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Description: Yet another screenshot of a game i'm working on for OS4.
Picture Stats: Views: 2585 Filesize: 11.67kB Height: 768 Width: 1024 Posted by: xeron at November 08, 2005, 10:26:57 AM Image Linking Codes
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amigakid Posts:667 | September 29, 2007, 05:47:08 PM Looks sweet. good luck and cant wait to play it. Cheers |
SamOS39 Posts:357 | April 18, 2007, 02:30:23 PM looks lke you got ALOT of work to do yet. good luck :-) |
Homer Posts:1166 | January 22, 2007, 07:17:14 PM I think this is a very silly discussion and should be stopped as soon as somebody can say something funny again :lol: Oh, and the game could be good too :-) Did it ever get released ? |
CLS2086 Posts:1456 | February 07, 2006, 01:41:56 PM This remind me about Virtua Racing on Megadrive/Genesis with the 3D wired surfaces |
Karlos Posts:16879 | November 12, 2005, 01:07:58 PM Hmmm, perhaps we have strayed off topic slightly... *pictures xeron shaking his head in bemusement* |
X-ray Posts:4370 ![]() | November 12, 2005, 12:35:36 PM :lol: All that's required now is to give the eel a bit of a character...like ASCII. We can have cut scenes where the eel extols his own virtues and (depending on how well the player performed) tells the pipe who its daddy is...all in the finest Scottish accent of course. We can ask Wilse to be the voice of the eel. In Eel Racing 2, there will be a split screen head-to-head battle of the sexes. We can put a little pink bow on the female eel and ask Blobzie to do the voice for that one... |
Karlos Posts:16879 | November 12, 2005, 03:08:40 AM I suppose terminally ending up in a sock would be called getting "Jellied!" |
X-ray Posts:4370 ![]() | November 12, 2005, 02:22:14 AM Yes!! I am fully supporting this eel racing game. And I propose that various hazards be placed in the pipe, such as protrusions that can gut that eel in a heartbeat, and unwanted diversions that result in the eel being unceremoniously deposited into a sock strategically positioned at the end of a funnel... |
Karlos Posts:16879 | November 12, 2005, 01:37:29 AM Tell you what, though, it could make a cool alternative racing game for the miggy. To F1GP what 'worms' was to 'artillery'... I can already see it being one of those coder favourites, the 'tunnel' sequence, expertly textured in greased steel with nasty bends to negotiate your rocket propelled eel around. Start to take the corner too late and you will become a nasty blockage in an instant. Your upgrades would include different kinds of lube, piston sizes (for the air blast) etc... |
X-ray Posts:4370 ![]() | November 12, 2005, 12:04:00 AM :lol: Now I'm willing to bet that the aforementioned racing has never been thought of before, and probably never will be thought of again...such is the dastardly chicanery with which our minds are imbued... |
Karlos Posts:16879 | November 11, 2005, 11:54:29 PM What, well lubricated, compressed-air-powered-eel-in-tube racing? |
X-ray Posts:4370 ![]() | November 11, 2005, 11:34:46 PM And I'll tell you another thing...I like it! |
X-ray Posts:4370 ![]() | November 11, 2005, 11:34:46 PM Reminds me of Vroom. That was quite slick too...I expect Xeron wants the speed too. Kind of like dipping a teflon-coated eel in a cup of KY-jelly, then launching it down a greased pipe by means of a piston driven by compressed air... Ja, I'm talking about smoothness and speed, yessir. |
Linchpin Posts:1483 ![]() | November 09, 2005, 05:51:24 PM Looks good! Kinda reminds me of an old game i used to play on my miggy, (and in the arcade's too), Hard Drivin' ![]() |
Karlos Posts:16879 | November 09, 2005, 03:20:51 PM Not tempted by the idea of being able to play it at 1600x1200? I know I would be :-D Still, I am just one of those people that generally wants to use HW acceleration for everything I can and have experimented a lot in 2D / pseudo 3D / 3D. I can see this type of view working with screen space triangle strips, unshaded, no z buffer running fast on a 680x0 at the same resolution. The permedia2 driver can render a 640x480 screenfull of flatshaded untextured polygons (complete with screen clipping) in no time at all on a 68040, you really would spend more time calculating where to draw it ;-) Perhaps an OS3.x RTG port could use that? :-D |
xeron Posts:2533 | November 09, 2005, 03:13:07 PM Nahh. This things built for speed. Every object on the screen is drawn by a specialised routine, with the exception of the "sprites" which is a simple texture resizing routine. |
Karlos Posts:16879 | November 09, 2005, 03:07:17 PM Well I would suggest you isolate your polygon/sprite drawing code behind an interface you can readily change later then :-) |
xeron Posts:2533 | November 09, 2005, 12:42:48 PM Well, its academic at this point since I don't have working Warp3D drivers for my Radeon at this time ;-) |
Karlos Posts:16879 | November 09, 2005, 12:06:04 PM You know, at that resolution, the 'alternative' method ought to give quite some speed up on the classics ;-) It'll likey eat unshaded/untextured triangles faster than you can calculate their screen coordinates ;-) That said, the lines might be a problem if you want to use array methods (implementation quality varies from driver to driver). |
xeron Posts:2533 | November 09, 2005, 11:10:10 AM Software ;-) |
Karlos Posts:16879 | November 09, 2005, 10:56:23 AM Well, if I haven't said it already, I think it looks fecking cool :-) How are you rendering the graphics? You could probably use a polygon rasterizer that works in screen coordinates, no need for a proper 3D transform pipeline... (hint hint) |
xeron Posts:2533 | November 09, 2005, 09:28:44 AM Yes, the idea is to make a game along the lines of Lotus or Outrun, not Gran Turismo ;-) |
Karlos Posts:16879 | November 08, 2005, 11:45:21 PM Proper oldschool then :-D |
xeron Posts:2533 | November 08, 2005, 04:42:40 PM Well, since its not true 3d, the axes kind of make sense that way. The whole world is a series of slices that are always facing the camera, and you travel along the Z axis into them. |
Karlos Posts:16879 | November 08, 2005, 04:20:01 PM It's your world, how you arrange your axes is up to you really :-) |
xeron Posts:2533 | November 08, 2005, 03:59:23 PM I've gone for the technically incorrect +y up, +x east, +z north |
Karlos Posts:16879 | November 08, 2005, 03:21:08 PM Reminds me of the racing games of old, only much higher resolution :-D Say, which way around are your world coordinates arranged? I usually have a (right-handed cartesian sense) +y north, +x east +z up. |