, 09:56 AM
Alright, after test my game in Jaguar by myself, I see issues with OpenAl (i.e.: Sound FX just don't work :() in version RC3 of my game. Version RC4 and any other program that a try to compile and run on Jaguar (10.2.8) don't open (Xcode 2.1 issues??). Anyway, RC3 and older versions of my game run and Play, but without Sound FX, so i will not make it compatible with jaguar (at least this free version).

Fruity
2005.06.21, 11:49 AM
Alright, after test my game in Jaguar by myself, I see issues with OpenAl (i.e.: Sound FX just don't work :() in version RC3 of my game. Version RC4 and any other program that a try to compile and run on Jaguar (10.2.8) don't open (Xcode 2.1 issues??). Anyway, RC3 and older versions of my game run and Play, but without Sound FX, so i will not make it compatible with jaguar (at least this free version).

Hmm.. I get the car sounds here.. But if there are any other sounds in the game I don't get them..

iTonio
2005.06.21, 11:08 PM
The sounds in game are:
- Car's engine;
- Red Lights and Green Lights (from countdown to start);
- Cursor movement.

if you can hear this so you heard all sound Fx in Game :P (when people say "this game need sounds" I was thinking "the game has few sounds" but maybe they just could not hear nothing)

if you can hear all sounds perhaps it have a chance to run in Jaguar (Welcome any help with OpenAL :) )

Added: OpenAL in Pre-Tiger systems is taking me madness... :mad:

Fruity
2005.06.22, 05:25 AM
Then I hear all sounds in 10.2.8. :) Don't know much about OpenAL tho..

Btw. is there a way to make a window out of full-screen while playing. I've tried to jump off the track in windowed 640 x 480 mode to document it, but I never manage to jump out when windowed - it doesn't take many tries when in fullscreen, 1024 x 768 tho..

iTonio
2005.06.22, 05:55 PM
fruity, do you have OpenAL installed? (in Library\ folder)

ps.: down off the track is a rare bug, that I try to solve in v1.0RC4...

Fruity
2005.06.23, 05:48 AM
fruity, do you have OpenAL installed? (in Library\ folder)

ps.: down off the track is a rare bug, that I try to solve in v1.0RC4...

Did a search on my compy.. no OpenAL at all.. :/ Strange I still get sounds then.. :/

iTonio
2005.06.23, 10:06 AM
it's because my game have OpenAL.framework embedded in it, in an approach to simplify to end users, but when I try RC3 in jaguar, the game works without sound, only music.
it seems to work on your computer... hmmmmm...