Impact

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1 decade ago by Chmood

My 2 cents in this world of talented impacters :

Nitrid

Just a retro racegame, inspired from Micromachines, Super Offroad, Nitro and so on.
Still buggy alpha, but yet playable. Try to follow the arrowed path (it' a 8 shape).

The track is ugly, and the "car" ride like a steamboat. Yes, I know ^^

Started out from the Biolab Box2D + impact demo code, since i'm keen on physics simulation. In fact seeing box2D lib (that I knew before) so well integrated with Impact forced my to buy the latter...

Then I savagely push all the knobs I could (5 level paralax, 120x120 tiles map, 100+ dynamic entities...) just to see what could be a modern HTML5 total waste of ressources !

However it -sometimes- runs smoothly on my computer, then I'm happy.

What do you think if it ?
Gameplay suggestions or performance issues are all welcome.

1 decade ago by hallsofvallhalla

love it! Wish i knew how you did the car physics. Having issues with my own game.

1 decade ago by Chmood

Thanks !

Physics of the vehicle is "native" Box2D behaviour, basically.
With no gravity, of course.

- Applying force to accelerate, limited with a kind of speed dampening (like any physic object in the game).

- Steering just make a hard rotate of the entity

That's why it drives more than an astronef than a car. The tires have simply no grip !

- Lowering (by kind of 0.998 factor) linear speed when braking (instead if applying inverted force)

I simply think it would have been easier to use box2D for a side view game (like platformers or "lateral" race games, or worms-like's.

Friction and bumpyness would be simpler to implement and greater on screen...

1 decade ago by Chmood

Small update :

- vehicle animations : a bit more life in the hero

- bonuses now have colors, blinks after a while, scores at various values (25-50-75-100) when collected, and will respan with random params.

Also added an ugly "collect notification" when you grab it.

Hope you enjoy !

1 decade ago by Graphikos

Looking good. Solved that pesky background issue I see. Good work.

1 decade ago by Chmood

Well, the "pesky" thing solved by itself, by having me no longer using repeated background layers.

Part of my urgent todo list, I guess...

1 decade ago by Seeders

I thought the background was distracting and made me feel like the car was flying.

Besides that its really cool, i like top down driving games.

10 years ago by Chmood

Small update


NITRID Racer WIP : game

@seeders : the background was a benchmark for parallax scrolling. Now I got calmed down ! Thanks for the feedback, I removed it.

- New feature : Nitro boost (with red smoke exhaust) ! Hit the "v" key while accellerating (up arrow) for extra engine power (25% at the moment). Boost eats your score, so you have to collect bonuses (fast and ugly gameplay, I know...).

- Finally, I got a lap counter ! So comes the current laptime, and last and best laptimes. For a lap to be counted, you must first reach a trigger zone (on the oposite ot the track), then come back to the "finish line".
Multiple checkpoints are planned, this is just pre-alpha prototyping...

- Solved some bugs with bullets collisions, improved a bit the spritemap.

I have known bugs, like bonuses not scoring the correct value, or bullet ("c" key) VS bonuses collisions badly handled.

Roadmap :

- Vehicle collision => car damage
- HUD minimap track view
- one day, a menu / state engine / options settings / real game making...


Stay tuned, thanks for feedbacking !

10 years ago by Seeders

To make the driving better, you should try to set the friction as a function of the direction of the car. If the car is moving forward, it would have less friction, but more if its moving sideways.

10 years ago by Chmood

Yes, I basically intended to use box2D in order to implement friction forces, like tires VS road.

A bit ago I played with Blender 3D game engine, with a vehicle model featuring independant wheels, spring modelization, engine torque on drived wheels, grip of the tires + friction of the terrain and so on...

I intended to port that model into impact, but I just fooled one dimension in the process...

My game should be side-viewed in order to take full benefits from box2D, in short.
Like Flash game "Shadow factory", or "Canvas rider" (this one is kool : canvasrider.com) for those I know.

Assuming my top view, I haven't any "terrain", the car never touches any ground !
Box 2D only simulates an x;y world, with a bit of "air friction" dampening effect.

That's why it feels like riding an astronef, and why I have to look for another way of hard-coding passive steering, with no accelleration. I did it once in "AMOS" language on my amiga 500, 15 years ago. I kept the faith...

I want the vehicle (the could finally be a boat or something else than a car) to drift and slide over the track, involving a skill-based driving. Most of my references were quite slow motion games, I tend to experiment with speedy racing (think of the inertia gap between mario and sonic).

Any suggestions about vehicle simulation are all welcome !

10 years ago by alexandre

You're thinking Powerslide by ratbag games. Kick-ass game that was. We used to play it at the office after hours, something like 12 years ago.

Your vehicle is really hard to control: so much drifting. I would try applying a secondary, drift cancelling rotational force opposite that of your angular velocity, and see what that would give.

10 years ago by Chmood

Sorry, I didn't find time to upgrade the vehicle handling logic, though it's on the rails !
Think about it as a hoovercraft in the meanwhile :p

UPDATE : now with HQX 3X filtering !

=> http://flipbackstudio.com/000/nitrid/

I'm benching here my new hqx resizing plugin integration (as just being jealous of biolab disaster hqx for a while now).

Adaptative canvas size (depending on the available viewport) is the next step. But much more difficulte than hqx to achieve, still loads of work to do !

Cheerz !

10 years ago by Seeders

one quick fix for the handling might be to test if the direction the car is facing is within a certain angle of the velocity, and if it is, "snap" the velocity to the car direction as if the tires were catching the road and getting traction.


Also for effects, i think the smoke you have behind the car should only be rendered when you are drifting.

10 years ago by Yu

Failed to load on ipad2 here

10 years ago by Joncom

Wow. Nice work! I love the exhaust particle effect :)
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