Will see if i can generate a 32b build. As for the Windows version size i can't say that i had noticed, but maybe because it's cross compiled from linux?
Would you consider putting this game on the AtarI VCS? It's a Linux based console that released in 2021. A game like this would standout and would sell on the VCS I think!
Yeah, absolutely! I'll include a discord link below if you want to speak with the community and employees of Atari specifically. But the Atari VCS is a new console that released in 2021. And Atari is always looking for new indie games. The platform is designed with Indie Developers in mind. I think Atair takes 12% of sales but the other 88% is yours. Basically the 12% is a hosting fee. They don't make you jump through hoops to get a game in the storefront either. It's easier than Nintendo or Sony. Basically, make a game in Unity or a game built with Linux in mind and submit it to Atari. Your game is very retro inspired and I like it. I think that if you submitted this to Atari or at least said hello to the discord and showed them what you want to port, they'll all go for it. We're always excited to see new devs there!
This game has a lot of potential. It is pretty laggy on integrated graphics though. I think adding occlusion would really help.
Ability the ability to disable the dynamic lights might also help.
I like the idea of a kart racer with no mini turbo mechanics. But if you are going that route I think the karts should have more speed and possibly more acceleration dynamics.
What kart racers are your inspiration for this? I really like the chaotic nature of srb2kart and think that having more racers on the track would add to the excitement of this game.
Thanks a lot for the Feedback! I am really still figuring out the environment settings, but it is a very good idea to create graphic presets and i am adding it to my list right now :).
I am curious about the mini turbo that you spoke of. You mean like the drifting in Mario Kart, right?
The players parts i think it's doable, but first i have to optimize the AI to avoid more lagging.
For inspiration i played some mario kart (64 and gamecube) and Diddy Kong racing (those three are my favorites of them all). Still sometimes i play them to try and get that pleasant driving feeling.
Yeah MTs like Mario Kart. Diddy Kong Racing does not have them. Crash Team Racing does.
The best kart racers always have their own speed mechanics that they benefit from. The feel of the game as it is now might lend to a more Rally car feel to the karts maybe? More turning and micro adjustments. Getting a good turn to accelerate faster than a rival would be important if you did not have MTs boosting you to max normal speed automatically. The packed nature of the game feels really good.
I like the tracks so far. How did you balance the multiple choice routes? Some jump over a gap sections might be fun.
Also the rolling bomb/mine thing is kind of cheap lol. No way to tell someone has that.
Yeah, i will try to come up with something for the MTs mechanic that distances a little from Mario Kart, i think it may be what the game needs to be more balanced.
The routes are a simple coin toss, the AI chooses from one of the paths at the beginning of each lap, i tried to make each path the same lenght (just eyeballing). I think maybe i could experiment with more items on one path and more zyppers on another to see how it goes. I figured out how to make the AI jump and had a track that already did that but the track itself did not grew on me. I am planning kind of an over the top track (maybe at a Space Station) that has maybe one or two jumps :D.
I already noticed the bomb problem and had some ideas to fix it but did not implement it yet. I thought mainly about creating an animation or visible delay for it so that the driver behind had some time to react, what do you think?
For the bomb problem I had the same idea. There should be a clear visualization that a bomb is being fired imo. Since they are so useful to block apex of turns and backspam.
Man, really missed that. On the bright side, i found out that i can cross compile to MacOS from Linux, so i might try that this weekend. Follow us (so that you receive a notification) and if i manage to accomplish that it will be on our next update.
Hi João, I tried this game, and it's really nice. But I found a little bug that when the player touches the end line as the first place, it triggers the game finish state.
Edited: I'm wrong. Even not get the first place, it also makes the game be finished.
So, this is embarassing... I have a number of parameters per track so that i can debug (in this case the final race screen) and left the laps in this race with value of zero. The other track in the version you have should work fine, but anyway i am uploading a new one that i improved since yesterday (including joypad support, some new sfx and a little bit of bug fixing).
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The game does not work for me because I use a 32 bit Linux system.
Have you ever thought about why the Windows version is twice as big?
Will see if i can generate a 32b build. As for the Windows version size i can't say that i had noticed, but maybe because it's cross compiled from linux?
Look at the Zip Archive for Windows again.
The game is included twice.
I'll be damned, it's automated and i hadn't noticed that. Thanks for the tip.
hi, do you have an email or website i can contact you on? thanks
You can DM me on twitter, the link is on my profile.
no option to DM on your twitter page
Messages from non followers was disabled, apparently. You can try now.
thanks i sent you a message
Would you consider putting this game on the AtarI VCS? It's a Linux based console that released in 2021. A game like this would standout and would sell on the VCS I think!
I could be interested, can you send me the details?
Yeah, absolutely! I'll include a discord link below if you want to speak with the community and employees of Atari specifically. But the Atari VCS is a new console that released in 2021. And Atari is always looking for new indie games. The platform is designed with Indie Developers in mind. I think Atair takes 12% of sales but the other 88% is yours. Basically the 12% is a hosting fee. They don't make you jump through hoops to get a game in the storefront either. It's easier than Nintendo or Sony. Basically, make a game in Unity or a game built with Linux in mind and submit it to Atari. Your game is very retro inspired and I like it. I think that if you submitted this to Atari or at least said hello to the discord and showed them what you want to port, they'll all go for it. We're always excited to see new devs there!
https://discord.gg/atarivcs
Esse jogo me agradou muito! Com a última atualização.
Posta na steam
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This game has a lot of potential. It is pretty laggy on integrated graphics though.
I think adding occlusion would really help.
Ability the ability to disable the dynamic lights might also help.
I like the idea of a kart racer with no mini turbo mechanics. But if you are going that route I think the karts should have more speed and possibly more acceleration dynamics.
What kart racers are your inspiration for this? I really like the chaotic nature of srb2kart and think that having more racers on the track would add to the excitement of this game.
Thanks a lot for the Feedback! I am really still figuring out the environment settings, but it is a very good idea to create graphic presets and i am adding it to my list right now :).
I am curious about the mini turbo that you spoke of. You mean like the drifting in Mario Kart, right?
The players parts i think it's doable, but first i have to optimize the AI to avoid more lagging.
For inspiration i played some mario kart (64 and gamecube) and Diddy Kong racing (those three are my favorites of them all). Still sometimes i play them to try and get that pleasant driving feeling.
Again, i am really thankfull for the feedback.
Yeah MTs like Mario Kart. Diddy Kong Racing does not have them.
Crash Team Racing does.
The best kart racers always have their own speed mechanics that they benefit from. The feel of the game as it is now might lend to a more Rally car feel to the karts maybe? More turning and micro adjustments. Getting a good turn to accelerate faster than a rival would be important if you did not have MTs boosting you to max normal speed automatically.
The packed nature of the game feels really good.
I like the tracks so far. How did you balance the multiple choice routes?
Some jump over a gap sections might be fun.
Also the rolling bomb/mine thing is kind of cheap lol. No way to tell someone has that.
Yeah, i will try to come up with something for the MTs mechanic that distances a little from Mario Kart, i think it may be what the game needs to be more balanced.
The routes are a simple coin toss, the AI chooses from one of the paths at the beginning of each lap, i tried to make each path the same lenght (just eyeballing). I think maybe i could experiment with more items on one path and more zyppers on another to see how it goes. I figured out how to make the AI jump and had a track that already did that but the track itself did not grew on me. I am planning kind of an over the top track (maybe at a Space Station) that has maybe one or two jumps :D.
I already noticed the bomb problem and had some ideas to fix it but did not implement it yet. I thought mainly about creating an animation or visible delay for it so that the driver behind had some time to react, what do you think?
For the bomb problem I had the same idea.
There should be a clear visualization that a bomb is being fired imo. Since they are so useful to block apex of turns and backspam.
Out of curiosity, I just install the android version but somehow it crashed after the loading screen 🤔
it is GLES3 based, some mobile gpus do not have support.i tried changing to GLES2 but it was not playable either.
Are you going to have a mac version?
Man, really missed that. On the bright side, i found out that i can cross compile to MacOS from Linux, so i might try that this weekend. Follow us (so that you receive a notification) and if i manage to accomplish that it will be on our next update.
Are you planning LAN multiplayer? Maybe same machine multiplayer too on Linux for VNC/RDP connected users?
It is been requested, but i am planning to address that after implementing a championship in single player mode.
On another note, have you played it? Would love to know your impressions.
I will put my kid to play it too and send you his reaction
Great!
Hi João,
I tried this game, and it's really nice. But I found a little bug that when the player touches the end line as the first place, it triggers the game finish state.
Edited: I'm wrong. Even not get the first place, it also makes the game be finished.
Will check, but you mean the game closes? If you gave me a little more detail i would appreciate.
Nope, the game finish means the UI shows the text of "Finish! Placed 1st" and the exit button.
I only press the up arrow key to move forward after the timer counts down. The game was finished in a few seconds.
So, this is embarassing... I have a number of parameters per track so that i can debug (in this case the final race screen) and left the laps in this race with value of zero. The other track in the version you have should work fine, but anyway i am uploading a new one that i improved since yesterday (including joypad support, some new sfx and a little bit of bug fixing).