Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/20/24 20:05
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (7th_zorro, AndrewAMD, TedMar), 1,306 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Gallery
Next Gallery
Print Thread
Rate Thread
Page 7 of 12 1 2 5 6 7 8 9 11 12
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] #387938
11/25/11 20:34
11/25/11 20:34
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
I guess while steam might be a bit harder for unknown games to be a plattform, it has a bigger audience. ANd btw: Karboom isnt unknown anymore. BY presenting your game along with those articles, it should be quite possible(maybe even easy) to get your game on steam.

Your marketing seems to be a rolling stone, faster every day. Thats what needed to have a chance to get your game on steam. You have the audience, you need a plattform to sell. Steam mostly takes only games with a given audience. Just try it wink

And even if it fails at the beginning: Sell at other plattforms, and a few month later send another mail to steam and show whats happening(with hopefully good results)


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: KarBOOM [Re: Rackscha] #387949
11/26/11 05:56
11/26/11 05:56
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
@Germanunkol: Thanks grin I'm so happy! KarBOOM has had more views on today IndieDB than ever before (like, way more), and it just made me so excited to see my game on my favourite gaming website!

@Rackscha: You're right! It's worth trying! But not just yet, I think. Their FAQ says games should be close to final, so I do want to get the game a little further along before submitting. I feel like I'll get a lot done over the next month, and then apply around New Year's.


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #388246
11/30/11 03:05
11/30/11 03:05
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
KarBOOM 0.3.3 is officially out and public! Thanks so much for the feedback and helping me test the private versions. I'm hoping to be more regular with the updates now that the important things are mostly working properly now.

Download the new version here!

As I'm writing this, IndieDB is the only place with the latest info on KarBOOM. KarBOOM.net and jibbsmart.com are out of date, but I'm going to try to get them up to scratch tonight and tomorrow. KarBOOM.net has had a bit of a face-lift and is now up-to-date and useful. JibbSmart.com now has info about the update and points potential players in the right direction.

Finally, vote for KarBOOM and any other GS games up there for Indie Of The Year on IndieDB! You can vote for as many games as you want.

Last edited by JibbSmart; 11/30/11 15:37. Reason: IOTY, IndieDB!
Re: KarBOOM [Re: JibbSmart] #388618
12/05/11 06:00
12/05/11 06:00
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
Hey guys, I've added a new mutator to KarBOOM, "king of the hill". It will come in version 0.3.4, which I'll be releasing this Wednesday.

Here's a VIDEO!

It's short, but hopefully gives you the right idea.


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #388639
12/05/11 12:22
12/05/11 12:22
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Yay!
Hope I get to play on an official server on wednesday...


~"I never let school interfere with my education"~
-Mark Twain
Re: KarBOOM [Re: Germanunkol] #388646
12/05/11 15:08
12/05/11 15:08
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Very coolMAybe you should add MKH: Moving King of the Hill, where the hill changes position after some time grin.
You said something about adding bigger arenas in the future. might be an option there wink


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: KarBOOM [Re: Germanunkol] #388648
12/05/11 15:15
12/05/11 15:15
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'll remember to put one up this time grin

EDIT: Racksha -- interesting idea grin Could be hectic! I'll write it down, but won't have implemented it by Wednesday.

Last edited by JibbSmart; 12/05/11 15:18.
Re: KarBOOM [Re: JibbSmart] #388660
12/05/11 21:08
12/05/11 21:08
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
No problem^^.

Oh and yes, its supposed to be hectic. Imagen the hill at the side of the arena^^(short lifetime :P).

Played this mode in other games a lot, its sometimes funnier than a static hill.


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: KarBOOM [Re: Rackscha] #388890
12/08/11 14:27
12/08/11 14:27
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
Hey guys, fresh update finally available!
Download 0.3.4 here, read all about the new features here, and vote for KarBOOM for Indie Of The Year here!

I'm hosting a game of king of the hill (with boost, of course), life-limit, on PatchFight. Hopefully everything will go smoothly.


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: lostclimate] #388909
12/08/11 17:54
12/08/11 17:54
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Movement is perfectly smooth in Germany, playing on a server over in Toronto.
Pretty neat, well done!

Voted.
You should add some bots though!

Edit: Bwahaha! "Environmentalist" is awesome grin

Last edited by Germanunkol; 12/08/11 17:55.
Page 7 of 12 1 2 5 6 7 8 9 11 12

Moderated by  jcl, Realspawn, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1