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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: Roel] #384738
10/06/11 19:46
10/06/11 19:46
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
I don't know how much I'm supposed to keep under wraps, so better safe than sorry. But anything on a public website can't hurt, right? Basically, imagine going to your local cinema, but instead of seeing a movie, sharing a big-screen with dozens of other players while you play KarBOOM, each controlling your car through a KarBOOM-specific touch interface that emulates a gamepad on your iPhone/Android.

Roel, I still don't know what's going on with hold the flag. I just tested a few levels, and different victory conditions, and it all worked fine.

If you can reproduce it with exact setup steps (victory conditions, mutators, how many bots, level), maybe I can find it? Sorry, that's probably quite tedious. No obligation if you'd rather not laugh


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #384740
10/06/11 20:01
10/06/11 20:01
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
But anything on a public website can't hurt, right? Basically, imagine going to your local cinema, but instead of seeing a movie, sharing a big-screen with dozens of other players while you play KarBOOM, each controlling your car through a KarBOOM-specific touch interface that emulates a gamepad on your iPhone/Android.

Now that... is ******* awesome! Conglaturation!!!


"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] #384743
10/06/11 20:31
10/06/11 20:31
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...
Superku was faster again,
AWESOME!


Check out the throwing game here: The throwing game
Re: KarBOOM [Re: Roel] #384818
10/08/11 20:22
10/08/11 20:22
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
Thanks guys grin

c't has contacted me about including KarBOOM on the cover DVD in an upcoming issue, as well as an article on KarBOOM (or at least a "detailed description" of it). They have the old public version, so I want to work on polishing up this new version for them by the end of the coming week. Tomorrow's a busy day for me as it's Canadian Thanksgiving and my brother's 21st birthday, but then I have the week off uni, so expect a bug-squished version very soon laugh


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: Redeemer] #386986
11/12/11 09:59
11/12/11 09:59
Joined: Aug 2010
Posts: 131
Iran
Mafia_IR Offline
Member
Mafia_IR  Offline
Member

Joined: Aug 2010
Posts: 131
Iran
Sweet game ! nice one wink

Re: KarBOOM [Re: Mafia_IR] #387003
11/12/11 14:43
11/12/11 14:43
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
Thanks laugh I know it's really late, but the *final* beta before the next public release will be ready for you guys really soon. I thought I'd have it ready last Sunday, but didn't want to say anything in case it wasn't ready. Those who helped me test the last version may recall that we only played online with no victory conditions. Handling victory conditions across online play was extremely poorly implemented, and is now nearly fixed (I think!). Plus, there was an intermittent show-stopper (those are the worst!) where adding a new car to an online game would occasionally add a car that no one could control and no one could remove. This has been fixed.

There are some more interesting changes that I'll go into when the next version is ready for you guys. The plan is: test it here, send it to some press who might appreciate an early look and do some sort of write-up, then release the next version publicly a week or so later. Updates after that should be quite quick as it'd likely only be quite small bugs and simpler features for a few updates.


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #387210
11/15/11 19:21
11/15/11 19:21
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
New version for you guys to test! I think I've eliminated some big bugs that were bothering me for a long time, and were even chilling out in at least a couple of public releases back near the beginning of the year.

DOWNLOAD NOW -- no password required this time.

From the README:
Click to reveal..
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.

Please let me know if there are any issues at all -- feel free to nit-pick, it might be something that's easy to do on my end and make the game a little more fun or less annoying.

This is still just for you guys -- one reason for the long development time has been my desire to eliminate some show-stoppers once and for all. If there are no more show-stoppers, I really want to release this version "officially" to the public next week, and handle smaller issues/feature-requests on a more regular basis with littler updates like back in the old days.

Regarding the award system: I've got heaps (like, 100+) of award ideas written down, most of them by Error014. I'd love more suggestions as well. If your idea is unique, the first I've heard of it is through you, and I implement it in a future update I'd like to give you a mention in the AWARD_CREDITS.txt file that comes with each update. Maybe that'll be a creative incentive for some. If your idea is in a future update and it's not credited to you, that means someone else came to me with the same (or an extremely similar) idea first. If someone has the idea first but someone else comes up with a better name before it is implemented, I'll try to credit both contributors fairly.

New hosting restriction -- as with the last version, there's no automatic UPnP because I couldn't prevent the error message on some installations. But there's a new restriction. You can only host through the "dedicated server" option -- if you want to host and play, run the game, host, and run the game again and join it. I'm really sorry about this restriction. I want to lift it in a future update, but I really want to just get this version out the door publicly, and in its current state "host and play" is virtually unplayable.

I'll be hosting soon today.

EDIT: Hosting now! And some aspects of the README are out-dated. Sorry. I'll fix that so that it's all good in the public release, but I'm not going to upload it again now just to fix that info. laugh

EDIT2: Superku, I haven't added an option to skip the bootsrapper yet. But I haven't forgotten! I just want to get a working version public asap, and then I'll focus on smaller updates!

Super quick bug updates:
- Negative scores aren't displayed correctly on clients.
- Engine sounds still running when there are no cars! WHAT!?

Last edited by JibbSmart; 11/15/11 19:57.
Re: KarBOOM [Re: JibbSmart] #387216
11/15/11 20:17
11/15/11 20:17
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Great! Handling is super responsive now, including the boost. Too bad there's no one else on the server. :<
What do you mean with "bootsrapper/boostrapper"? Looks like I have forgotten. wink
I've found the current gamestudio version(s) to be buggy when it comes to snd_play, snd_loop and esp. snd_tune, oddly the mention of a bug has been removed from the official "bugs" page.

EDIT: The car selection is awesome!
possible bug: I think I once got 10 points for a kill, although I hadn't touched another car for at least 10 seconds.
Oh, the game crashed (karboom.exe has stopped working). frown

Last edited by Superku; 11/15/11 20:31.
Re: KarBOOM [Re: Superku] #387218
11/15/11 20:39
11/15/11 20:39
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
Originally Posted By: Superku
What do you mean with "bootsrapper/boostrapper"? Looks like I have forgotten. wink
Here you go:
Originally Posted By: Superku
I'm not a friend of the starter window, though, please add a (command line?) option to disable it.
Thanks for playing! The server survived, and the others are still on, but I need to take a call. I really appreciate the help and the input!

I've already got lots of changes to make for future updates, some quite urgent for this next public release. I think we all had the crash on the client side, but the server was fine, so I think that's quite interesting -- it must have been specifically to do with a data packet sent to the clients.

Regarding that possible bug, it could be that the server registered a collision between two cars that was a near-miss on your side, but I'll have a look-out for anything more sinister.

The bug list at the bottom of the main post will be updated so everyone knows which bugs I'm aware of.


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #387219
11/15/11 20:53
11/15/11 20:53
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
the client did not crash for me, just a disconnection

keep hard!

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