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Author Topic: Space Racer  (Read 12326 times)

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fallahn

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Space Racer
« on: February 08, 2014, 02:21:04 pm »
I started work on this somewhere around last June, but not worked on it since November as I've lost interest in it a bit - so I thought I may as well post what I have here:




Binaries (Win/Linux): here

EDIT: Breakdown of some of the techniques I used:
Part 1: Map format
Part 2: Node Navigation
Part 3: Vehicle Handling
« Last Edit: March 08, 2014, 11:36:23 am by fallahn »

Nexus

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Re: Space Racer
« Reply #1 on: February 08, 2014, 02:58:13 pm »
Very polished! I think I've already seen the game when it was a bit less developed, definitely great work!

You showed several 3D scenes and models in the video, how much of the game is actually 3D? Or is there a specific reason why you focus on a 2D top-down perspective?
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fallahn

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Re: Space Racer
« Reply #2 on: February 08, 2014, 03:08:18 pm »
Very polished! I think I've already seen the game when it was a bit less developed, definitely great work!

Thanks!

The 3D thing came a bit later in development - it was never part of the original plan. I was watching a video of the old GTA games where the cars and people are 2D but the buildings are 3D, and I thought it might be a nice effect to have. In the racing game the buildings and details are 3D overlaid on the SFML 2D world. I've started to follow this up a bit more on a newer project, which is basically a 2D platformer (collisions and so on are all 2D calculations) but have 3D models drawn over the top for a 2.5D kind of feel. It's also great for getting my hands dirty with OpenGL :)

ChronicRat

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Re: Space Racer
« Reply #3 on: February 08, 2014, 03:39:16 pm »
Cool, very cool! =)

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Re: Space Racer
« Reply #4 on: February 08, 2014, 04:33:39 pm »
What you should do with the game camera is to rotate it with the vehicle. It's really hard to control a vehicle when the camera only moves up and down. Other than that it's a great game :)

Grimshaw

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Re: Space Racer
« Reply #5 on: February 08, 2014, 05:23:54 pm »
Circuit breakers!! That's the only two words I need to say your game is awesome :D

fallahn

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Re: Space Racer
« Reply #6 on: February 08, 2014, 05:38:28 pm »
Circuit breakers!! That's the only two words I need to say your game is awesome :D

Aww, I was going for Micro Machines :P Thanks for all the positive feedback though. Having done this (and recently re-played Micro machines on the Genesis/Megadrive) it's given me a lot of respect for just how good the physics are on the old consoles. It's also a lot harder to play than when I was 14...  :o

Hapax

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Re: Space Racer
« Reply #7 on: February 08, 2014, 05:39:15 pm »
Look really nice! :)
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eXpl0it3r

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Re: Space Racer
« Reply #8 on: February 10, 2014, 08:44:11 am »
Oh, very nice! :)

You've gotten quite a bit of work done, since the last demo I got to play!
Even though you kind of said, you've lost a bit of interest in the game, what are your future plans with it? Such a well polished game would certainly attract quite a few players.
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fallahn

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Re: Space Racer
« Reply #9 on: February 10, 2014, 10:51:29 am »
Even though you kind of said, you've lost a bit of interest in the game, what are your future plans with it? Such a well polished game would certainly attract quite a few players.

Ah, well I should really point out that it's not actually as polished as the video makes it look. For one thing there are graphics missing in the menus (you'll notice it in the map selection screen) plus it's all kinds of buggy. For instance right now although it works great when launching it from within Visual Studio, when I try running it alone the mouse input refuses point blank to work, and I can't click on any of the menus. Most bizarre. (Also the reason I haven't posted any binaries). It has loads of features missing too, such as the time trial mode not actually logging any of the scores, so you have no idea how well you're doing. I really wanted to add a 'ghost' car too, so it's possible to race against a previous run. Not to mention the non-existent network play. The positive feedback is very encouraging though, so perhaps if anyone else wants to help out on it maybe I'll put it up on github.

My immediate plans are, however, a series of blog posts talking about the technical details behind it, such as the navigation system and car physics. I've written the first post about the map format, and will hopefully be adding more when I get the time.

Tank

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Re: Space Racer
« Reply #10 on: February 10, 2014, 11:54:25 am »
if anyone else wants to help out on it maybe I'll put it up on github.
No Git, no help. Do it. :P

fallahn

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Re: Space Racer
« Reply #11 on: March 08, 2014, 11:38:03 am »
I've updated the main post with a download link to binaries for windows and linux. I've also uploaded the source for the framework the game is based on here for curious people.

Tank

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Re: Space Racer
« Reply #12 on: March 08, 2014, 12:06:23 pm »
Code: [Select]
% unzip Space_Racers-0.0.1-linux.zip
Archive:  Space_Racers-0.0.1-linux.zip
  End-of-central-directory signature not found.  Either this file is not
  a zipfile, or it constitutes one disk of a multi-part archive.  In the
  latter case the central directory and zipfile comment will be found on
  the last disk(s) of this archive.
unzip:  cannot find zipfile directory in one of Space_Racers-0.0.1-linux.zip or
        Space_Racers-0.0.1-linux.zip.zip, and cannot find Space_Racers-0.0.1-linux.zip.ZIP, period.

fallahn

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Re: Space Racer
« Reply #13 on: March 08, 2014, 12:29:23 pm »
Nice.

It was in a tarball but the web server wouldn't serve it (not in my control unfortunately). I'll dicker with it later.

Try the download link again :)
« Last Edit: March 08, 2014, 12:41:19 pm by fallahn »

Lolilolight

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Re: Space Racer
« Reply #14 on: March 09, 2014, 06:48:33 pm »
Very nice is it made with game blender ?