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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: Germanunkol]
#392749
01/27/12 07:22
01/27/12 07:22
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
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OP
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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Thanks. The chat bug has been noted, as well as the details about the disconnect issue.
Regarding the suggestions: They all sound good, frankly. Added them to the to-do list. No, there's not yet a way to see which player's which colour. The next version has more options sub-menus, so I can get more into HUD preferences; showing all player names but only when "alt" or something is held seems like a good option to have.
Thanks again!
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM
[Re: sevenzenith1]
#395253
02/21/12 15:29
02/21/12 15:29
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Joined: Apr 2008
Posts: 2,488
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The HUD is really pro and polished It is A8 panels or some Users APi or yours ? The cars are gorgeous ! Some little variations could have been great with some two additionnal different 3D models perhaps with some variations ?
Last edited by ratchet; 02/21/12 15:31.
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Re: KarBOOM
[Re: ratchet]
#395274
02/21/12 17:59
02/21/12 17:59
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
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Thanks guys Ratchet, yes, they're A8 panels Thanks for the encouraging words! There's a bit of a debate going on here as to whether or not I should add different cars with different attributes. I personally think it's worth testing. Even if performance differences turns out to be a bad idea, it might be nice to have visual variations available as you suggested. I'll keep that in mind, but because there are more important "under the hood" features for me to complete in the near future that won't happen until much later. Since I'm here, how about some info for everyone? I'm working on a new more generic collision detection system for KarBOOM that will facilitate more varied levels, new obstacles, more reliable collisions, and more dynamic objects (such as soccer balls). This could take me a while, so I'll upload the latest stable version of KarBOOM soon, which adds graphics options and fixes some of the littler bugs.
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM
[Re: Superku]
#406425
08/19/12 21:33
08/19/12 21:33
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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OP
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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Nice to see some interest Development has been a bit slow -- I've been in South Africa with my family for the last 5 weeks, and a lot of other life-stuff has been going on slowing things down. Oh, and I've procrastinated a fair bit. But things have been coming along! The new collision detection is working really well, and the physics should be done soon. Then KB will be nearly ready for its next public alpha, but it'll be a bit of a weird one, as it depends on some secret stuff I've been working on -- I'll announce more closer to the next alpha release. Jibb
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Re: KarBOOM
[Re: Superku]
#410366
11/01/12 19:39
11/01/12 19:39
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Um... well... okay, so here's the deal: I've been working on a game engine that runs on Windows, Linux and Mac. It's coming along pretty well -- well enough that I'm pretty sure the next version of KarBOOM will use my new engine instead, specifically so that KarBOOM can be on Linux and Mac. Surprise! The rendering stuff is mostly taken care of at this point. Collision detection is 99% of the way there, but I have some kinks to work out in the physics still. Sound is going to pretty much rely on OpenAL. The new physics will facilitate a bunch of different game modes and more varied level types. I'm personally most excited about car soccer, which I'm tentatively calling "KarBall". I'll put some screenshots in the Morbius "What are you working on?" thread when things are looking a bit nicer.
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM
[Re: JibbSmart]
#410372
11/01/12 21:35
11/01/12 21:35
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Oh well, that IS a surprise! Congrats on the success with your own engine, I'm sad though that the project is leaving acknex. Nevertheless, I'm interested to see the results soon!
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: KarBOOM
[Re: Superku]
#410472
11/03/12 15:30
11/03/12 15:30
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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 for the support Yeah, I wish I could stick with Acknex, but cross-platform support is a BIG deal as far as I'm concerned, and the relative simplicity of KarBOOM artistically and technically make it a great "first port" which I can build on for future projects.
Formerly known as JulzMighty. I made KarBOOM!
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