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Sk1ds

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A member registered Feb 11, 2023 · View creator page →

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Then it's probably a coincidence. The calculation rounds up the result to the nearest exponent of 20, but it doesn't take anything above redline into consideration, because you're not supposed to go into the red zone. You can, thanks to the fact that the turbo disables the rev limiter. So the top speed of the upgraded Countach is probably slightly below 400 without the turbo, so once you use the turbo, it goes faster than 400.

I'll add a bit of buffer to the max rpm in the calculation. That should increase the top speed on the speedometer.

Yes, that would be cool. I used to have a spreadsheet to make a custom car (parameter-wise), and combined with custom sprites, you could send that to me and I would but them in the game.

But sadly I usually got sprites that weren't high-res enough to nicely blend in my game.

But perhaps I can take your suggestion: put a template car online with the spreadsheet and and let the game import those files so you can drive the car without having to send it to me. (Unless it's so good that I want it to include it in my game!)

It won't be soon, but I'll try to do it someday!

Thank you very much!

I really wanted to put the OutRunners' cars in the game, but I can't rip the sprites, sadly. And I don't want to use the Genesis sprites, because they are too low-res.

And I'm really glad that you like my game better than Slipstream! (I bought it as well, but I don't like the sluggish controls and how every corner feels the same.)

Indeed, I'd like to do the planned updates first and I'll do the Space Harrier thing someday.

That's an interesting case. I'll look into it tonight. Does the tachometer go past redline when that happens?

The speedometer's max value is calculated based on the max rpm of the engine, and the highest gear (and size of the wheels.)

Not yet. It will someday. The code for the police car is pretty much there, but right now it's used for another very special and secret opponent...

Oh man, almost. It's a bit too pixelated to blend nicely with the other cars. Also, the perspective is a bit weird. But I'd like to adapt the Corvette to make it look like KITT.

The first stage of OutRun is the beach, right? Actually this stage is already in the game. It's the first stage of the original mode, although it's not the same layout. Maybe I can replicate the layout.

Would you like to specify which graphic setting you would like to see? The plain looking road? The multiple LOD's of the trackside objects? Scanlines? Something else?

I'll be adding more scenes/stages in the future, but I'm not sure if it will be the ones from OutRun. Perhaps there is a specific one you would like to see?

Would the helicopter serve any purpose? I won't be able to add Airwolf, because I don't have any sprites of it, unless someone can draw them for me. (I'd like to include KITT from Knight Rider too, but same problem ...)

Thank you for your kind words! I'm glad you like it!

What do you exactly mean with the crossroads selection system? Because if I understand you correctly, you mean that you can choose which direction you want to drive: left or right? You can do that in the OutRun mode. ;-) Although the time limit seems to be kind of brutal.

I will add a little map in the future!

Oh really? I guess it's still a bit buggy then. xD No mercy mode isn't supposed to show up if you let the game turn itself off. It's supposed to show up if you manage to force the game off before it removes all progress, "outsmarting" the game.

And you beat it? Well done! Maybe you can beat it again when I've added the new rival that will deliberately hit you.

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Never mind, the options.txt itself was plain wrong. xD If you delete it, it runs just fine. I'm uploading the corrected zip file.

Ahh, perhaps it's because I've rearranged some pieces of code a while ago. I don't know how it looked before.

Edit: New version with new line pattern on the side of the road. (And I've temporarily reverted a change in the parts menu of the Turbo OutRun mode that didn't seem to work properly.)

I'll test it on my wife's laptop when I get the chance.

How are the volume sliders? I've put them to 100% by default now.

Actually there is only one visible change: the outer lines on the road are wider. It's to accommodate the new line patterns that I'm going to add in the next update.

And ofcourse some bug fixes and the correct first race in the Turbo OutRun mode.

That's funny, I was already looking into that. Doesn't look easy, but I said the same about steering wheel support.

That F1 car looks pretty sweet! It might look a bit too realistic in comparison with the other cars, but I'm going to put it in anyway.

Hello and thanks for the donation!

1) Yes, the resolution option is still a bit buggy. I'll try to fix it in the future.

2) I'm glad that you were able to fix the issue. Any setting between 50 and 100 should work. Did you download the most recent version? Because I thought that I was able to fix it. AI cars are also extremely loud, aren't they? It's the same bug, but it's easy to fix by just lowering its volume slider.

3) Yes, some people have a blurry screen with v0.3.8. That's why I've added the resolution option.

4) Did you manage to make the steering yoke and/or XBOX controller work?

Thank you!

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Hello!

I will make a build for Mac in the future. It won't be as straight forward to build because I'm using a Windows specific plugin for the force feedback. I will need to remove that plugin to make a build for Mac.

If v0.4.0 is ready I'll do it!

Hello,

Thank you for your message and I'm glad that you like my little game!

Ofcourse, more cars are coming, especially the Porsches, but they need a few more sprites. I hope I can find someone who can draw those.

I'm not sure if I can add the truck, because I'm a perfectionist when it comes to car stats. Every car has the correct gear ratios, so the truck should have them too. But they usually have more than 12 gears...

If someone can provide the sprite work I'd like to add custom cars like an F1 car or a Nascar! As long as they are in the same style as the ones that are already in the game.

New tracks/sceneries will come as well!

I'm not sure if I will implement shader stuff. They seem to be pretty easy to add without having to implement  them in the game by code.

A mode with an opponent with the same vehicle as you seems fun!

And thank you for the donation!!

That would be cool, but I can't find sprites of it. 😕

Hah, good detective work!

The problem is fixed in the latest version.

The "rival here!" message is a direct homage to Chase HQ where the arrow said " criminals here!". You're the second person who suggests to drop the "here", so if there are more people, I'm probably about to do it.

It was a regional problem. The value in the options file is 0,85 with a comma as the decimal sign. On your system the decimal sign is probably a point, so Unity skips the decimal sign, multiplying the value in the process. You probably have a similar setting for the traffic car engine sounds, which makes them way too loud.

It's fixed in the latest version.

You might be right. I'll make them bigger!

Yeah, haha, I couldn't wrap my head around it when that regional problem manifested for the first time. I just couldn't replicate the problem that so many people had.
I got my epiphany when I made and uploaded a log version of my game so I could compare my log file with the log file of someone else. I knew something was up when I saw that the decimal sign in my own log file was a comma and in the other one a point. I then set my system to USA settings and voila, I was able to replicate the problem on my system. The rest is history.

Yeah, I'm so glad that my game seems to hit the spot! About the game over screen: yeah, maybe I can add some dramatic voice-over to the game over message!

As a matter of fact: I'd really like to add some spoken lines to the game, especially in the car select menu. I'd like to replicate the excitement of Daytona USA2.

Were you able to fix it?

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Haha, that's the plan 😁 I'm probably going to be some kind of end boss. Not sure yet. And my car is already in the game.

Update: I was right. It was a regional issue. I parsed the values of the corner sharpness instead of converting them with a default culture setting. I've  changed it and now it should work flawlessly without having to change the setting in-game! (After I've uploaded the new version.)

Awesome! Have fun!

True, when development was still in its early stages, I was stress testing the game, by just letting a bot drive for about 3600 km. After a while the road and the other cars started to shake and the bot was constantly stopping, instead of slowing down for the corner. That's why I reset the z-position after each stage. I haven't got it 100% seamless though, as you'll see the trackside objects disappear for 1 frame.

The regional problem was an issue before. I called it the lightspeed bug. I've made a file that represented a tire slip curve. Those were values between 0 and 1. The decimal sign was a comma, because I'm from Belgium. But for people from the USA for instance, who use a point instead of a comma, this was a big problem, because the game just skipped the decimal sign, multiplying the values by 100 in the process. The cars went like the speed of light. I solved it back then, but maybe this new issue is something similar.

That mode 7 game shouldn't be too hard to make! But yes, getting an engaging driving model isn't easy. Most of my driving model comes from the drivetrain and straight-line tire simulation, but also the way the car starts to understeer when you go too fast through a corner AND very importantly and the finishing touch: how the car gets slightly more grip when you release the throttle or brake very gently while steering. I got my inspiration from Super Hang-On where the same effect was pretty obvious when you rapidly toggle the turbo on and off. Without this, the driving was rather dull.

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Really? Oh dear, then it might be another regional problem. I'll look into it as soon as I can. Changing the option setting in game might do the trick, because then it stores the value with a point instead of a comma.

To answer your question: it's not really an effect. I just made the ground 1 kilometer wide to each side.

😆 I mean in the game itself. I intentionally didn't label these values because I don't want people to know what those are. (Not all values are option values. There is also a boolean that triggers a secret mode that no one has discovered yet.)

Awesome! And it should work with any value between 1 and 100.

I've been looking into it, and I will add the rumble function as an extra update once v0.4.0 is ready!

Hello Alex,

Thank you very much!

It probably has something to do with the option "corner sharpness". It's a slider that can be set between 50 and 100 %. I believe it's under "miscellaneous" at the bottom. Standard value is 85. Can you take a look at that?

Did you use the options file that came with the v0.4.0 zip file?

I'll do my best!

Hi and thanks! I hope I can someday integrate the option to add translations. But I'd like to finish the game first and then do the translations.

Thank you very much! I'll do my best. 😆

Thank you very much!

Last update? Never! 😆

But thank you very much! Yes, he's doing fine. 😉

Hello! What input device do you use? Keyboard or gamepad? (Or steering wheel?) You should be able to adjust the buttons in the options menu to make it work.

Thanks! It's a healthy boy 😉

Thanks! It's a healthy boy 😉