Homebrew working on a quick little wii racing game

newo

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I'm finding hard mode just that! Maybe just a bit too frustrating.

Normal is a lot of fun though.

Will try more soon.
You might have reached the limit of what you can do in camera 2. However Mr reaper is currently testing an option that you can turn on in the debug menu called "no turn" filter which should improve motion controls responsiveness. Check it out if you have the option in your debug menu.
 

newo

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I'll try the debug option soon.

Playing this has spurred me on to playing F-Zero X (which having never had an N64 I never got round to) and oh my gosh what a game that is. So, erm, thanks!

I have put the most time into FZero GX. Tried playing the Snes version but the later tracks with the environmental effects and sharp turns made it super twitchy. I never really had a playstation and wipeout seemed too floaty.

Quick question: I plan to add an "arcade" difficulty in version 2 (probably next year). The current modes will remain exactly the same. But I cant decide if the arcade mode should be more difficult or have more tracks. or have some kind of random track selection. The definition of "arcade mode" and what it represents in a game like this is kinda fuzzy. maybe add coins that you can collect allong the track as you drive?
 

matt!

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matt!

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Do it. I'd love to read it.

The most difficult part for me was choosing blogging software and website theme! Took me about 3 years. LOL

Have you considered adding a flat or gouraud shaded polygon mode to your game? Would that even be possible with the engine you've written?
 
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newo

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I went hardcore and wrote my own blogging software many years ago.

I'm not sure how that would look. Currently I am fading darkblue at the top of the buildings down to black. 2 of the faces are sometimes darker. And every building is a rectangle. I though about adding different coloured backgrounds but having everything dark plays to the low poly strengths.


ID-boot_2021-05-01_14-04-54.png
 
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newo

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spent some time on this over the last week while writing the blog post. most of the changes will be hard to spot unless you have a keen eye. Just polishing up before a v1.1 release that will go out to everyone.

Build v1.0884
- mostly graphical fixes and changes to the background buildings
- turn filtering is now off when motion controls are enabled
- the menu should be more responsive now with fewer missed clicks
- new frustum culling (should fix all slowdowns)
- other minor bug fixes that I probably forgot.

Beta Download: test build.

* let me know if I broke anything

Screenshot below is a view of the city in attract mode while its underground. (let the game sit on the title screen for 20 seconds)
ID-boot_2021-05-09_12-23-31.png
 
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newo

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New cockpit looks great!

Is it possible - or even worthwhile - to draw the cockpit as vectors?

Not possible to do vectors unless I hand code it in C (or read a vector based file formate). If you are worried about stetching I could avoid it by keeping the image in the 4:3 aspect ratio at all times (even if your screen is wide). However this trick would require that there is nothing on the sides of the image. Otherwise it should be pixel perfect. Some games even pre-squish a 16:9 image into 4:3 so that it looks correct when stretched.

cockpit.png
 
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