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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: Germanunkol] #389215
12/11/11 18:44
12/11/11 18:44
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
I totally agree laugh I certainly do not expect to win, but I'm not going to do nothing about it, and I'm already so grateful for top 100 (which I was not expecting). That alone is something I'll gladly put on KarBOOM's website in the next few days between studying for exams and working on the next update (team play is coming along well!).


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: JibbSmart] #389332
12/13/11 03:08
12/13/11 03:08
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
Micha, another user managed to recreate the bug you experienced where your car was being re-added with each click, and even managed to put together a video of it. I've well-and-truly squished that bug for the next version.

I still don't know why you were getting disconnected, nor why some of the awards show the wrong stats in online play frown

EDIT: I keep forgetting to put up servers a few days after each new release. I'm going to bed now, but hopefully tomorrow I'll read this and remember to put one up.

Last edited by JibbSmart; 12/13/11 05:16.
Re: KarBOOM [Re: JibbSmart] #389659
12/16/11 16:51
12/16/11 16:51
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
I'm glad the bug could be recreated!
With CSiS, I had the problem that most of the bugs people reported I could not recreate and so it was very hard to fix them.

Say, would you mind showing a screenshot of the stats on indieDB for KarBoom, of the time just before and after the voting to top 100 in the game of the year contest?

If you don't want to make it public, maybe you could consider sending it via PM?
It's just out of pure interest, I'd love to see if the contest got more people to take note of the game. If you don't want me to, I won't share the image with anyone of course.

I'll also understand if you don't want to post those stats at all.

I'm a little sad that they don't display the number of votes anywhere...

Last edited by Germanunkol; 12/16/11 16:52.
Re: KarBOOM [Re: Germanunkol] #389666
12/16/11 17:21
12/16/11 17:21
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
Sneaky trick: stats aren't private; the menu option is just hidden. Add "/stats" to the end of any game's url to see its stats. I'm not sure this is intentional tongue I just discovered this when a Google search for Desura statistics took me to another game's stats page!

Here you go: KarBOOM's stats. I think the Top 100 list went up on the 10th or 11th.

While I have your attention:
GET THE LATEST KARBOOM ALPHA ON DESURA.

As far as I know, Desura auto-updates its games just like Steam, so no need to download new KarBOOM updates manually! (This is exactly why I didn't invest time in writing an auto-updater for KarBOOM).

And yes, this does mean the full finished version of KarBOOM will be available to buy on Desura when KarBOOM gets to that stage laugh I haven't announced it on IndieDB yet, just because it'll take some careful timing -- a poorly timed article can quickly end up being pushed off the front page by newer ones. This was likely a significant factor in the disparity between the peaks after each of the last two updates (check the stats to see what I mean). Of course, another factor would be that 0.3.3 was the first update in 9 months, but 0.3.4's traffic was still unusually low.

Let me know if there are any problems laugh

Re: KarBOOM [Re: JibbSmart] #389671
12/16/11 17:51
12/16/11 17:51
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
And yes, this does mean the full finished version of KarBOOM will be available to buy on Desura when KarBOOM gets to that stage

That's great, congratulations!


"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] #389701
12/17/11 11:48
12/17/11 11:48
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Oh man, I'm jealous of those stats. Over 2k video hits on one day, and 200 downloads on another, just on indieDB. You're doing really, really well.
Thanks for sharing that info!


~"I never let school interfere with my education"~
-Mark Twain
Re: KarBOOM [Re: Germanunkol] #389702
12/17/11 11:57
12/17/11 11:57
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
Serious User
painkiller  Offline
Serious User

Joined: Aug 2009
Posts: 1,438
Spain
yeah good job!

In Assault! I got the inverse effect, the first releases were very popular, but later the visitors decreased: http://www.indiedb.com/games/assault/stats

Last edited by painkiller; 12/17/11 11:57.
Re: KarBOOM [Re: painkiller] #389715
12/17/11 13:59
12/17/11 13:59
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Those stats for Assault are quite good as well.
I think the later updates just weren't as big as the first ones...


~"I never let school interfere with my education"~
-Mark Twain
Re: KarBOOM [Re: Germanunkol] #389727
12/17/11 15:34
12/17/11 15:34
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
grin That 2k day was when Rock Paper Shotgun had a short article on KarBOOM -- they embedded a video.

@painkiller: Wow, you got heaps of attention in the early days! Well done!


Formerly known as JulzMighty.
I made KarBOOM!
Re: KarBOOM [Re: Germanunkol] #389731
12/17/11 16:05
12/17/11 16:05
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
Serious User
painkiller  Offline
Serious User

Joined: Aug 2009
Posts: 1,438
Spain
Originally Posted By: JibbSmart
grin That 2k day was when Rock Paper Shotgun had a short article on KarBOOM -- they embedded a video.

@painkiller: Wow, you got heaps of attention in the early days! Well done!


Originally Posted By: Germanunkol
Those stats for Assault are quite good as well.
I think the later updates just weren't as big as the first ones...


hm yeah, the new I posted about adding fps mode was read by nearly 1k people, later I released the version and it was also visited by lot of people, but with the next releases I didn't get all those visitors I had before. Maybe it's by the first person mode tinhg? Should I think again about adding a fps view options although combining two view types has obvious gameplay problems? I don't plan to continue working on Assault!, though.


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
Gigabyte GeForce GTX 960 4GB
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