I have no clue. The problem is that I can't test the Mac version because I don't have any Mac devices. Can you make a screenshot of it? I believe there is an error log file somewhere. Not sure where it should be though.
Sk1ds
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Hah, in the next update opponents will recover faster after they hit another car, so they won't crash into roadside objects that often. Aaand I'm probably going to revert it for easy and intermediate settings because it makes the game much harder.
Not sure how I'm going to get more fps out of the game. Graphics-wise it's not that heavy, but code-wise there is a lot of stuff going on. I'll experiment with some stuff and I'll see what I can do.
Good luck with the motorcycle!
Ripping them is the easy part; positioning them in the car is the hard part. They're a separate sprite sheet with their own animation: the hair flowing in the wind. So I can't just stick them in the car—they have to be placed in via code. I believe I've already done most of the heavy lifting for the Redhead, so I might try tilting the car up and down.
For the DX40, there are separate sprites again because of that damned spoiler in the way.
Yes, I know. The car animation itself shouldn't be too difficult. I've even experimented with it in the past, although I'm not entirely sure how I'm going to implement it. Should it stay in the upward position as long as you're going uphill, or should it only stay upward while the road is curving upward? Those are the questions I'm grappling with.
However, animating the occupants in the car is a real pain in the ass. xD
Hello, I'm glad you like it!
I'll make a Linux build, but I probably have to remove the steering wheel plugin, because it works with Direct Input and it doesn't compile when I choose Mac, Linux, or web version. And removing the plugin with all the code connected to it is quite a chore.
So I won't update the Linux version as much as the Windows version.
Yes and no. They follow the same rules as you do: overheat the engine and the turbo won't be available. But those bastards immediately start with an L3 radiator.
However, I've found the problem. It's something that I changed a while ago. I reverted it and now they only use the turbo on long straights.
I've also rebalanced the ai difficulty. Easy and intermediate are now easier.
I'm afraid not. But you want to change the refresh rate? I believe changing the resolution merely changes the look of the game, not the actual resolution of the screen. So my best bet is to change it in your system settings for the moment.
I'll add an option in the future to actually change the resolution on a system level.
Are you using Windows? Or Mac?
Oh, I get it. It looks like the rival is using the turbo more often. Usually, when easy or intermediate is chosen, the rival only activates the turbo on the long straights after passing a checkpoint. Now they’re also using it just before the end of a corner. Not sure why. That's something I’ll look into tomorrow.
I’m also experimenting with a new type of rubberbanding. I already had a rubberband mechanic that adjusts the rival’s max speed through corners: the farther ahead they are, the slower they go through corners, and vice versa. Now, I’ve added a rubberband that adjusts throttle. The farther ahead the rival is, the less throttle they use. When set to zero, they won’t get much more than 200 meters ahead of you.
Once I fix the turbo usage, I’ll upload the new version.
By the way: I've just uploaded a b-version. It fixes some bugs here and there. For instance: with a controller you quickly had to release the a-button when you went to the upgrade screen in Turbo OutRun mode, or you accidentally chose the engine upgrade. Oh and that's when the mechanics walked backwards.
That's weird. And to what resolution do you want to set it?
I've just tried it on my system and it seems to work. Not sure why it doesn't work on yours.
Eventually I'm going to expand the low res mode where you can also choose a resolution. That way the UI stays sharp while the road and stuff becomes pixelated.
Thanks! Yeah, the horn will be actually functional. Not only for challenging other cars in Cruisin' mode, but also for something else:
I've programmed the AI cars, especially traffic cars to not swerve into your lane when they want to overtake someone. It's something that I don't like about other games, where they intentionally seem to do that. But my system isn't watertight. That's where the horn will come in handy. When they swerve into your lane, blast the horn and they should go back where they came from. At least that's the idea. :D Now I have to program it... And add the sound effect.
Bumps: Yeah, the car almost react like I want when jumping over multiple bumps, but not quite.
Difficulty: You mean the opponent? Or the time limit? Or both?
Mechanics walking backwards: Yes, I noticed! Really strange. I don't know why that happened.
Hah, deer... I could do that with the new animated objects like the mechanics walking away at the starting line.
Yes, it's the most important reason why OutRun mode is still a work in progress. In all other modes, stages appear in a linear order, so the ai cars look through the list of road pieces in order to know how many lanes there are and which corner is coming up. In OutRun mode you have branches and therefore the ai cars have to recalculate with each branch the player takes to know in which stage they are driving. They regularly mess this up. They basically think that they are driving in a different stage with 5 lanes instead of 3 and therefore they don't interact with the roadside objects. It's a real pita to program this. 😅 But I'll fix it eventually.
What I did: max amount of throttle is lowered from 97% to 90-95% at intermediate difficulty, but I increased the cornering speed from 90% to 95%. So it's a bit more balanced I guess. I'm not sure if that makes it easier. I usually play on hard setting and then it's all 100%. 😁
Make sure that you use the chase cam. The little ramps are located near the end of the first beach stage on the right side of the road, at the cloudy/rain part. I'm going to tweak it though. You'll notice that the car goes straight ahead while in the air, but I want to see if it's more fun when it's still turning in.