As the original version didn't work very well, I converted the QBASIC code (from http://www.gorenfeld.net/lou/pseudo/ (http://www.gorenfeld.net/lou/pseudo/)) to GLBasic, and it runs very well.
Its very basic, and I haven't optimised the code, but it runs :)
A video of it running :
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That's so cool and awesome screen-shots sample of games from there. :good: :good: It would be really nice to see trees and hills, although I'll have to read that page later.
Wow, cool!
Nice conversion.
I have to say though the turns are very angular and rather snappy.
Maybe time for a remake rather than conversion. ;/
Nice one.
QuoteI have to say though the turns are very angular and rather snappy.
Curves are done using a very basic calculation - plus it only turns right.
Cool! It reminds me so much of Mach Rider on NES. Got to remake that some day!
BTW, article/tutorial on that link is fantastic!
class A
I'm hoping the chap will do proper one with an efficient and smooth system for bends, hills and dips...
he have removed the code :O
His original large scale one - that went ages ago. The QBasic code is still there though.
Love it! Very retro. Reminds me of Space Harrier and Super Hang On. :)
Thanks!
If you mean the original C code then use the web archive (wayback machine?) as there is a rar file for it from 2007. Hopefully is for full thing
Cheers
I hope he is updating that code - unfortunately there is no release date :)
Here is a link to when he did have source code (2007). Possibly for an older engine, and by the looks of it in C (I've attached the file), but hell, might help, especially with more complicated stuff like hills.
http://replay.waybackmachine.org/20071109204800/http://www.gorenfeld.net/lou/pseudo/
I must admit an OutRun engine would be pretty damn cool in a retro kind of way.
Cheers
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Really must convert it sometime...
some more info on the subject.
http://www.gamedev.net/topic/373043-classic-outrun-esque-racing-game-display/
You should see Cygnus who wrote the Blitz one, he pops into my site now and again... Worth the ask if the Blitz one didnt convert over very well!
Dabz
Must do that some time!
I was thinking of reproducing those effects inside glbasic's 3d engine for some time now...
..but I was going to go for a similar style, closer to Uberleden's style,
check teknospants game here and have a blast:
http://teknopants.com/games/uberleben/
That would be great on mobiles right?
I was thinking more like a game similar to FEEDBACK on the MSX or UNREAL on the amiga...
That would be good!
Quote from: erico on 2011-Jan-25
..but I was going to go for a similar style, closer to Uberleden's style,
check teknospants game here and have a blast:
http://teknopants.com/games/uberleben/
That would be great on mobiles right?
Yes, it would. There are quite a few "falling" games now but most somehow fail to be much fun. Uberleben was fun.
Quote..but I was going to go for a similar style, closer to Uberleden's style
It looks like it is done (or at least COULD be done) in 2D, with a layered technique, kind of like parallax scrolling.
You wouldn't need 'sides', just a bunch of layers, with only about 20 visible at once.
Use polyvectors, draw bottom to top, and just increase their size based on distance to the camera, and don't draw layers out of range.
(For scaling, imagine the center was (0,0), then multiply all (x,y) values by a zoom factor, then adjust to the proper screen location).
For collisions, only the top most layer would need to be checked (assuming that's where the player is).
Of course it could be 3D too! With only 2D looking models.
But either way, very cool effect!
You could use my bezier lib to reproduce these 2d/3d effects.