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KarBOOM #384006
09/28/11 03:45
09/28/11 03:45
8 Images
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
KarBOOM

EDITED for a Desura-related announcement...

KarBOOM is now available on Desura! Desura is a popular digital distribution platform with an indie focus and is closely connected to IndieDB. Previous Humble Bundles have come with Desura activation codes (along with Steam codes), so there's a lot of really good stuff on there.

Desura automatically handles patches and updates, so if you use the Desura client and get KarBOOM through Desura, you shouldn't have to manually download and install new updates.

GET KARBOOM ON DESURA.

Or, if you don't want to use Desura, DOWNLOAD 0.3.6 HERE!

Accounts are still being upgraded for free, and KarBOOM is now officially in "open alpha" -- "open" because all features are free and public, and "alpha" because it's still not feature-complete.

Apparently some netbooks that could play the last version (0.2.4) are unable to play versions 0.3.3 and up.

Features from the README:
Click to reveal..
0.3.6

FEATURES
TWEAKS
- New individual scoring on results screen after team
play.
- Results screen shows a flag with the winner's colours
in the background.
- The game automatically detects gamepads when you open
the "add player" menu. This means you can add more
gamepads even after you've started the game, rather
than having to restart the application to detect new
gamepads.
BUGFIXES
- King of the Hill now actually has an effect on team
play.
- Some users could only get input from the first two
gamepads. This has been fixed!
BUGS

0.3.5

FEATURES
- Team play added.
- "create account" button added to login screen, which
takes players to KarBOOM.net where an account can be
created for online play.
TWEAKS
- Dedicated server mode now displays the game name,
ip (public or private, depending on whether it's an
online game or LAN game), and port used so it's easier
to pass on the information to players.
- The chat box is no longer closed when displaying the
results.
BUGFIXES
- Fixed some UI positions when creating a dedicated
server.
- Pressing ENTER now works to connect by ip or by LAN
when entering information in their respective menus.
BUGS
- Sometimes KarBOOM cannot determine your ip when
hosting. Disconnecting and reconnecting appears to
solve the problem. The consequences are purely visual
for the host -- it doesn't appear to cause connection
problems for clients.

0.3.4

FEATURES
- "king of the hill" mutator.
- New join option: "join by ip" for direct connections
without the assistance of the server list.
- New join option: "join LAN" doesn't require internet
connection or account. Connect directly to a game
being hosted on your Local Area Network.
- New server modes: "listed", "unlisted", and "LAN
only".
TWEAKS
BUGFIXES
- One cause (hopefully the ONLY cause) of the
intermittent crash has been cornered and killed with
glee and maniacal laughter.
- Fixed a bug where a lone client was not able to drive
around freely in life-limit mode.
BUGS

0.3.3

FEATURES
TWEAKS
- Up to 48 cars may participate, again.
- Backgrounds have been changed.
- Cars that are knocked off the arena explode in a
pillar of light in their colour instead of the
standard explosion.
- Countdown timer shows milliseconds and its appearance
has changed.
- Explosions shake the camera.
- Gamepad-controlled mouse actions are now limited
to the game window.
- Gamepad analog and trigger input has small min/max
dead-zones to prevent that slightly faulty gamepads
cannot provide the full range of input or sit
comfortably at zero.
- Starting an offline game without adding players or
bots now prompts the user to add more player/bots
instead of starting the game empty.
BUGFIXES
- Alt-tabbing out of full-screen no longer messes up
textures. I mean, it does, but as soon as the
KarBOOM window is back in focus, it fixes itself!
BUGS
- As before, I'm afraid. Managed to narrow down where
that intermittent crash isn't.

0.3.2

FEATURES
TWEAKS
- All 48 car skins are available, but only 20 cars can
participate in any game (plenty for the included
levels).
BUGFIXES
- Some award calculations have been fixed.
- An infinite, jittering loop when playing score limit
online with two cars, one of which is the red car, was
fixed.
- Negative scores can now be displayed properly on a
client in online play.
- Clients' cars will no longer disappear spontaneously
when playing near precarious edges.
- Engine sounds now stop playing when no cars exist.
BUGS
- Some awards appear with a value of "0" on clients.
- An intermittent crash for clients in online play with
an unknown cause. I'm running tests trying to catch
it.

0.3.1

FEATURES
- New car select screen so players can play any cars with
any keyboard or gamepad input.
- New award system.
- Round over screen shows icons of each car along with
awards achieved during the round for each car.
- Awards listed in AWARDS_CREDITS.txt.
TWEAKS
- Instant feedback for cars controlled by the client.
- Dedicated server is now the only way to host a game. To
play and host at the same time, open the game again and
join your own game. "Host and play" will hopefully be
restored in future if time permits.
BUGFIXES
- A bug in motion-prediction resulted in particularly
jumpy behaviour when a car was on tar. This has been
fixed.
- Bug where player scores aren't shown on clients has
been eliminated.
- Previously listed bugs for round over screen fixed.
- Adding players to online games could occasionally result
in "orphaned" cars that couldn't be controlled or
removed by anyone. This has been fixed.
- Life limit + Thief now waits long enough when there's
one player left to make sure other players have time
to come back into the game if they're credited with a
KO.
- All victory conditions should now work correctly in
online play. The game now automatically waits for enough
players to join before beginning a round.

0.3

FEATURES
- New surfaces: ice and tar.
- New level objects: barriers, bridges and conveyor-ramps.
- New hazard: pits.
- Custom levels can now be loaded.
- New levels.
- "sapoi" now supports any number of players more than 2,
instead of just 3 players.
- Score-related mutators (like "tag" and "hold the flag")
now all have alternative rules to work with life-limit.
- Support for more resolutions and fullscreen.
- Dedicated Server mode.
- Min-Players option when hosting makes sure there are
always enough players by adding and removing bots as
needed reach this minimum number of players.
TWEAKS
- New car models, car shaders improved, new car skins.
- New background shader effects.
- Explosions are now the colour of the car that exploded.
- Cars now survive longer on grass before they explode.
- Chat messages can now span several lines.
- Bots, victory conditions, mutators and level choice are
now all automatically saved in the config file.
- Boost explosion now stays with the car that created it,
avoiding the appearance of tiny random explosions that
don't appear to be doing anything at times.
BUGFIXES
- "sapoi" no longer interferes with removing players, and
vice versa.
- Blinking cursor no longer becomes part of the remembered
information when using the "remember me" option.
BUGS
- Round over screen does not yet handle more than fourteen
cars properly -- a new round over screen is planned.
- Replay mode has been disabled until it can be
re-implemented to accommodate more cars and options.
- Adding and removing cars in online play can sometimes not
work. If you have extra uncontrollable cars, leaving and
joining again should fix it.
- Dedicated server menu doesn't show the saved victory
conditions. Workaround this by making sure to always set
the victory conditions when hosting, even if you want
"no limit".
- Bridges and ramps are placeholders. It's kind of a bug,
I guess. Might as well list the rubbish sound here as
well.

I'll gladly take criticism and suggestions. Some things are perhaps more obviously unfinished than others, but with that in mind I'd certainly appreciate ideas and suggestions as to how you think they should look when finished.

Server down.
Last edited by JibbSmart; 01/25/12 18:10.
119 Comments
Re: KarBOOM [Re: Redeemer] #384091
09/29/11 03:35
09/29/11 03:35
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
The level shader is more complex now, but I did intend to have lower settings options as well. I'll hopefully do that soon. Thanks for the feedback. The crash obviously shouldn't happen, so I'll see what I can find that might be behind that.

Thanks for giving it a go. Server will be up tomorrow!


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #384111
09/29/11 13:13
09/29/11 13:13
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Server up. I'm not there, so I won't be able to resolve any issues for a few hours.


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #384123
09/29/11 14:38
09/29/11 14:38
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
Senior Member
Roel  Offline
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
ummm Jibb, when you are back, can you please set up your port forwarding?
It seems I can not connect to your server, although there are 3 cars(bots?).

I also couldn't setup my own port.
When I try 0.2.4 it says my port is succesfully opened.

Last edited by Roel; 09/29/11 14:43.
Re: KarBOOM [Re: Roel] #384131
09/29/11 17:12
09/29/11 17:12
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Yes, they're bots. I only realised on the bus to uni that I forgot to choose the port that I forwarded (server options now let you choose any port from 2300-2399).

KarBOOM no longer automatically forwards ports because the DLL was a bit hit-and-miss, and if it didn't work then players would crash on startup, even if they weren't planning on hosting.

I plan to have a smaller application that comes with KarBOOM that will attempt the port-forwarding without taking the rest of KarBOOM down with it if it fails.

New server is up, and hopefully I've set up the port forwarding correctly!

I'll join in after lunch.


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #384140
09/29/11 18:31
09/29/11 18:31
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Unfortunately I have to say I'm disappointed. All the new features are great (except the startup window wink ), but the most important part of the game, the controls and thus the gameplay, needs to be improved. The delay between input and reaction simply is to big, you have to have client side movement, and as the game heavily relies on fast reaction and precise controls, I want the car to react as soon as I press a key.
Don't get me wrong, you're doing great work, but just to let you know: I've lost the fun playing on your server only after 1 minute, just because of that issue. I know it's a long way from Germany to Canada and I assume you already use some kind of prediction algorithm that makes my car move before the signal comes all the way back to Germany, but any kind of delay is a gameplay killer. I know that clientside movement brings a lot of issues/ inaccuracies with collisions but let me set an example:
When I play Killzone 3 (or probably any other shooter), I move my player locally and the server only checks if the movement is valid (not floating/ moving through walls/ ...). Sometimes, when the connection gets bad, my player gets moved to a previous position. Then, when I shoot an enemy and when I hit him, I see blood, even though that does not mean he takes damage (he may be covered on the server, somewhere else, I don't know). (I think it's Quake 3/ Live where you hear a subtle sound when the server confirmed a hit). Sometimes I die although I've already taken cover because on some enemy's system (f.i. from Canada) my movement is displayed with 0.25-0.5s lag. Those seem to be major issues, but everyone knows that he is playing against people from all over the world and accepts those inaccuracies without resistance. If, on the other hand, the input was noticeably delayed, I guess the game's multiplayer component would be dead on arrival.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: KarBOOM [Re: Superku] #384142
09/29/11 18:49
09/29/11 18:49
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Hi Superku!

Thanks for the honest and excellent feedback!

Movement prediction and client side movement are a very different beast in a physics-oriented game rather than a FPS. Any FPS can effectively have all reactions instant on the client side, and the only discrepancies from a client's perspective will be that they'll take some damage when they've already gone behind cover. As you've said, this is accepted.

In KarBOOM, all interaction is through regular player collisions, and a collision from a slightly different angle results in a very different trajectory for both cars involved. A small fraction of a second can mean the difference between a collision and no collision at all. I'd love to have client-side movement in KarBOOM, but consider this: RED client sees his car boost at the touch of a button, knocking GREEN off the level, and the impact with GREEN keeping RED on the level. Let's look at it again from GREEN's perspective: GREEN sees RED's approach and boosts out of the way, so that RED boosts off the level with no harm done to GREEN. Which is correct? How is it possible to compromise?

I totally understand that, valid reason or not, it's not going to make it fun for players. And most players won't see the difference between a game like this and a FPS.

I'd love suggestions as to how to approach this problem, because I don't want to charge for online-enabled accounts unless I can reasonably expect players will be satisfied by online play, and I agree with you that at this stage it is not satisfying.

Thanks for the feedback, though laugh And please don't think that my excuses mean it's not something I want to address. It's actually at the top of my list -- the most important thing to me right now, but I don't yet know what to do about it.

If I can't get online play to be enjoyable and reasonable, I will remove it in a future version and focus on making this game marketable and enjoyable as a strictly local multiplayer experience, rather than have players pay for online play that'll only disappoint.

EDIT: I've been trying to plan out a system where the outcomes of collisions are predicted to a reasonable degree, and even if the collision is a bit different on different clients, the client that owns each car determines those cars' "canon" -- for example, RED and GREEN might collide. Each client will almost certainly perceive the angles of collision differently. The green car on RED's machine will adapt to reflect its position according to GREEN's machine, and the red car on GREEN's machine will adapt to reflect its position according to RED's machine. According to each player, the other car exhibits some weird movement but at least their car doesn't.

Here's the problem: A lot of what goes on in KarBOOM is less about how a collision occurs, and more about whether or not a collision occurs at all. Consider tag, weak spot, hold the flag, sapoi, and even mutator-less play where one player is in a disadvantaged position (back to the edge of the map, for example) -- one player's trying really hard not to have a collision while the other is trying to make sure a collision happens. When one client sees a collision and another doesn't, what can possibly be done? And this isn't a special case -- this is what most of the game amounts to.

EDIT 2: With online functionality already there, I don't think I'll ever remove that option completely. Especially since KarBOOM could be a lot of fun over LAN, and the delay would usually be almost unnoticeable in that situation. But I may have to play it down as a feature, focusing on other aspects instead. I also may have to consider selling KarBOOM as a whole rather than having just online play paid for, since it might not be possible to get online play to be worth paying for.

Last edited by JibbSmart; 09/29/11 19:15.
Re: KarBOOM [Re: JibbSmart] #384143
09/29/11 19:04
09/29/11 19:04
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
L
Liamissimo Offline
Serious User
Liamissimo  Offline
Serious User
L

Joined: Jul 2009
Posts: 1,198
Berlin, Germany
Sorry for "hijacking" but I find this highly interesting as the aspect of delay over network is a often discussed thing and I would love to see a solution for KarBoom because I love the game but I am also very curious about how to achieve this.


"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen."
-JCL, 2011
Re: KarBOOM [Re: Liamissimo] #384144
09/29/11 19:20
09/29/11 19:20
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I think I clearly understand the problem, Jibb, but nevertheless I still suggest you should at least try client side movement. If it does not work out good/ better than the current system, drop it.
To the question who's right, RED or GREEN: Both are, they both stay inside the level. Don't let the server dictate who falls of the cliff or who collides with someone else, let RED's application decide if RED boosts into oblivion. If RED sees GREEN fly off the platform, the GREEN car simply gets interpolated or set to a new valid position received from the player. The majority of your potential customers probably knows about the issues with online play, thus RED will accept that GREEN did not die as long as RED has the possibility to try it again (without input delay).

EDIT:
Quote:
whether or not a collision occurs at all. Consider tag, weak spot, hold the flag, sapoi

Those are things that the server should dictate. It's the same as shooting someone in Killzone, I may have to hit my enemy multiple times (or touch him for a longer period of time in KarBOOM) but eventually the server will tell me (and my enemy) that I've killed him.
Don't worry too much right now, just give it a try!

Last edited by Superku; 09/29/11 19:27.
Re: KarBOOM [Re: Superku] #384145
09/29/11 19:29
09/29/11 19:29
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:
Don't worry too much right now, just give it a try!
I guess you're right, that's the best way to approach things laugh For the first online version I attempted client-side movement and it failed miserably. But I'm sure I can try some new stuff here.

Thanks for the motivating words and suggestions!

EDIT: Btw, server down.

Last edited by JibbSmart; 09/29/11 19:29.
Re: KarBOOM [Re: Superku] #384147
09/29/11 19:54
09/29/11 19:54
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
Originally Posted By: Superku
I see blood, even though that does not mean he takes damage (he may be covered on the server, somewhere else, I don't know). (I think it's Quake 3/ Live where you hear a subtle sound when the server confirmed a hit). Sometimes I die although I've already taken cover because on some enemy's system (f.i. from Canada) my movement is displayed with 0.25-0.5s lag. Those seem to be major issues, but everyone knows that he is playing against people from all over the world and accepts those inaccuracies without resistance.


lol no they dont. i get really effin pissed off when i know something shoulda been a kill or that i shoulda been hidden and i still die. I've nearly broken several controllers over it wink

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