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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: JibbSmart]
#387806
11/23/11 20:53
11/23/11 20:53
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Joined: Nov 2002
Posts: 913 Berlin, Germany
SchokoKeks
User
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User
Joined: Nov 2002
Posts: 913
Berlin, Germany
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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.
Here's a loose translation i just did: The cute vehicles of Karboom are hardly ever seen in peaceful rides: The multiplayer-centered action & reflex game is about smashing the rivals cars out of the ring and keeping your own vehicle in the arena as long as possible. The action is shown in an overhead view, and up to 8 players can play on a single computer. 4 are using the keyboard, the other ones USB Gamepads. Online, even 14 players are allowed to swarm in one arena. Instead of human drivers you can also add computer controlled bots. In order to play online-sessions, you need an account in karboom.net; these are free for the time beeing. Configurable extras add additional spice, they can add an Archilles Heel to the cars or add boosters to the game. And the subtext below the screenshot says: "mass collision: It's hard to drive defensive in Karboom. The turbulent car crash game is especially fun with several players." congratulations on that  I hope that I find the time to play the new vesrion.
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Re: KarBOOM
[Re: SchokoKeks]
#387811
11/23/11 22:01
11/23/11 22:01
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Server still online? cant see it. PS: thinking about a steam release? 
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: KarBOOM
[Re: Rackscha]
#387812
11/23/11 22:10
11/23/11 22:10
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Thanks SchokoKeks! Error014 also translated for me (privately), but it's good to see both translations line up  Rackscha, the server's still up and visible. Did you download the latest version (only uploaded it last night), 0.3.2? RE: Steam release: Ooooh that'd make my day/year/decade!  It'd be a long way away before KarBOOM is ready for Steam, even if they do accept KarBOOM (that's a big IF!), but it's something I should consider since the currently planned business model hinges on players paying for online-capable accounts (of course, anyone who already has created an account won't need to pay).
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM
[Re: lostclimate]
#387815
11/23/11 22:26
11/23/11 22:26
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Perhaps  Here's another thought: does anyone know any statistics on howo many PCs have Desura installed?
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM
[Re: JibbSmart]
#387874
11/24/11 22:04
11/24/11 22:04
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Dont know, are you thinking to premiere on Desura?
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: KarBOOM
[Re: JibbSmart]
#387934
11/25/11 17:16
11/25/11 17:16
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Yeah, just saw that myself. Congrats! I saw that some of these articles are read by 20,000 people + So that's pretty cool 
~"I never let school interfere with my education"~ -Mark Twain
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