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[Beta/RC] Tyre Trax


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#1 Muddyfunster OFFLINE  

Muddyfunster

    Chopper Commander

  • 146 posts

Posted Sat Sep 1, 2018 7:58 AM

Tyre Trax

 

This is a clock racer where the player has to complete the course in the shortest possible time. Still a bunch of things to add (like an in game reset switch function..).

 

I have no idea how this plays on real hardware as I don't have a Harmany Cart to test as as I'm using the DPC+ kernal, it doesn't work on my Uno_Cart.

 

Inspiration.

 

I always used to love games like Barnstorming and Grandprix by Activision where it's you vs the clock. This game is inspired by those and also by the unique art style of classic Activation with the gradient sky etc.

 

I ride on my mountain bike a lot near where I live in the UK and we have a lot of canals. The idea for this game came when I was out riding along the tow path, having to avoid crazy old ladies with their yappy dogs, fishermen, rocks, etc. I thought it would make a great Atari game.

 

Playing 

 

Right now there are 8 game modes are present to try out. 

 

Tournament 

Game 1 : Summertime - nice and simple, learn to play (15 obstacles)

Game 2 : Sunset - bit more challenging with more obstacles. (20 obstacles)

Game 3 : Winter - hard, (25 obstacles) - rocks start a bit closer as visibility is lower !

Game 4:  Night Time : more stuff, lower visibility, (30 obstacles)

 

Freeplay / Random (30 obstacles)

 

Game 5: as game 1 with random obstacle generation

Game 6 :as game 1 with random obstacle generation

Game 7 :as game 1 with random obstacle generation

Game 8 :as game 1 with random obstacle generation

 

Difficulty Switches (only work on modes 5 to 8 )

Left : B = Easy mode (obstacles appear further away) - A= Hard mode (Obstacles appear closer- less time to react)

Right B= Easy obstacles (all combinations appear) : A - Tough obstacles (only hard combos appear).

 

 

Controls

 

 

Fire or Reset to start after selecting your game.

Fire to accelerate

Release Fire to coast and slow gradually

Left for brakes to slow down quickly

 

If you hit an obstacle you get slowed (costing you time)

 

You need a fast time to win the gold cup!

 

Can you find the EasterEgg?

 

ToDo

 

Ongoing : figure out places where scanline count is problematic and squish them.

revised controls

revised collision

revised obstacle patterns

 

Updates & changes

 

1st Sept : build 24 attached, night mode added (Game 4)

 

2nd Sept : Build 30e attached, some spooky stuff going on in game 4, Inspired by some of PacMan Red's sprites in the free sprite thread.

Other game modes have some new graphics, some are still placeholders. go in the water, you can press reset, end of lap, you can press reset, reset enabled in game loop, (not on title screen - damn you, repetition restrainer.).

 

3rd Sept : Build 37b attached, general refinements to the code, ran out of space in bank 3 necessitating a bit of a re-org, more refinements on graphics. player no longer stops dead when hitting an obstacle, instead the player slows to a crawl (otherwise you may never finish a course if you chose not to accelerate again..). moving obstacle code in but not active.

 

5th Sept: Build 45. Fixed some bugs on positioning, added a new sequence if you go in the water, flashing removed if course completed, flashing removed on initially hitting water. spent 3 hours figuring out why the cloud sprites had dropped their colours (gap between colour code and "end" on one sprite...).

 

6th Sept: Build 55. Reset from anywhere, use fire to start on game over and win screens. implemented SpiceWares sound driver, placeholder sounds used for now. Can now use joystick to game select.

 

9th Sept: Build 64c : Implemented a countdown to start, rather than just throwing the player in as soon as the game resets. added a little win tune. various tweaks and polishes. Win screen now rates your time, Gold, Silver, Bronze and ... Turd... Fixed a bug that allowed bypassing of obstacles. 

 

15th Sept : Build 68 : Tweaks to some colours, added numerals on win screen, animations continue after course is complete.

 

15th Sept pt2 Build 75b2: getting close to feature complete, spent time reclaiming variables and using bits for more tasks. Added an Easter Egg to the game, more colour tweaks, on the 3-2-1 GO countdown, if you chose to, you can press fire to skip.

 

20th Sept Build 80_BETA1 : so a few more weird bugs squished (the one where the passing obstacle sound, would play on the titlescreen only after completing game 1 really did my head in!). Some balance tweaks on vertical movement speed. There are a few final things I want to try before locking the code and moving on to PAL60 conversion.

 

8th October : build 84  BETA 2: PAL60 version is done. only thing I'm trying to finish off now is Atari Vox support. (Big thanks to KarlG for help and guidance on that). Short version is I kinda got it working as a test, at the expense of stripping out a bunch of things to make the driver calls in the same bank. To have the stuff I removed in the game and AV support means a complete code re-org. Joy.

 

PAL60 Version has a different title screen to the NTSC version so they can be identified easily. New screengrabs added 

 

12th October : Build 100 Final RC1 - few more little tweaks here and there, adjusted the timing gates on the win model to be ever so slightly more forgiving on silver and bronze medal results. New PAL60 title page (example below). tweaked one or 2 PAL60 colours.

 

17th October : fixed a glitch on the title screen with a couple of rogue pixels due to the size declared in the asm file not matching the the graphics file used (row count)

 

21st October : fixed some colour blends that had resurfaced from an old version, added a black separator line to the score.

 

22nd October : added in 4 new game modes and difficulty switch functions.

 

24th October : alternative controls version added for testing, fire to accelerate, release fire to gradually slow, left to brake. Dificulty switches reversed back to the normal way around (B easy, A Hard).

 

27th October : New version added (201d), full details HERE : Selectable controls, new obstacle patterns, revised collision detection, fighting scanline count.

 

28th October : Scanline / Overcycle fight is mostly won. Decided to remvove the control selector and stick with one type. Some more code efficiencies.

 

10th November : Last update until my Harmony cart arrives. Still some over cycle issues and until I can test on real hardware I have no idea if my changes are working., This version has some changes on the bike with some indication of when you are moving up and down and also you move out on acceleration and back on deceleration.

Attached Thumbnails

  • Game 1.jpg
  • Game 2.jpg
  • game 3.jpg

Attached Files


Edited by Muddyfunster, Sat Nov 10, 2018 9:11 AM.


#2 TrekMD OFFLINE  

TrekMD

    River Patroller

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Posted Sat Sep 1, 2018 8:14 AM

Wow, this looks fantastic!



#3 Karl G OFFLINE  

Karl G

    Dragonstomper

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Posted Sat Sep 1, 2018 8:21 AM

Beautiful graphics! I'm looking forward to trying this one out. :)

#4 Lewis2907 OFFLINE  

Lewis2907

    Moonsweeper

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  • Location:Senatobia, MS

Posted Sat Sep 1, 2018 9:52 AM

Nice game. I like the different animation of the duck, clouds and water effect. Is it possible to make the mountains scroll left or right based up the length and position of the player? Thanks.

#5 Random Terrain OFFLINE  

Random Terrain

    Visual batari Basic User

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  • Location:North Carolina (USA)

Posted Sat Sep 1, 2018 10:59 AM

Thanks for not making the player have to jerk the joystick back and forth or rapidly press the fire button. The player can have fun without getting a repetitive stress injury.



#6 Karl G OFFLINE  

Karl G

    Dragonstomper

  • 561 posts

Posted Sat Sep 1, 2018 11:11 AM

I haven't tried it on hardware yet, but it plays well under Stella.  I'll try it on hardware when I'm in the same city as my Atari again.  It is awesome visually, and serves as a good showcase for the graphics capabilities of the DPC+ kernel.  A couple of comments:

 

  • I'm not fond of the flickering/screen shaking effect when one crosses the goal or goes into the water.
  • There seems to be a bug where going into the water switches the game back into game 1 regardless of which game mode is selected.
  • A greater variety of obstacles, including some moving ones would make the game more fun, IMO.


#7 Albert OFFLINE  

Albert

    Quadrunner

  • 34,954 posts

Posted Sat Sep 1, 2018 11:57 AM

As an avid mountain biker, I definitely need to give this a shot later today.  :) 

 

 ..Al



#8 Muddyfunster OFFLINE  

Muddyfunster

    Chopper Commander

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  • 146 posts

Posted Sat Sep 1, 2018 12:09 PM

 

I haven't tried it on hardware yet, but it plays well under Stella.  I'll try it on hardware when I'm in the same city as my Atari again.  It is awesome visually, and serves as a good showcase for the graphics capabilities of the DPC+ kernel.  A couple of comments:

 

  • I'm not fond of the flickering/screen shaking effect when one crosses the goal or goes into the water.
  • There seems to be a bug where going into the water switches the game back into game 1 regardless of which game mode is selected.
  • A greater variety of obstacles, including some moving ones would make the game more fun, IMO.

 

Thanks for the feedback and kind words all

 

KarlG - 

 

Agree on the screen shake / end routine. That's high on my list of things to polish up. I think a short "win" tune might work.

 

Bug added to the list of things to squish

 

more obstacles are definitely coming.



#9 KevinMos3 OFFLINE  

KevinMos3

    Stargunner

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Posted Sat Sep 1, 2018 3:23 PM

What the crap!?! That's a great looking game!

 

I love the graphics, especially the water effects.  I really look forward to seeing what you do with this.



#10 7800fan OFFLINE  

7800fan

    Quadrunner

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Posted Sat Sep 1, 2018 5:37 PM

Looks like something made by Activision with that water reflection. Looking forward to finished version!! (subbed)



#11 KevinMos3 OFFLINE  

KevinMos3

    Stargunner

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Posted Sat Sep 1, 2018 9:35 PM

Do you have any plan to add jumping, like adding ramps or something?  It looks like jumps could be added without having to ever place the player higher on the screen than he's currently allowed to go (moderate jumps that would allow him to go as high as the waterline -- just below the drowning line -- would be fun).



#12 MemberAtarian OFFLINE  

MemberAtarian

    Chopper Commander

  • 238 posts

Posted Sun Sep 2, 2018 5:43 AM

I really like the backgrounds, so detailed and rapid! In your case, I would make the stones (what those are :D ) maching the colors of the background at the beginning, and making it more and more darkes as you get close, so it would be like a fog of war. :) A wall would be great so you wouldn't fall into the water and I think you should die as you run into the stones too fast, with a fall animation. Jumping would be great, as mentioned above. :)

 

+Add reset after you finished the lap. :)

 

Uno cart won't work with DPC+, but it can handle 64K.


Edited by MemberAtarian, Sun Sep 2, 2018 5:45 AM.


#13 nitrofurano OFFLINE  

nitrofurano

    Moonsweeper

  • 299 posts
  • meditating
  • Location:porto

Posted Sun Sep 2, 2018 6:14 AM

how can we play it on Javatari? i tried http://javatari.org/?ROM=http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=591537 



#14 Lewis2907 OFFLINE  

Lewis2907

    Moonsweeper

  • 286 posts
  • Location:Senatobia, MS

Posted Sun Sep 2, 2018 9:42 AM

Javatari has a hard time supporting DPC games. I have tried in the past. Also the AFP (Atari Flashback Portable) struggles with DPC games. I think the way to play is real hardware, cell phone emulator and computer emulators, thanks.

#15 Muddyfunster OFFLINE  

Muddyfunster

    Chopper Commander

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  • 146 posts

Posted Sun Sep 2, 2018 11:46 AM

Update to the Binary in the first post. v30e available.

 

Some spooky happenings over in game 4 (sprites inspired by some of the PMR stuff in the free sprite thread). Some other tweaks and changes.



#16 cimmerian OFFLINE  

cimmerian

    Moonsweeper

  • 309 posts
  • Location:Vancouver Canada

Posted Sun Sep 2, 2018 1:19 PM

Hi Muddyfunster, the graphics on your game are amazing, such rich colours!

 

We're going to feature your game on ZeroPage Homebrew on our next livestream on Wednesday September 5! The show starts at 2PM PT/5PM ET and I can't wait to show it off to our audience.

 

Hope you can make it, if not, you can watch it in our YouTube archives the next day. :-)

 

Twitch: https://twitch.tv/zeropagehomebrew

YouTube: https://youtube.com/zeropagehomebrew



#17 Muddyfunster OFFLINE  

Muddyfunster

    Chopper Commander

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  • 146 posts

Posted Sun Sep 2, 2018 4:59 PM

Hi Muddyfunster, the graphics on your game are amazing, such rich colours!

 

We're going to feature your game on ZeroPage Homebrew on our next livestream on Wednesday September 5! The show starts at 2PM PT/5PM ET and I can't wait to show it off to our audience.

 

Hope you can make it, if not, you can watch it in our YouTube archives the next day. :-)

 

Twitch: https://twitch.tv/zeropagehomebrew

YouTube: https://youtube.com/zeropagehomebrew

ok, sounds great :) I'm in the UK so +5 from ET so I should have no problem catching the stream.

 

I'll likely update the binary a bunch of times between no and Weds.



#18 Random Terrain OFFLINE  

Random Terrain

    Visual batari Basic User

  • 28,789 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Sun Sep 2, 2018 5:02 PM

I wish I was only 5 hours from E.T. I'd visit him all of the time!

#19 AtariLeaf OFFLINE  

AtariLeaf

    Epic Godlike Canadian

  • 11,020 posts
  • Location:Ontario Canada

Posted Sun Sep 2, 2018 8:41 PM

Beautiful looking game. I'm keeping an eye on the progress of this for sure. Congrats on a fantastic start :)



#20 ultima OFFLINE  

ultima

    Chopper Commander

  • 197 posts
  • Location:Los Angeles,CA USA

Posted Mon Sep 3, 2018 7:40 AM

Wow looks like an activision game. Haven't had a chance to play yet sounds like fun sorta like excitebike vcs.

#21 Muddyfunster OFFLINE  

Muddyfunster

    Chopper Commander

  • Topic Starter
  • 146 posts

Posted Mon Sep 3, 2018 1:26 PM

I wish I was only 5 hours from E.T. I'd visit him all of the time!

 I had to read that a couple of times before I got it.



#22 Muddyfunster OFFLINE  

Muddyfunster

    Chopper Commander

  • Topic Starter
  • 146 posts

Posted Mon Sep 3, 2018 4:24 PM

updated v37 binary attached to first post as well as some updated screenshots.



#23 Lewis2907 OFFLINE  

Lewis2907

    Moonsweeper

  • 286 posts
  • Location:Senatobia, MS

Posted Tue Sep 4, 2018 12:55 PM

Cool game. I thought each level would advance based upon time. Glad you have the option so far to select the level you want to play. Advance would a possible game concept. Then maybe a muddy, rain, and ice level where controls are tighter or loose based upon the environment.

#24 cimmerian OFFLINE  

cimmerian

    Moonsweeper

  • 309 posts
  • Location:Vancouver Canada

Posted Tue Sep 4, 2018 2:14 PM

I've been playing the game a little to check out the new version and was able to get perfect scores on the first three levels (full throttle, no stopping) but the fourth level is a hellscape of fast reflexes and memorization!! I'll get it eventually. When I first played level 1 I thought that the game was too easy, by level 3 I was changing my mind and by level 4 I was sure that the game was not too easy!

 

Some suggestions:

- Ability to press the button to take you back to the main menu when you die.

- Have the main menu remember which race level you're on when you reset the game, otherwise you have to constantly select the level each time you retry.

- Have the levels selectable (left/right) with the joystick on the main menu

 

Great stuff, looking forward to playing it on the livestream tomorrow!

Attached Thumbnails

  • Tyre Tracks-v37b-Level 1-Perfect.png
  • Tyre Tracks-v37b-Level 2-Perfect.png
  • Tyre Tracks-v37b-Level 3-Perfect.png

Edited by cimmerian, Tue Sep 4, 2018 2:14 PM.


#25 Muddyfunster OFFLINE  

Muddyfunster

    Chopper Commander

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  • 146 posts

Posted Tue Sep 4, 2018 2:18 PM

Thanks for the feedback everyone, some really good suggestions.

 

i've been working more on "weaving" obstacles that don't come in a straight line to up the difficult a bit as well as the "game over" screen. 

 

fire button restart + joystick menu navigation are on the list to add.

 

i'm keeping the first post in the thread updated so please check back regularly.,

 

@ Cimmerian, ill be adding a new build later so please check for that before you stream!

 

Thanks.


Edited by Muddyfunster, Tue Sep 4, 2018 2:21 PM.





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