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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: Germanunkol] #388912
12/08/11 18:22
12/08/11 18:22
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 Micha grin

The movement is mostly client-side, so you'll only notice lag watching other players.

The same server is up again, this time with some bots. And thanks for the vote!

"Environmentalist" was Error014's idea grin And some of the awards still don't display the correct values...

Progress update on 0.3.5 (for next week):
- Chat windows stays open during results screen;
- Server displays some information (ip, port number, game name) so hosts can more easily inform wannabe players for connecting directly or over LAN;
- Some minor UI bugs have been fixed.

Hopefully much more interesting stuff will be finished by next week laugh


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #388921
12/08/11 19:20
12/08/11 19:20
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...
The game gets more and more polished.
Played a few rounds, although I've only seen bots.
I would love to see the upnp function again, so more people would be able to host.
also good to hear you are updating more often, the development seems a lot more alive now.


Check out the throwing game here: The throwing game
Re: KarBOOM [Re: Roel] #388931
12/08/11 20:57
12/08/11 20:57
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
UPnP crashed on some peoples' computers when the game started up. This means a lot of people would start up the game, only for it to crash straight away even though they weren't going to try and host.

But I agree that UPnP should be in there somehow. I think I'll include a separate program for UPnP which KarBOOM will activate when it needs to -- if a crash happens, it'll just be the UPnP program and not the whole game.

Cheers laugh


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #388933
12/08/11 21:09
12/08/11 21:09
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Nice work, I like the progress KarBOOM is making. There is one thing that I dislike very much, though, that is the server is always empty when I join.
When you release a new update I would like to see a time (and date) when we are "supposed" to join so we all enjoy a crowded server.


"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] #388936
12/08/11 21:22
12/08/11 21:22
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
Good idea. As a student (and about to hit exams), I'm really unsure as to what's a convenient time for most people. For those in Germany or a similar time-zone (since that's where an enormous portion of my players are), around what time of day would be good?

I'm about to try and implement some team-modes in KarBOOM. Hopefully nothing goes seriously wrong!


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: Superku] #388937
12/08/11 21:23
12/08/11 21:23
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
I'm online now. Will be for a while. Maybe someone else will join?

Edit: bots are smooth as could be even across the net, great work.
They're a little easy to beat in this game mode, though. They seem to care less about staying in the ring and more about kicking each other out, resulting in them killing each other while I just wait in the middle.

Edit 2: found a bug, but I don't know how to explain it, nor how to recreate it. I'll try to get it all together:
Every now and then, I get disconnected. Maybe that's done on purpose, cause I'm idle for too long? If so, cool. But then the third time I rejoined, I chose a white car (the 4 bots were already playing) and pulled it onto the arrow keys image. Then I closed that screen and somehow whenever I clicked (after the menu was closed and I was in the game) it re-added my car (with the car-symbol appearing where I clicked). Then after a short time (maybe after 4 clicks? I dunno) all bots were gone.

Another thing:
"Bully: 0 knock outs"
and
"Napper: 0 seconds idle" don't make sense...

Last edited by Germanunkol; 12/08/11 22:08.
Re: KarBOOM [Re: Germanunkol] #388950
12/08/11 23:02
12/08/11 23:02
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
Disconnects: I don't know what's causing that, but I'll look into it. KarBOOM doesn't detect idle players and kick them, as far as I remember. I'll see if I can re-create the other bug. Thanks for the info!

Yeah, the awards don't work properly in online play. I don't know why, yet. I do hope to find what's causing the issue soon, though.


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #389194
12/11/11 14:11
12/11/11 14:11
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
Huge thanks for the fantastic support during the first round of the IndieDB Indie Of The Year 2011 nominations. The first round is over, but KarBOOM made the Top 100 (under Car Combat) so I'd love some more of that awesome support -- votes have been reset so anyone who wants to see KarBOOM win or do well should vote again laugh

Thanks!

Re: KarBOOM [Re: JibbSmart] #389196
12/11/11 14:23
12/11/11 14:23
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Great job, voted!
[Although it is going to be hard against Minecraft, Dwarf Fortress and Ace of Spades ;)]

Re: KarBOOM [Re: Rei_Ayanami] #389210
12/11/11 18:10
12/11/11 18:10
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
The publicity you get by making the top 100 is definitely worth it though. From now on, it doesn't really matter THAT much if you win, I think. Being mentioned along with minecraft is good already.


~"I never let school interfere with my education"~
-Mark Twain
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