XRacing (MSXDev 2018 entry)

Page 5/13
1 | 2 | 3 | 4 | | 6 | 7 | 8 | 9 | 10

By santiontanon

Paladin (791)

santiontanon's picture

10-02-2019, 23:18

Nice!!!

1) You are right, the damage is just mostly decoration (the scoreboard was too empty Smile). Damage is actually calculated, but it doesn't affect much. It could affect if you are careless, but it pretty much doesn't. I tuned it so that damage was important if the races were to 6 laps, but for 4 laps, it doesn't really matter much.
2) The last race is indeed hard, but it's winnable with both the 2nd or 3rd F1 cars. The key is always to race through the inside line to make the circuits shorter (enemies drive through the middle of the lane, so if you lap through the inside, then you need to drive less distance per lap Smile)
3) ah, no, no, that message is the message for when you beat endurance, and qualify for F1! Smile

Thanks a lot for the feedback!! I have played so much that the races feel very easy to me, but I must have played 20 - 30 times each at least during development, so, it's very hard to set the difficulty right. I am considering lowering the difficulty of the game throughout Smile

By Pencioner

Paladin (903)

Pencioner's picture

11-02-2019, 02:04

So great game! I must make some time to play it not just try it. It is tempting Smile Congrats! The game is of very high quality

P.S. Would it be possible to make game check and if it runs on MSX2 then use screen 4 with 8 sprites on line limit? Though I'm not sure if it is allowed by MSXDev rules, while i don't see crime as game will continue to run perfectly on MSX1 but i might be wrong with that assumption

By santiontanon

Paladin (791)

santiontanon's picture

11-02-2019, 03:03

Thanks @Pencioner!!!! Big smile

About the Screen 4 thing, it's something I need to think about, since it'd be great! The one issue I'd have to address is that I actually do exploit the 4-sprites-per-line restriction for a couple of visual effects (cars going under the starting semaphore, and cars not being drawn over the scoreboard), if I manage to solve those two, I think it'd be a great improvement!

By santiontanon

Paladin (791)

santiontanon's picture

11-02-2019, 04:32

Ok, another attempt at fixing the joystick, I hope this time it works (the problem, as identified by Juanmi) was that I had some sound effects messing up with the PSG register 7..., I hope I found all of the ones that were problematic! I also fixed the waypoint issues in Metropolis, and some other bugs. Latest version in GitHub as usual:

https://github.com/santiontanon/xracing/blob/master/README.md

By Uninteresting

Expert (90)

Uninteresting's picture

11-02-2019, 06:34

@santiontanon I've played what is probably the first version of the game, but the agent_message_f1 was the message I saw shown in the last season ranking table just before the game over screen. As for the last race -- that it is the very last race, the first time I had that type of difficulty and you get only one shot at it before having to play through the entire game again... I fear that's not a good combination by today's standards.

By Victor

Champion (467)

Victor's picture

11-02-2019, 06:43

santiontanon wrote:

The one issue I'd have to address is that I actually do exploit the 4-sprites-per-line restriction for a couple of visual effects (cars going under the starting semaphore, and cars not being drawn over the scoreboard)

Just an idea: (maybe I'm wrong)

By default put 8 sprites in those zones with higher priority (in MSX2 without OR color effect): in MSX1 you'll get the same effect, and in MSX2 you'll get the correct effect too...

For the Sprite Color Table, you just need to repeat the base color and forget about cycling the sprites... (4 cars-> 8 sprites)

By santiontanon

Paladin (791)

santiontanon's picture

11-02-2019, 07:07

@Uninteresting: oh! I see, I misunderstood what you were saying about the message!!! damn, indeed it's a bug! will fix right away! Smile and about the difficulty of the last race, ok, ok, I see what you mean. Will look into it Smile

@Victor! Will note that down! But 8 sprites in those places will leave me with just 16 sprites for the game, which is very little (i need 8 for the cars, and 4 for the minimap already, plus the ones I se for trees/signs, etc.). But I think that's the only way, so I will figure out a way! Smile

By Victor

Champion (467)

Victor's picture

11-02-2019, 07:26

In MSX2, other way would be to erase (or paint) in the Sprite color table... Each line... But that could be harder...

Well... That's a bad solution... You'll need to play with the 32 sprites

By ARTRAG

Enlighted (6181)

ARTRAG's picture

11-02-2019, 08:19

santiontanon wrote:

@ARTRAG: In the grass tileset, there are 199 "common tiles" that are always loaded, and then two sets of 57 tiles that I alternate. I wrote a small algorithm that found these subset of tiles for me given the maps Smile You can see the tilesets (autogenerated) here: https://github.com/santiontanon/xracing/tree/master/gfx (tiles-common.png, and tiles-extra0.png and tiles-extra1.png). For the city tileset there are 4 sets of extra tiles that I alternate.

For outdoor, I see tiles-common and 3 files of additional tiles, tiles-extra0,tiles-extra1,tiles-extra2 for about 440 tile in total
For Urban, I see tiles-urban-common,tiles-urban-extra0,tiles-urban-extra1,tiles-urban-extra2,tiles-urban-extra3 for about 350 tiles in total

Are those your values?

By santiontanon

Paladin (791)

santiontanon's picture

11-02-2019, 08:27

tiles-extra2 is an old file that should not be there (I deleted it from the repo just a little bit ago). So, there should be 313 for outdoor. But for Urban, yes, that's the number!

Once I fix all the bugs that people have been reporting, I will write a little explanation on a blog post about how it works. It's not rocket science, but I'm quite happy with the final result! Also, variety in the number of tiles can still be increased a bit more, but I just ran out of memory (both in ROM and RAM) to add more tile types! Smile

Page 5/13
1 | 2 | 3 | 4 | | 6 | 7 | 8 | 9 | 10