Press escape then it's the options button.
I'm going to be looking at the UI scaling so it works correctly on all resolutions, I'm hoping I can get it done without having to write my own scaling.
Printable View
Press escape then it's the options button.
I'm going to be looking at the UI scaling so it works correctly on all resolutions, I'm hoping I can get it done without having to write my own scaling.
I tried 720p and 1080p and in both cases the UI scaling was wrong.
I can try things for you if you need ;)
Hopefully that shouldn't be necessary, I think I've realized what's going wrong so I'm fixing it now.
Technical things:
The actual UI are children to 2 other elements, one is for scaling the entirety of the UI and one acts as a pivot so I can make the UI move around. The pivot doesn't scale, plus those two parent elements fill up the entire screen space. By reducing how much screen space they waste up and then moving all the UI elements (like the lap counter for instance) to the very edge of those, it should hopefully scale correctly.
EDIT: Fixed, the next version will have the fixed correctly scaling UI in. I've also repositioned a few things so everything lines up nicely.
Awesome demo bigsnake! You are developing this very quickly!
Feature request: can the ship fish-tail out as much as the ships in 2097? To me 2097 was kind of like Sega Rally (around corners at least) but floating in the air.
With this remake, and a few others floating around, its an A-G funk era decked out with a gangsta twist, to quote Warren G.
There are options in the settings that can create this feel
The game surely is really unknown to many, some 30 people knew it, but all of them are interested. I was wondering if I can do some advertising.
Posters that pay homage to the old Sarah Cox nosebleed ad of the original, for example a nosebleeding dude holding a game controller with the title Getting High: Now Toxin-free, Legal and Fast.
Or if that's too offensive, how about something cheeky like: This game is so fast, it finished the race when you finish this sentence.
Marketing is key to get your game known, after all, no publicity is bad publicity, as they say. ( ͡° ͜ʖ ͡°)
Cool work!
Look forward to seeing this progress. Couple of things though: maybe you can save yourself and others some time if you make the audio pack separate from the demo? Looks like it could save 200MB from the download size. Also, is it possible to use something like github for releases? You've mentioned a lot of updates but since you're uploading builds through dropbox, newcomers to the thread might be confused when they can't actually find the latest build you're talking about, and the link to the latest build in the O.P. leads to a random post that has nothing to do with being a link to the latest build :P
Anyway, keep it up!
Done, link for the repository releases is here :)
Having the audio as a separate download from the demo sounds like a good idea, the songs did add 200mb onto the file size so that would help keep download sizes reduced as much as possible, thanks for the suggestion!
Sure go ahead, once the game is in more of a "complete" state I'm going to be adding the project to IndieDB, but if you want to do anything before that then feel free!
Nothing special, but I thought anyone interested in programming might be interested to see what I've got for the physics so far. Here's a link to the ship physics code for those who might want to dive into it, it's messy and requires a bunch of other classes to be present to function, but you can see what's going on behind the physics with this. Anyone else who codes will probably want to stab me after seeing it, especially how I handle turning input right now (I really need to rework it so it works better with analog steering).
That aside, over the next few days I am going to start work on a new track. It will be much harder then the current track. I am also working on the menu slowly in the background, give it a few more test builds and the game will have a functioning menu where you can select one of the two available tracks that will be there and the speed class you want to race in. After that I'll start working on weapons and get all the main gameplay features in, then I can work on the AI and make them work for races then we'll be looking at a much more complete game.