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KarBOOM
#384006
09/28/11 03:45
09/28/11 03:45
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KarBOOM
EDITED for a Desura-related announcement...KarBOOM is now available on Desura! Desura is a popular digital distribution platform with an indie focus and is closely connected to IndieDB. Previous Humble Bundles have come with Desura activation codes (along with Steam codes), so there's a lot of really good stuff on there. Desura automatically handles patches and updates, so if you use the Desura client and get KarBOOM through Desura, you shouldn't have to manually download and install new updates. GET KARBOOM ON DESURA. Or, if you don't want to use Desura, DOWNLOAD 0.3.6 HERE! Accounts are still being upgraded for free, and KarBOOM is now officially in "open alpha" -- "open" because all features are free and public, and "alpha" because it's still not feature-complete. Apparently some netbooks that could play the last version (0.2.4) are unable to play versions 0.3.3 and up. Features from the README: 0.3.6
FEATURES TWEAKS - New individual scoring on results screen after team play. - Results screen shows a flag with the winner's colours in the background. - The game automatically detects gamepads when you open the "add player" menu. This means you can add more gamepads even after you've started the game, rather than having to restart the application to detect new gamepads. BUGFIXES - King of the Hill now actually has an effect on team play. - Some users could only get input from the first two gamepads. This has been fixed! BUGS
0.3.5
FEATURES - Team play added. - "create account" button added to login screen, which takes players to KarBOOM.net where an account can be created for online play. TWEAKS - Dedicated server mode now displays the game name, ip (public or private, depending on whether it's an online game or LAN game), and port used so it's easier to pass on the information to players. - The chat box is no longer closed when displaying the results. BUGFIXES - Fixed some UI positions when creating a dedicated server. - Pressing ENTER now works to connect by ip or by LAN when entering information in their respective menus. BUGS - Sometimes KarBOOM cannot determine your ip when hosting. Disconnecting and reconnecting appears to solve the problem. The consequences are purely visual for the host -- it doesn't appear to cause connection problems for clients.
0.3.4
FEATURES - "king of the hill" mutator. - New join option: "join by ip" for direct connections without the assistance of the server list. - New join option: "join LAN" doesn't require internet connection or account. Connect directly to a game being hosted on your Local Area Network. - New server modes: "listed", "unlisted", and "LAN only". TWEAKS BUGFIXES - One cause (hopefully the ONLY cause) of the intermittent crash has been cornered and killed with glee and maniacal laughter. - Fixed a bug where a lone client was not able to drive around freely in life-limit mode. BUGS
0.3.3
FEATURES TWEAKS - Up to 48 cars may participate, again. - Backgrounds have been changed. - Cars that are knocked off the arena explode in a pillar of light in their colour instead of the standard explosion. - Countdown timer shows milliseconds and its appearance has changed. - Explosions shake the camera. - Gamepad-controlled mouse actions are now limited to the game window. - Gamepad analog and trigger input has small min/max dead-zones to prevent that slightly faulty gamepads cannot provide the full range of input or sit comfortably at zero. - Starting an offline game without adding players or bots now prompts the user to add more player/bots instead of starting the game empty. BUGFIXES - Alt-tabbing out of full-screen no longer messes up textures. I mean, it does, but as soon as the KarBOOM window is back in focus, it fixes itself! BUGS - As before, I'm afraid. Managed to narrow down where that intermittent crash isn't.
0.3.2
FEATURES TWEAKS - All 48 car skins are available, but only 20 cars can participate in any game (plenty for the included levels). BUGFIXES - Some award calculations have been fixed. - An infinite, jittering loop when playing score limit online with two cars, one of which is the red car, was fixed. - Negative scores can now be displayed properly on a client in online play. - Clients' cars will no longer disappear spontaneously when playing near precarious edges. - Engine sounds now stop playing when no cars exist. BUGS - Some awards appear with a value of "0" on clients. - An intermittent crash for clients in online play with an unknown cause. I'm running tests trying to catch it.
0.3.1
FEATURES - New car select screen so players can play any cars with any keyboard or gamepad input. - New award system. - Round over screen shows icons of each car along with awards achieved during the round for each car. - Awards listed in AWARDS_CREDITS.txt. TWEAKS - Instant feedback for cars controlled by the client. - Dedicated server is now the only way to host a game. To play and host at the same time, open the game again and join your own game. "Host and play" will hopefully be restored in future if time permits. BUGFIXES - A bug in motion-prediction resulted in particularly jumpy behaviour when a car was on tar. This has been fixed. - Bug where player scores aren't shown on clients has been eliminated. - Previously listed bugs for round over screen fixed. - Adding players to online games could occasionally result in "orphaned" cars that couldn't be controlled or removed by anyone. This has been fixed. - Life limit + Thief now waits long enough when there's one player left to make sure other players have time to come back into the game if they're credited with a KO. - All victory conditions should now work correctly in online play. The game now automatically waits for enough players to join before beginning a round.
0.3
FEATURES - New surfaces: ice and tar. - New level objects: barriers, bridges and conveyor-ramps. - New hazard: pits. - Custom levels can now be loaded. - New levels. - "sapoi" now supports any number of players more than 2, instead of just 3 players. - Score-related mutators (like "tag" and "hold the flag") now all have alternative rules to work with life-limit. - Support for more resolutions and fullscreen. - Dedicated Server mode. - Min-Players option when hosting makes sure there are always enough players by adding and removing bots as needed reach this minimum number of players. TWEAKS - New car models, car shaders improved, new car skins. - New background shader effects. - Explosions are now the colour of the car that exploded. - Cars now survive longer on grass before they explode. - Chat messages can now span several lines. - Bots, victory conditions, mutators and level choice are now all automatically saved in the config file. - Boost explosion now stays with the car that created it, avoiding the appearance of tiny random explosions that don't appear to be doing anything at times. BUGFIXES - "sapoi" no longer interferes with removing players, and vice versa. - Blinking cursor no longer becomes part of the remembered information when using the "remember me" option. BUGS - Round over screen does not yet handle more than fourteen cars properly -- a new round over screen is planned. - Replay mode has been disabled until it can be re-implemented to accommodate more cars and options. - Adding and removing cars in online play can sometimes not work. If you have extra uncontrollable cars, leaving and joining again should fix it. - Dedicated server menu doesn't show the saved victory conditions. Workaround this by making sure to always set the victory conditions when hosting, even if you want "no limit". - Bridges and ramps are placeholders. It's kind of a bug, I guess. Might as well list the rubbish sound here as well. I'll gladly take criticism and suggestions. Some things are perhaps more obviously unfinished than others, but with that in mind I'd certainly appreciate ideas and suggestions as to how you think they should look when finished. Server down.
Last edited by JibbSmart; 01/25/12 18:10.
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Re: KarBOOM
[Re: txesmi]
#387220
11/15/11 20:58
11/15/11 20:58
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Okay! I think that could narrow it down -- a packet processed by our clients but not yours would be an update from your client. If so, this narrows things down a lot. Thanks for the info!
Btw, on my end it was very difficult to knock cars out because there seemed to be a fair bit of difference between the state of cars on my client (and perhaps the server) and each client. Was it the same for you guys? I have some ideas on how to improve this, but we'll see how they go.
Last edited by JibbSmart; 11/15/11 21:01.
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Re: KarBOOM
[Re: Roel]
#387225
11/15/11 22:00
11/15/11 22:00
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Great idea. I definitely want to think it out and have multiplayer working more smoothly before I implement it so no one feels like early bugs have adversely affected their stats. It's a great idea, though. Straight to the to-do list.
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM
[Re: JibbSmart]
#387254
11/16/11 09:23
11/16/11 09:23
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Victory screen is very cool. I see now where the idea for online statistics comes from. A database saying "you've traveled 10256 car-lengths" would indeed be nice What looks weird though is when multiple cars are displayed (resolution 800*600), maybe because you can't see the lower ones. And at first I thought it meant "Red car knocked out blue car 7 times" but now I think it means "red car and blue car both knocked out 7 opponents"? Maybe if you don't have the car symbols overlap that much it might be clearer. Edit: PS: No bugs detected.
Last edited by Germanunkol; 11/16/11 09:24.
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Re: KarBOOM
[Re: Germanunkol]
#387398
11/18/11 04:45
11/18/11 04:45
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Thanks for the info, Germanunkol. I'm often very conservative with screen-space because of the 800x600 resolution mode, without actually testing that mode out. I'll see how much room I have for showing more cars. As is, the original intention (when showing overlapping cars) was to just show enough information that the player knows more than one car won that award, and then cycle through. It never shows more than 3 at the same time, I think. Since any number of cars could win the same award, showing them all without overlapping isn't feasible. On the other hand, the menu really should be more interactive. Error014 suggested I have the player able to scroll through all the won awards, and that certainly makes sense. I'll either have all won awards there to scroll through, or have each player's personal list appear (with scroll bar) as you click on that player's car icon in the left half of the results screen. Does that sound better? As is, the "automatic" system of cycling through it all is to accommodate limitations of the GG version (GG stands for "Group Games", and refers to in-cinema events, where there's no one standing by with a mouse clicking through menus). That uses a different version of KarBOOM anyway, but as I'm developing both versions at the same time I try to have new features work in both versions the same way. Sometimes (such as this ) I guess I should put a little extra time in and make sure the public version is appropriately interactive and navigable! Sorry I haven't put the server back up. But I have been working! Check out the bug-list in the top post. Mostly done -- the most bothersome/noticeable bugs have been dealt with. The next update should also have some improvements in handling collisions in online play, but we'll see. I certainly don't want to just update, test for a day, and then ask you to all download another version straight away, so I will put another server up for people to play on. Just not now. I'm going to bed
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM
[Re: JibbSmart]
#387448
11/18/11 19:10
11/18/11 19:10
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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For those interested, the server is up. I've chosen settings that avoid the "spontaneous disappearance" bug and jittery startup (both of which have been fixed for the next update, which I'm working on now). I might pop in every now and then, but I'm working hard on the new update and have some other commitments today.
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM
[Re: Superku]
#387468
11/19/11 04:23
11/19/11 04:23
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Thanks for the heads-up. I forgot to set the correct port, and then I went out all day. Sorry. I'll put it up again tomorrow. EDIT: Got my copy of c't in today (I asked for it when giving them permission to include KarBOOM). That was really exciting, even if I can't understand any of it. It's still the really old version, but they asked me to keep them up to date, so hopefully they'll feature 0.3.2 (or 0.3.3 if we find some new show-stoppers, although that's unlikely at this stage) in the near future! My collection of magazines featuring KarBOOM just doubled
Last edited by JibbSmart; 11/19/11 04:27.
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Re: KarBOOM
[Re: JibbSmart]
#387750
11/23/11 04:06
11/23/11 04:06
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Okay! New version 0.3.2 is up! I'm really really sure this is the version that will go public one week from now unless I find the cause for that intermittent (like, really occasional) client crash before then. It's up now. I'll be in bed soon (after playing some Cave Story+ -- If you love Cave Story [and you really should], and don't have it on Wii or 3DS, you can finally support its developer now that it's available on Steam!). Here's your special link -- the one at the top of the thread is being updated right now. I'll play with you guys tomorrow if anyone's up for it! Some slight changes have been made to the code that will hopefully improve the motion of other cars immediately after collisions. We'll see. Hopefully it's not a change I'll have to undo.
Formerly known as JulzMighty. I made KarBOOM!
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