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KarBOOM #384006
09/28/11 03:45
09/28/11 03:45
8 Images
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
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:
Click to reveal..
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.
119 Comments
Re: KarBOOM [Re: lostclimate] #384149
09/29/11 19:59
09/29/11 19:59
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Psst, you weaken my argument! wink


"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
Re: KarBOOM [Re: Superku] #384154
09/29/11 20:22
09/29/11 20:22
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
laugh there has got to be a good way of generating some movement on the screen to make it feel like less of a delay, but still give time for the server do update, maybe like an engine reving noise and the car shaking. that would at least give the player some feedback and can be done clientside.

i know its not a perfect solution but it hits somewhere in the middle i think.

Last edited by lostclimate; 10/05/11 23:49.
Re: KarBOOM [Re: lostclimate] #384655
10/05/11 21:53
10/05/11 21:53
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Tests are looking good from this end, but it's hard to tell with such low latency. I'll have a new test version up tomorrow, I hope, and will do some hosting.

It'll definitely be a "test" version -- I've got some ideas as to how to make it as playable as possible for those with lots of lag, but for now it'll just be testing the instant-feedback and car interaction at its simplest.


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #384661
10/05/11 23:35
10/05/11 23:35
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
You can simulate latency and packet loss to test your networking code! Netlimiter does work and I'm sure that there are open source or at least freeware alternatives out there.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: KarBOOM [Re: WretchedSid] #384728
10/06/11 18:00
10/06/11 18:00
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Thanks Sid -- I'll try that out in future. For now, 0.3b is up HERE. I'll be in and out, but I'm hosting a server right now.

Please have a go and check it out (especially European players -- you're so far away!). You should have very responsive cars (as much so as local multiplayer, anyway), but you may have trouble knocking other cars out due to the lag. Tell me how it goes! I have some plans so laggy players are less disadvantaged, but those will come later!

Also: if you try hosting, you're going to have a jumpy experience. A few changes were made to improve the client side of things, but some more work needs to be done to make these changes invisible to the host if you're hosting a non-dedicated game.

Other features are keeping me somewhat busy -- I can't really focus on one thing at a time at the moment as I'm co-operating with a third-party for the betterment of KarBOOM.

EDIT: Known bugs in online play:
- Player sometimes explodes but stays in play (you'll know what I mean when you see it happen)
- Occasional falling through the floor (this is partly related to a rather slap-dash way of deciding when to send updates to the host).
- If knocked really far off the tower, player may spawn off the tower (yuck frown ).
- Delay when boosting online.

Last edited by JibbSmart; 10/08/11 21:52.
Re: KarBOOM [Re: JibbSmart] #384731
10/06/11 18:43
10/06/11 18:43
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Nice, very well done! Even though there are some (new) bugs as you've mentioned, it makes a lot more fun because it's playable. After a while the game crashed, though (seems like your server crashed, too, or you've shut it down while I was playing).
The boost still seems to be activated on the host, am I correct? There's a noticeable delay compared to the offline mode.
Why are there these issues with the respawn (it happened a lot of times), shouldn't that be the easiest part? wink

Quote:
Player sometimes explodes but stays in play (you'll know what I mean when you see it happen)

I assume the player's application notices a collision on the player's car's week spot and thus the car explodes. "Solution": You could let the player's car glow and expand increasingly as if he's driving on grass. When the server confirms a weak spot hit, you send his death to all clients. That way the car explodes on all clients at approx. the same time, too.


"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
Re: KarBOOM [Re: JibbSmart] #384732
10/06/11 18:46
10/06/11 18:46
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
Senior Member
Roel  Offline
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
It plays better than the previous version, although there are more bugs now.
Most you already listed, but the boost thingie still seemed to lag.
Also, the score panels were invisible, which wasn't very bad, as I scored nothing.

Superku also listed these things, seems he was faster!

in hold the flag mode(offline)
the flag seems to not show up always
is this a bug too?
might be an easy one to fix.

Last edited by Roel; 10/06/11 18:53.
Re: KarBOOM [Re: Roel] #384733
10/06/11 18:55
10/06/11 18:55
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
Expert
JibbSmart  Offline OP
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Thanks guys!

No, I didn't stop the server. Did you get any error messages of any sort? I hate it when stuff like that happens frown I guess my internet may have dropped out unexpectedly, which would explain a few things (such as the lack of a graceful dropout on your side).

The "known bugs" were things I noticed after uploading -- they're not difficult to fix, I'm pretty sure laugh

Yes, I'm still boosting on the server -- I'd forgotten I was doing that. I'll change that. Fixing the explosion problem is easy, as Superku said -- I just hadn't noticed it happening until I'd uploaded the new version of KarBOOM, and publishing new versions is a bit tedious, so I left it as is for now.

The spawn issue, I believe, has a lot to do with clients ignoring information from the server about their own car. I'm going to change that, so that the server only sends important information about the client's car to that client, and then the client will treat that information with more respect and spawn cars in the right place laugh

The invisible score panels relate to this third-party stuff I'm working on -- I'll fix that for the next version as well.

Thanks so much for trying it, guys grin Your input is really helpful!

EDIT: I was not aware of any issues in hold the flag in offline mode -- my brother and I play hold the flag more than anything else. Do you have any more information about the problem?

EDIT 2: I also want to make it clear that I normally test things more thoroughly before releasing updates, and the game is perhaps not as plagued with bugs as this conversation would imply wink I just wanted to get one change done as quickly as possible so I could see if it was working, and it appears it is. The next version will have a much more thorough conversion of the system and clean up all the bugs we've just talked about laugh

Last edited by JibbSmart; 10/06/11 19:10.
Re: KarBOOM [Re: JibbSmart] #384736
10/06/11 19:31
10/06/11 19:31
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Nice, but I'm curious, can you talk about that "third-party stuff"? What is it about, a KarBOOM browser plug-in?


"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
Re: KarBOOM [Re: Superku] #384737
10/06/11 19:36
10/06/11 19:36
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
Senior Member
Roel  Offline
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
about the hold the flag:
here at my computer it appears when counting down,
and then it flies into the sky and dissapears.
I'm curious at the third party-stuff... but perhaps it is a secret?


Check out the throwing game here: The throwing game
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