Good job. Plays realy well!
I think the elasticity of the collisions is just about right imo.
Furthest I’ve got is Level 7, Best time: 35.969.
I only got past level 6 by the fluke that the fastest car got stuck (and actually finished 3rd!).
Now you just need to come up with an algorithm for random track generation, get rid of that hideous wall texture, and change the skid marks to continuous lines!
Wow I love the handling. A lot of racing games have very frustrating controls and it’s easy to make one wrong move and fail but these are very forgiving and handle the inertia well (perhaps not entirely realistically, but in a nice arcade like way).
HOWEVER you do have a bug/exploit that I managed to find.
Turn your car around, hold down reverse, and never let go. Your car can reach astronomical speeds. I’m gonna guess you added a positive cap but not a negative, heh.
btw, after abit of playing - this exploit exposes a new bug.
The AI cars start getting stuck on the inside of corners at level 10+, so much so that their lap times begin to deteriorate. (the cars scream along the straights twice as fast as you, and then get stuck on the corner until the car behind gives them a shunt).
btw just a small issue on linux, would it be possible to move the score text down a bit as linux apps get this horrible massive ugly bar at the top, which sort of covers it. example
Hi, thanks for all the feedback. Glad to see that there aren’t too many feature requests. Only 69 bytes left, and I have already run out of steam…
Yep, I think a bite more sliding would be nice in collisions, but I have already created more realistic collision in another game and that code alone was probably more than 10K SpeedBumper
You CAN push cars. Try it after the race is over and the AI cars are still, But yeah, you sort of slip of the cars quite easy, so you don’t really have to avoid collisions as much as I would have wanted.
Thanks, Yep, gets really hard at lvl 7. Good time. Close to my best (without exploits).
Anyone else wants texture gone? I think skidmarks needs to be a bit scattered, probably should be more scattered, but hey it’s a 4K game
Heh, knew about the exploit, but not about the problem at lvl 10. Might have to stop that one. Doesn’t make it much fun to compare best times with this exploit… There is however another exploit for quicker advancement that no one hasn’t spotted yet. Keep looking
Thanks,
It is only a 4 lap race. I let cars go straight after crossing finish line, since they would otherwise block cars they might have lapped. Press enter to start next race.
Thanks, I will move the text down a bit.
Thanks,
I might reduce friction in walls, but it should be a bit of a challenge as well But I think you are right it is a bit too harsh.
OK two votes for removing wall texture. What should it be instead. Plain color is sort of ugly IMO.
Have you tried Moogies 4KJO it is a great tool to automatically find the best (or at least one of the very best) compression settings. I really found it useful, thanks Moogie.
I am actually attempting to make my own class file optimiser which should theoretically reduce even output from the 4KJO.
What this class file optimiser will do is attempt different permutations of the classfile constant pool to try and find a more compressable permutation. It will alos attempt different permutations of order of attributes, methods, fields to likwise try and make the classfile more compressable. It will not actually change the actual bytecode (well it will change the references into the constant pool) so it should not break the behaviour of the class file.
Thanks for the link. I would use it, but I am a linux guy. I did however get my game shrunk down using some of his suggestions and submitted the game today, but my web host crashed while I was uploading files and the host is still down, so who knows when the game will actually be posted. In the two years I have used gisol.com I have never failed to bring down their server with either a file upload or a permission change (and this is not free web hosting). I think I may go back to netfirms soon, I usually had to do something really stupid with a semi-tested script to bring them down. (NOTE: I am not trying to bring these servers down).
Wow, didn’t really plan for it to be possible to make it to lvl 53
Well, I have put a limit to the reverse speed, so there is not as much cheating anymore, so best time comparisons should be more fair now. Even getting past lvl 8 should be really hard by now, but I have improved AI so that they don’t drive into walls as much now if you do get to lvl 10+.
Wall friction has been reduced and wall texture removed. I apparently looked horrible on LCD screens with slower refresh rate. I moved down the text a bit for linux users, hope it was enough. Let me know if it wasn’t. I think that was it. Still thinking about more collision effects, but not sure the space (or my time) is enough.