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KarBOOM
#384006
09/28/11 03:45
09/28/11 03:45
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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: 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.
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Re: KarBOOM
[Re: Germanunkol]
#387938
11/25/11 20:34
11/25/11 20:34
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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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 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
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Re: KarBOOM
[Re: Rackscha]
#387949
11/26/11 05:56
11/26/11 05:56
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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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@Germanunkol: Thanks 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!
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Re: KarBOOM
[Re: JibbSmart]
#388246
11/30/11 03:05
11/30/11 03:05
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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 0.3.3 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!
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Re: KarBOOM
[Re: JibbSmart]
#388618
12/05/11 06:00
12/05/11 06:00
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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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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!
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Re: KarBOOM
[Re: JibbSmart]
#388639
12/05/11 12:22
12/05/11 12:22
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
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Yay! Hope I get to play on an official server on wednesday...
~"I never let school interfere with my education"~ -Mark Twain
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Re: KarBOOM
[Re: Germanunkol]
#388646
12/05/11 15:08
12/05/11 15:08
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Very coolMAybe you should add MKH: Moving King of the Hill, where the hill changes position after some time . You said something about adding bigger arenas in the future. might be an option there
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
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Re: KarBOOM
[Re: Germanunkol]
#388648
12/05/11 15:15
12/05/11 15:15
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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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I'll remember to put one up this time EDIT: Racksha -- interesting idea 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.
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Re: KarBOOM
[Re: JibbSmart]
#388660
12/05/11 21:08
12/05/11 21:08
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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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
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Re: KarBOOM
[Re: Rackscha]
#388890
12/08/11 14:27
12/08/11 14:27
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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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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!
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Re: KarBOOM
[Re: lostclimate]
#388909
12/08/11 17:54
12/08/11 17:54
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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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
Last edited by Germanunkol; 12/08/11 17:55.
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