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Multimedia => Gaming => Topic started by: Dream of Omnimaga on May 06, 2015, 03:58:05 AM

Title: Super Indie Karts
Post by: Dream of Omnimaga on May 06, 2015, 03:58:05 AM
Anyone saw this yet?  http://store.steampowered.com/app/323670/?snr=1_4_4__tab-Upcoming

It's a racing game with a 16-bit retro look, kinda like Super Mario Kart for the SNES. The public beta is supposed to start at any moment. I am curious if it will be good and if anyone else planned to get it?
Title: Re: Super Indie Karts
Post by: Snektron on May 06, 2015, 08:37:48 AM
That looks kinda cool. Though i won't get it probably
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 06, 2015, 09:26:12 AM
It's visibly intented to reproduce the SMK look. Oh there is a Canabalt race! :D Looks fun and the early access is there in less than 10 hours, gotta check that.
Title: Re: Super Indie Karts
Post by: CKH4 on May 06, 2015, 11:49:40 AM
Is there local multi? That would make it a buy for me for sure.
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 06, 2015, 01:22:55 PM
AH YEAH, local split-screen multiplayer! That would be rad as hell! :D Looks like they have it!
Title: Re: Super Indie Karts
Post by: CKH4 on May 06, 2015, 01:26:18 PM
I can get it in 6 hours. This is really exciting. Do we know the price that it'll be?
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 06, 2015, 01:27:57 PM
(https://thechive.files.wordpress.com/2013/05/seor-gif-shut-up-and-take-my-money.gif%3Fw%3D500)

This decade is the glorious era of the reaction GIFs, I remember when this was only a picture. It seems that we're closer to Harry Potter-esque newspaper but I'm getting offtopic. THis is so promising that unless it's 20€ or more I'm probably going to buy it directly.
Title: Re: Super Indie Karts
Post by: CKH4 on May 06, 2015, 01:31:41 PM
I have plenty of money on steam and my laptop may be able to run it so I'll buy it if its less than 10 dollars. I'll make sure to let you all know how it plays.
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 06, 2015, 01:32:29 PM
Heh, wanna play with me tonight? :D My username on Steam is the same here : Eiyeron.
Title: Re: Super Indie Karts
Post by: CKH4 on May 06, 2015, 01:33:22 PM
I dont think its wireless multiplayer.
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 06, 2015, 01:36:28 PM
Aw, add me on Steam and we'll se later, okay? ;)
Title: Re: Super Indie Karts
Post by: Unicorn on May 06, 2015, 04:29:44 PM
It should be free, with lost of DLC! :P

Not like thats gonna happen. 2 Hours for me!
Title: Re: Super Indie Karts
Post by: CKH4 on May 06, 2015, 06:13:42 PM
It says coming soon now :(. If only I could use my laptop in math class.

Yo 20 dollars. Heck no!
Title: Re: Super Indie Karts
Post by: alexgt on May 06, 2015, 07:23:19 PM
I don't have any money in Steam :( if I did I would get StarBound. So for me
Quote from: CKH4 on May 06, 2015, 06:13:42 PMYo 20 dollars. Heck no!
Title: Re: Super Indie Karts
Post by: Dream of Omnimaga on May 06, 2015, 11:51:37 PM
Oh darn I didn't realize the beta would be paid. I'm unsure if I want to pay now especially if it doesn't have multiplayer or isn't finished, but I guess I'll see within the next days  if reviews are good.

That said it's definitively on my wishlist now. I wonder if it will go on sale during Summer?
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 07, 2015, 11:01:51 AM
Quote from: CKH4 on May 06, 2015, 06:13:42 PM
It says coming soon now :(. If only I could use my laptop in math class.

Yo 20 dollars. Heck no!

i'm ouuuuuut of this beta. *flies off*
Title: Re: Super Indie Karts
Post by: Unicorn on May 08, 2015, 06:12:15 AM
It was nice knowing you indie kart. Now I don't know you anynore.
Title: Re: Super Indie Karts
Post by: Snektron on May 08, 2015, 08:57:55 AM
tbh with a 20 dollar budget we could probably make the same thing <_<
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 08, 2015, 09:37:35 AM
Heck, I'm almost finished with that mode 7 we could do our own on Nspire with blackjack tables and hookers.
Title: Re: Super Indie Karts
Post by: matrefeytontias on May 08, 2015, 09:39:01 AM
I +1 that. Do it :E
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 08, 2015, 09:40:42 AM
He he, I'll probably need some help into getting on with the math problems I do have. I basically need a stupid plane projection of a flat square at (0,0,0), my tricks I used to get a "working" projection doesn't allow me to have a tilt angle, and that could be useful. But it could be totally doable.
Title: Re: Super Indie Karts
Post by: Dream of Omnimaga on May 12, 2015, 12:40:14 PM
Didn't Matref make a Mode 7 engine for the TI-Nspire?


And yeah I feel $21.99 might be a bit much for a game that is still in beta, especially when I can get Super Tux Kart for free or SMK on Virtual Console for cheap. On the other hand, according to one post on their forums, apparently the game price will drop down as the beta nears its end to go as low as $10 . It seems like the price is currently that high in order to discourage n00bs and stuff from buying the game and only complain about a broken game and have only people who are willing to support the developers buy it early on to give legit feedback. I'M most likely gonna wait. Apparently the first price used to be $25 for those who supported the project on Kickstarter and it should drop to $15 at the end of May.
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 12, 2015, 03:35:47 PM
There are two Mode-7 types : the classic projection hack as I did and a full projection one with pitch and yaw angles managed. The second is closer to a 3D engine than you would think and is more complicated and heavy to program.
Title: Re: Super Indie Karts
Post by: Dream of Omnimaga on May 14, 2015, 05:36:05 AM
Aaah I didn't know that. In matref's case I think it's a classic Mode 7 engine, although if I recall correctly, it rendered a big picture as opposed to a map, unless it was updated to use maps and I forgot.

As for Super Indie Kart, most reviews say they like the game and stuff, but that for $21.99 it doesn't add enough compared to Mario Kart series to justify purchasing it at that price. So I guess wait until the price starts going down then it will be worth it. It also lacks online multiplayer. Does anyone know if Super Tux Kart has multiplayer?
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 14, 2015, 07:13:00 AM
The second one is waht's bundled (more or less) into the SNES (if we use some hblank tricks).
Title: Re: Super Indie Karts
Post by: Dream of Omnimaga on May 15, 2015, 06:41:01 AM
Wait, I thought that the SNES had the first? ???

I really need to check out on Mode 7 at some point to see if it would be hard to code on the HP Prime (and feasible at reasonable speed and resolution). If Mode 7 requires a massive amount of FOR looping, then we can forget about it on the HP Prime. My guess is that the game would have to run at 80x60, 108x80, 160x120 or maybe 80x120 stretched up to full screen if a lower resolution reduces rendering time.

I am really interested, though, because a Walrii-themed racing game with items like in Mario Kart would rule. But I think it might have to use OutRun-style 3D as opposed to mode-7.
Title: Re: Super Indie Karts
Post by: Unicorn on May 15, 2015, 07:17:15 AM
Omagersh! So many cool walrii project ideas...
Title: Re: Super Indie Karts
Post by: Snektron on May 15, 2015, 09:26:14 AM
Well there's pc 3d too :)
Also a walrii racing game would be awesome O.O
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 15, 2015, 10:08:58 PM
Actually, the SNES only has a planar projection circuit. (rotation, scaling, shearing a bit map) WIth screen line based interruptions, one could trick its way and use the circuit each time to have a different projection and thus, perspective projection. I saw this method on a tutorial for GBA programming (which does things this way to allow not only a simple z-based projection but also a pitch/yaw angles to have views like the F-Zero intro where the camera zooms perpendicualry to the map).

THe "first" method is only a simplified version which is limited. This is the way I did for FX-Mode 7 and I want to use the full planar transformation formulaes to allow more liberty/flexibility to the programmer (and to have epic rads versatile effects. Rotoscaling for cheap, anyone?).
Title: Re: Super Indie Karts
Post by: Dream of Omnimaga on May 16, 2015, 06:10:38 PM
I would be fine with limitations as long as I can do something that ressembles Super Mario Kart. But I might end up going with the OutRun style 3D (anyone knows what it's called?). Basically it would be like Lotus Turbo Challenge for the 84+ but with Mario Kart piwer ups and walruses.
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 17, 2015, 06:52:05 PM
Outrun does the simple y-based z-projection (dividing length proportionnaly to the distance, something like (horizon-y)/scale). I'd like, in the end, to do a racing game for Casio, but it would be C, it would be generic enough to allow porting on another platforms. If I were to get back on [C]UP, it  could have a Walrii flavor, don't worry.
Title: Re: Super Indie Karts
Post by: Dream of Omnimaga on May 23, 2015, 03:16:16 AM
Ok but something I noticed with Outrun and similar games too (at least the more complex ones), it seems that each row of pixels are connected to each others so when there are curves, they gradually appear and stuff. Not sure how to explain it, but that's basically what I would be aiming for.

My main worry is about how large the road map would be  and how long the map would have to be so that I don't have to worry too much about drawing stuff outside the road. Ideally I would like to use a texture for the grass too. I could always just do like some TI-89 first person shooters and just have the grass be randomly-generated every frame, though (from pre-rendered frames that contains randomly-generated grass)
Title: Re: Super Indie Karts
Post by: Duke "Tape" Eiyeron on May 25, 2015, 10:40:08 PM
Yeah, as these kind of effects are h-blank based, they occur once per row. Cue this impression. (If you would do one/pixel ,that would just become a minimalist one plane 3D projection and you would lose a lot of performances to add just one rotation axis.

And drawing outside the road could be easily managed. Once you have the projected coordinate, you could check if you're into the map and if not, use a default texture.
Title: Re: Super Indie Karts
Post by: Dream of Omnimaga on May 25, 2015, 11:54:56 PM
The issue though is that if I did it for the HP Prime I would most likely want the entire grass to be textured, so for road segements that are far away and zoomed out, let's say that the middle segements were 160x1, then I would probably need about 800 pixels in lenght worth of grass (400 on each side of the road) for big curves. I guess the other idea could be to leave the grass untextured, but that wouldn't look as great.