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Monaco Gp2x, First Release - Retro By Design inspired by Sega Monaco GP 1979,

#1 User is offline   twojame

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Posted 04 August 2008 - 07:24 PM

Hi there chaps,

Hope you are all well. Right then.... What we have here is possibly the worst driving game out biggrin.gif ...Well it's perhaps not that bad.

I've kicked major code as* and i'm please to share with you the first release of my humble 2d racing game. My first ever game. I've added many new features and tried to correct the issues raised in the development versions. i.e. impossible AI rolleyes.gif

I look forward to all comments and I hope to be of assistance to others making their first games. This has been a great learning process for me. I've really enjoyed making it and I recommend others to have a go at doing the same. smile.gif

notes:
*delete '_resources' folder if upgrading.
*the game now supports motorway driving(aka Spy Hunter).
*Support for multiple checkpoints which are configurable using the level editor. Over 19000 tiles used for the game level. Game ships with 2 checkpoints with a level pack in development.
*tested with f200 firmware 4.0 and Windows XP (waiting on my brother for f100 firmware 2.11 testing)
*for further details please see readme in download...from my website.

*I'm personally hosting the content for now. Please do not put in archive. Still more to come (a/b/c)...

IPB Image


IPB Image


dev notes:
---------
v1.0.0...

Support motorway driving (aka Spy Hunter) with standard level format of {o,r,r,o,o,r,r,o} , where o is not road and r is road
Revise loading bar for very long levels that take a few moments to load
Adjust alpha blend on scoring UI for better visibility of new motorway driving
CPU set at 233mhz...
New tile type ***'97'***... Place anywhere within level and it will grant ***30*** seconds extra play. 3 new challenging checkpoints/stages in game.
You can move it around to make the game time easier or harder. I've got it at just the right spot to wind everyone up! :-)
2 new sets of level data for first release.
Overhaul the draw road function. This allows for far more level data and multiple stages. The tweak is required to keep 50fps gameplay.

v0.9.9...

When crash force ai to be on left plane-easier. Update highscore as its being beaten.

...snip (see readme)



#2 User is online   jbrodack

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Posted 05 August 2008 - 07:03 AM

I had been following the releases of this on your site and am happy to see it reach 1.0. I was just starting to get frustrated with the course and my scores when you introduce the checkpoint system which let me get to some new stuff which was refreshing to see.

great work on this. fun game even though I always crash numerous times in the narrow dark tunnel.

#3 User is offline   twojame

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Posted 05 August 2008 - 10:20 AM

QUOTE(jbrodack @ Aug 5 2008, 08:03 AM) View Post

I had been following the releases of this on your site and am happy to see it reach 1.0. I was just starting to get frustrated with the course and my scores when you introduce the checkpoint system which let me get to some new stuff which was refreshing to see.

great work on this. fun game even though I always crash numerous times in the narrow dark tunnel.


Hi there,

thanks for following along.

I was very worried at the start as I had a serious bug in there which stopped me from designing levels beyond 60 seconds. Each time I did the framerate on the gp2x slowed to a crawl. With that fixed I could now go upto many many more checkpoints. Having said that my brother mentioned that in his opinion the game length is just right. Just glad to get there in the end smile.gif The whole lot nearly went through the window many times laugh.gif

One of the issues I had with earlier builds is that it was just sooooo hard. I used to force my girlfriend to playtest it. She hates me now and wants to move out tongue.gif , but anyway if you have any further observations to perhaps 'help the player out' in the tunnels please let me know.

edit: v1.0.0a is up... nothing major just better visibility.

edit: my bro has confirmed that it works on <f100 firmware 2.11>

This post has been edited by twojame: 05 August 2008 - 11:52 AM


#4 User is offline   Unfathomable Depths

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Posted 05 August 2008 - 11:57 AM

Congrats on completion twojame smile.gif

I'll give this a go tonight.

#5 User is offline   twojame

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Posted 05 August 2008 - 04:49 PM

QUOTE(Unfathomable Depths @ Aug 5 2008, 12:57 PM) View Post

Congrats on completion twojame smile.gif

I'll give this a go tonight.


cool...take a look have a play smile.gif



#6 User is online   Senor Quack

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Posted 06 August 2008 - 07:26 AM

Just tried the new version, quite improved and fun.. One idea for improvement is a highscore table with initials (even if this was not a feature of the original games)

#7 User is offline   twojame

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Posted 06 August 2008 - 10:59 AM

QUOTE(Senor Quack @ Aug 6 2008, 08:26 AM) View Post

Just tried the new version, quite improved and fun.. One idea for improvement is a highscore table with initials (even if this was not a feature of the original games)


Glad to here you feel that the new version is improved and fun. Even i'm finding it much better now... The thing that was killing it before was the repeated crashing issues and short levels.

You may laugh at this, but I did actually create a spec for a full highscore table abit like most of the retro games out there. {todays 8 best etc}... Unfortunately I felt the need to prioritise other features (checkpoints etc) over a full highscore module for release 1. Having said that I will be working on another game and the first feature for that is a highscore module. So there is a good possibility that i'll just drag over the module and recompile “Monaco GP2x”... I don't see why not I could release such a module for people to use in their games for free...

bye for now.

This post has been edited by twojame: 06 August 2008 - 11:00 AM


#8 User is offline   Unfathomable Depths

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Posted 06 August 2008 - 04:51 PM

Very nice game smile.gif Great work twojame smile.gif

Liked the inclusion of the windows version, might have to erm, borrow that idea..

#9 User is offline   twojame

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Posted 06 August 2008 - 05:38 PM

QUOTE(Unfathomable Depths @ Aug 6 2008, 05:51 PM) View Post

Very nice game smile.gif Great work twojame smile.gif

Liked the inclusion of the windows version, might have to erm, borrow that idea..


Thanks very much for that. Yeah it didn't come out that bad in the end.... I've enjoyed making it so thats the key thing for me.

Sure do the windows thingy smile.gif . The only issue I have is that I need to include a controller mapping for the windows version. Whats preset works ok for now, but still...

This post has been edited by twojame: 06 August 2008 - 05:40 PM


#10 User is offline   Unfathomable Depths

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Posted 06 August 2008 - 06:00 PM

QUOTE(twojame @ Aug 6 2008, 06:38 PM) View Post
I've enjoyed making it so thats the key thing for me.


I hear you bro. cool.gif

#11 User is offline   onumad

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Posted 13 August 2008 - 06:02 PM

Really a nice remake. I can only request you that add a 4 or 5 seconds of immunity when we collide with a car or with the wall.

Regards! and keep this good work.

This post has been edited by onumad: 13 August 2008 - 06:57 PM


#12 User is offline   twojame

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Posted 13 August 2008 - 06:30 PM

QUOTE(onumad @ Aug 13 2008, 07:02 PM) View Post

Really a nice remake. I can only ask you that add a 4 or 5 seconds of immunity when we collide with a car or with the wall.

Regards! and keep this good work.


Thanks for that. I should be pushing out another minor revision yet smile.gif

All the best....

This post has been edited by twojame: 13 August 2008 - 10:12 PM


#13 User is online   jbrodack

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Posted 13 August 2008 - 11:56 PM

QUOTE(twojame @ Aug 13 2008, 02:30 PM) View Post

QUOTE(onumad @ Aug 13 2008, 07:02 PM) View Post

Really a nice remake. I can only ask you that add a 4 or 5 seconds of immunity when we collide with a car or with the wall.

Regards! and keep this good work.


Thanks for that. I should be pushing out another minor revision yet smile.gif

All the best....


I think I had suggested something like that before. If you put that in it should probably only be a second or two. Make it too long and some of the skill required is lost. Maybe put something like that in a special easy mode or something with its own highscore list.

Really, the only area that still bothers me is driving in dark narrow tunnels. I had also suggested a while back that maybe you could treat more minor side hits as having less impact than a full collision so that tapping another car in a tunnel doesn't totally stop you. Another alternate suggestion would be to give the AI cars some kind of light source you can see when you're in the dark. You still wouldn't have the full visibility until they are in your headlight but before that you'd see some kind of indicator of where they are so you don't have completely wait until they're right on you to start avoiding them. Last alternative I can thing of is to simply extend how far your headlights shine when in the dark. I think that may be the best and easiest way to do it.

For me that's the only part of the game that actually feels unfair. I've learned to time my entrance back on the road to avoid multiple collisions in a row. Though, narrow bridges can be (very) tricky, with careful maneuvering you can still get through them unscathed. With the dark tunnels it seems that if I don't hit anyone its more luck that cars didn't move in my way then skill on my part.

#14 User is offline   twojame

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Posted 14 August 2008 - 05:10 AM

QUOTE(jbrodack @ Aug 14 2008, 12:56 AM) View Post

QUOTE(twojame @ Aug 13 2008, 02:30 PM) View Post

QUOTE(onumad @ Aug 13 2008, 07:02 PM) View Post

Really a nice remake. I can only ask you that add a 4 or 5 seconds of immunity when we collide with a car or with the wall.

Regards! and keep this good work.


Thanks for that. I should be pushing out another minor revision yet smile.gif

All the best....


I think I had suggested something like that before. If you put that in it should probably only be a second or two. Make it too long and some of the skill required is lost. Maybe put something like that in a special easy mode or something with its own highscore list.

Really, the only area that still bothers me is driving in dark narrow tunnels. I had also suggested a while back that maybe you could treat more minor side hits as having less impact than a full collision so that tapping another car in a tunnel doesn't totally stop you. Another alternate suggestion would be to give the AI cars some kind of light source you can see when you're in the dark. You still wouldn't have the full visibility until they are in your headlight but before that you'd see some kind of indicator of where they are so you don't have completely wait until they're right on you to start avoiding them. Last alternative I can thing of is to simply extend how far your headlights shine when in the dark. I think that may be the best and easiest way to do it.

For me that's the only part of the game that actually feels unfair. I've learned to time my entrance back on the road to avoid multiple collisions in a row. Though, narrow bridges can be (very) tricky, with careful maneuvering you can still get through them unscathed. With the dark tunnels it seems that if I don't hit anyone its more luck that cars didn't move in my way then skill on my part.


Thanks for some very interesting points here. smile.gif

I like the idea of giving the AI it's own light source (or 2 white dots someplace on the AI). I was playing with something similar before, maybe combined with a slightly longer player light beam as you mentioned. This is the main area of the game that i've struggled to get right (feel right). I keep making minor adjustments which makes it easier, but perhaps a few more are required is the consensus. smile.gif

edit 1: version v1.0.0b..>adjustment to difficulty (car headlight, ai night col), increase length default level. Speedup AI checks. *If upgrading delete resources folder.

IPB Image
v1.0.0b shown...

another small step for man in the direction of easier gameplay and faster framerates biggrin.gif

This post has been edited by twojame: 14 August 2008 - 07:19 AM


#15 User is online   jbrodack

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Posted 15 August 2008 - 12:32 AM

Nice update with 1.0b. However, one problem I encountered after upgrading by deleting the old resources folder and moving the new one in, is that I got no sound when I played the first time and when I tried to exit it just hanged on me and didn't return to gmenu. Once I restarted my gp2x and played again I had no such problems. Not too big a deal since it just happened on the first play but thought I'd mention it.

Now what I really wanted to comment on: I love the tweaks in this version. The way you implemented light on the AI cars in the dark is exactly the subtle way I had pictured it. Plus the distance the distance of the headlight just seems right.

After playing a couple times I reached 4418. Previous threads for this had mentioned high scores so I thought I'd mention mine.

The great thing about this version is that though it can still be frustrating I always feel its my fault when I screw up, thought I'd like to blame it on something else sometimes biggrin.gif . But really the tweaks as far as I see makes thing more fair but don't eliminate the skill needed to do well. Sometimes with freeware games people try to get the dev to make it easier but such changes would actually make the game lose some of its original appeal. Some devs stick to their vision, some try to please players and later regret it. Point is, I'm glad you listened to suggestions but stayed true to retro, skill based gameplay, where paying attention to the finer details of the game pays off.

So great job with the game and I feel the tweaks on this version make the difficulty perfect. Though I would also like to hear what others have to say.

edit: changed estimate to exact score

This post has been edited by jbrodack: 15 August 2008 - 12:36 AM


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