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Re: Car Game LOL v0.1
[Re: bart_the_13th]
#346096
11/01/10 10:33
11/01/10 10:33
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
Expert
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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i cant either. i got tires and a tan colored texture.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Car Game LOL v0.1
[Re: Blink]
#346123
11/01/10 13:58
11/01/10 13:58
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Bart and Blink, could you please put up a screenshot of what you see? Also what are your PC specs? I'm pretty sure I've tested that the shaders all compile on Shader Model 1.1 if they need to. I tested on my brother's old netbook, which only has Intel integrated graphics, and basically gave up on it because it can't seem to run shaders at all.
I should have alternatives for those with really old/wussy hardware I guess.
Jibb
EDIT: btw, I'm pretty sure I've seen you both use shaders before, so I don't think you're in the same situation as my brother's netbook. EDIT2: Camera improvements: Camera is centred better on the action, waits for explosions, and move a bit more gently. Buttons mutator added. A bit hectic since I haven't added a barriers mutator yet, but I want to get victory conditions working and the menu cleaned up first. Update will come probably this Friday.
Last edited by JulzMighty; 11/02/10 03:51.
Formerly known as JulzMighty. I made KarBOOM!
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KarBOOM v0.1.1 coming soon
[Re: JibbSmart]
#346312
11/04/10 01:34
11/04/10 01:34
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
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OP
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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Alright, the buttons mutator I've mentioned a bit is now called weak spot and is indicated by a red glow on the back of each car. There's some information about the next update available on my website. The update will hopefully be ready by Friday. I'm aiming to bust out a new version of my game every Friday (that I'll announce here and on my website), and information about my progress and my hopes for the next update every Wednesday night (just on my website -- I'll try and resist the urge to start a new post in this thread every time I update my website, but still try to keep this thread up to date with my progress). I really appreciate everyone's input. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM v0.1.1 coming soon
[Re: JibbSmart]
#346323
11/04/10 10:47
11/04/10 10:47
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Joined: Aug 2008
Posts: 482
bart_the_13th
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 482
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Bart and Blink, could you please put up a screenshot of what you see? Also what are your PC specs? I'm pretty sure I've tested that the shaders all compile on Shader Model 1.1 if they need to. I tested on my brother's old netbook, which only has Intel integrated graphics, and basically gave up on it because it can't seem to run shaders at all.
I should have alternatives for those with really old/wussy hardware I guess.
Jibb
EDIT: btw, I'm pretty sure I've seen you both use shaders before, so I don't think you're in the same situation as my brother's netbook. EDIT2: Camera improvements: Camera is centred better on the action, waits for explosions, and move a bit more gently. Buttons mutator added. A bit hectic since I haven't added a barriers mutator yet, but I want to get victory conditions working and the menu cleaned up first. Update will come probably this Friday. I tested it using my Office old PC(well, it's actually the best PC in my office LoL) Spec: Intel P4D 3.2GHz Onboard Intel(R) 82865G Graphics Controller 1Gb RAM Windows XP SP2 Genuine Direct X 9.0c Havent tried with my home PC but just a reminder that 3DGS A8 Free just dont work on both machines either. I do tried to install the latest driver.
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Re: KarBOOM v0.1.1 coming soon
[Re: Roel]
#346339
11/04/10 15:06
11/04/10 15:06
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
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OP
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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Interesting. That's a real shame -- it sounds very much like an A8 bug in general, and should be reported to conitec.
Roel, your problem could be a little different to Bart's, since the tires actually show up. Have you been able to run other A8 games?
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM v0.1.1 coming soon
[Re: Roel]
#346362
11/04/10 20:31
11/04/10 20:31
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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What sort of material do the tires show? Can you also post a screenshot? I ask because the tires use the same effect as the cars themselves, yet the cars won't show up.
Sorry for the trouble.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM v0.1.1 out now
[Re: JibbSmart]
#346432
11/05/10 17:31
11/05/10 17:31
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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KarBOOM 0.1.1 is up. DOWNLOAD it now! Try the new weak spots mutator -- bump into the back of another car to make them explode! Also, victory conditions let you enforce different ways to win the game. Limit the game by time, a maximum score, or limited lives for each car. The menu system is inexcusably awful looking. The "options" button doesn't do anything, and the "ROUND OVER" screen doesn't actually tell you much about the round. Basically the game now has a title screen, a game setup screen, and is played in rounds, but almost all the HUD elements are just a re-arrangement of what was in 0.1. Over the next week I'll be focusing on cleaning up the menu system with a nicer looking title screen, and options button that actually works, nicer looking menus in general, and (most importantly) a more informative ROUND OVER screen with useful statistics and some way of emphasising which player(s) won. I'm keen to get online multiplayer working soon, but it won't be just yet. As explained in my latest announcement, introducing online multiplayer will be a big step, but I don't want to miss a weekly update. So updates like this one and the next few are designed to make the addition of online mode easier. The round-based system and menu system in this update required a lot of changes to the code to ensure the game knows the difference between being "in game", "paused" and "out game" (as opposed to version 0.1 when you're always either playing or just paused), and this will make adding discrete online rounds easier. Next week's work on the menu system will not just pretty it up; it will hopefully ready the game to use a lobby system I had working a while back before I started this game. And in the near future I hope to make improvements to the replay system -- whose ideas and concepts have a lot to do with the way online play will be synchronised. Please tell me any problems you guys have! I haven't been able to make any efforts towards Blink's, Bart's, and Roel's problems, as I just don't know enough about what's going wrong on their side yet (except Bart's, which appears to be an A8 issue which should be reported in the Bug Hunt forum). Jibb
Formerly known as JulzMighty. I made KarBOOM!
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