SyntaxBomb - Indie Coders

General Category => Showcase => Topic started by: STEVIE G on January 18, 2018, 18:05:24

Title: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 18, 2018, 18:05:24
My entry and my first 2d game in Blitz3D ...... please go easy on it ;D

https://stevieg.itch.io/van-tourisimo

It's a de-make of the old arcade favourite Super Sprint.  I'm far from happy with certain aspects and there were a few features I couldn't get done in time (gates etc..) but it's the best I could do.

Cheers
Stevie G
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: LineOf7s on January 18, 2018, 22:46:16
Microsprint lives!  Yay!  Very nice.

FYI, I have a much-anticipated 4-player local multiplayer gaming day coming up in a week, and Microsprint and Polymaniacs will be featuring heavily, exposing them both to an audience that knows little beyond what's on Steam.  Even my 3 yr old can compete in Microsprint and have a good time.  :)  I thought you'd like to know.

edit:  I've just tested it out and run my first laps.  The slower pace really makes the steering work well.  Gonna add this to the mix too.

edit2:  A minor thing, and maybe this has something to do with it being a competition entry, but if put into windowed mode it doesn't seem to honour the selected resolution.  Looks like 640x480 always.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 19, 2018, 07:01:55
Quote from: LineOf7s on January 18, 2018, 22:46:16
Microsprint lives!  Yay!  Very nice.

FYI, I have a much-anticipated 4-player local multiplayer gaming day coming up in a week, and Microsprint and Polymaniacs will be featuring heavily, exposing them both to an audience that knows little beyond what's on Steam.  Even my 3 yr old can compete in Microsprint and have a good time.  :)  I thought you'd like to know.

edit:  I've just tested it out and run my first laps.  The slower pace really makes the steering work well.  Gonna add this to the mix too.

edit2:  A minor thing, and maybe this has something to do with it being a competition entry, but if put into windowed mode it doesn't seem to honour the selected resolution.  Looks like 640x480 always.

Brilliant - always a pleasure to hear that people are having fun with my games - it's the only reason I write them.  Please let me know how the gaming day went  ;D
p.s. On Polymaniacs, to unlock all the levels and vehicles just amend the PROFILE at the bottom of the .ini file to all 2's.  The later vehicles are my favourites -  the Duke and Falcon.

Re Van Tourisimo, are you changing the resolution in the .ini file or via the options?  What resolution did you select?  I do restrict the selection to widths of 640 or 1280 max. 
I'm going to make some changes tonight so hopefully easy to fix.

Edit ... I see what you mean, it looks like it opens a smaller window when setting to 1280 x 960 - will look into it.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: LineOf7s on January 19, 2018, 09:31:56
It worked fine full-screen, but when I changed the settings in-game to windowed it didn't seem to matter what resolution I picked.  'Twas always tiny.  I did notice, however, that it had changed those settings in the .ini file, so the changes are at least getting that far.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Derron on January 19, 2018, 09:55:46
The game mentioned that you need to restart it to apply changes of the resolution.

bye
Ron
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: LineOf7s on January 19, 2018, 09:57:05
Thank you.  I did that (prior to reporting that it didn't work, as verified by the coder three posts ago).
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 19, 2018, 10:33:20
Quote from: LineOf7s on January 19, 2018, 09:31:56
It worked fine full-screen, but when I changed the settings in-game to windowed it didn't seem to matter what resolution I picked.  'Twas always tiny.  I did notice, however, that it had changed those settings in the .ini file, so the changes are at least getting that far.

I know the reason.  I'm using windowed mode 3 (scaled) rather than 2.  I used 3 so that you could hit Windows + Up Arrow to resize to full screen.  Mode 2 doesn't allow you to do this or expand the window.  I can add another option to cover fullscreen / mode 2 and mode 3.

Anyone any idea why mode 3 doesn't initially scale the window to the graphics res specified?  It looks like it scales to the lowest graphics res your card can render?

Not a biggy as you said but cheers for highlighting it.   
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Conjured Entertainment on January 19, 2018, 14:52:47
Very nice!

I have only given 1 track a ride so far with the default options, but I will definitely play some more.

The controls are nice, and I was able to lap one car even on my first run!




Title: Re: Van Tourisimo - Retro Game competition entry
Post by: round157 on January 19, 2018, 17:52:55
Hello,

My comments on the game:

It is not easy for me to control the movement of the car.
:)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 19, 2018, 17:54:10
Enjoying the game.  Very nice.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 19, 2018, 18:07:34
Quote from: Steve Elliott on January 19, 2018, 17:54:10
Enjoying the game.  Very nice.

Thanks man - all feedback appreciated. 

I'm working on a few minor changes re difficulty - basically if you select a harder starting track the AI starts at a higher level.  It's definately more of a challenge as I just got pipped on race 10 on my first try!!  Remembering which track comes next is key to the upgrade strategy.

Also looking at adding some small arrows for crossroads to make it obvious which direction you should go.
Might add in some other bits and bobs if I get the chance tomorrow  :D
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 19, 2018, 18:11:07
Quote
Also looking at adding some small arrows for crossroads to make it obvious which direction you should go.

lol definitely required, and you have time to get that feature added before deadline.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 19, 2018, 18:29:50
Quote from: Steve Elliott on January 19, 2018, 18:11:07
Quote
Also looking at adding some small arrows for crossroads to make it obvious which direction you should go.

lol definitely required, and you have time to get that feature added before deadline.

So you thought you'd be a smart arse and cut the bend on Track3 too  ;)  I'm always a step ahead of the fly-bastards who try to break my games lol!!
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 19, 2018, 18:36:28
lol You can't take the moral high ground, if your track instructions aren't clear  ;)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 19, 2018, 18:45:59
Which one is better?  Thoughts welcome..

This is the crossroad you come in it from the left side ...

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FCrossroad4.png&hash=0f26a3ed16aa7f6da8afcec117939395cfe87a2b)

This one would be permanent on the track and easier to implement:

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FCrossroad1.png&hash=e91109a2e3748f253513e8fe7544ec6afe39d41d)

This one would show up while you are approaching and on the crossroad to indicate where the invisible barriers are ... harder to implement

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FCrossroad2.png&hash=286db6ae67bc07beceb5b794c89a3ae3ac6ff2f0)

Or, this one ... same as first but just one arrow for each direction

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FCrossroad3.png&hash=faa2d08c252c2238b4e2d23e8ad181a209a4c295)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 19, 2018, 19:09:54
You only need one arrow pointing into the curve.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 19, 2018, 19:21:42
Quote from: Steve Elliott on January 19, 2018, 19:09:54
You only need one arrow pointing into the curve.

Like this?

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FCrossroad5.png&hash=e67e4dc592d91ac103a638d6e2297ee12fafc4c6)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 19, 2018, 20:20:19
Something like this.

Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 19, 2018, 22:51:21
Quote from: Steve Elliott on January 19, 2018, 20:20:19
Something like this.

Magic - cheers
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 19, 2018, 23:36:26
Welcome.   :)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: iWasAdam on January 20, 2018, 08:19:58
Cant wait to get my driving gloves on...
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 20, 2018, 08:56:26
Quote from: iWasAdam on January 20, 2018, 08:19:58
Cant wait to get my driving gloves on...

It'll be a few hours until the final version is uploaded - please wait for that before you press final judgement  ;D

Managed to get the track arrows working .. wee bit of a hack (due to deadline) but works pretty good I think - thanks again Steve!!

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_TRACK3.png&hash=8fc78137382c54b280313bb5e1b56a2a75adc672)

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_TRACK8.png&hash=a655ce9d57f4eceb7a225e9f0f9fbe70519e8062)

Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 20, 2018, 14:28:12
https://stevieg.itch.io/van-tourisimo

Final version uploaded which includes some minor changes:

* Starting Difficulty based on starting track.  Try the 'Hardest' tracks for more of a challenge.
* Start position on grid is the reverse order of finishing position in the last race.
* Quitting mid race still saves your score.
* Track markings to show direction for crossroads.

Cheers

Stevie
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: TomToad on January 20, 2018, 15:15:57
Great entry.  Only issue I have is that it takes so long for the race to start.  Would be great if you could shorten the delay to about half as long before the countdown starts
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 20, 2018, 15:22:06
Quote from: TomToad on January 20, 2018, 15:15:57
Great entry.  Only issue I have is that it takes so long for the race to start.  Would be great if you could shorten the delay to about half as long before the countdown starts

Edit ... just thought - what delay are you talking about ... the start beeps or from the 'Race ##' menu until the track appears?

Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 20, 2018, 16:35:16
I think he's talking about the delay before the lights start their sequence. In my impatience I press the accelerator.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 20, 2018, 16:56:57
Quote from: Steve Elliott on January 20, 2018, 16:35:16
I think he's talking about the delay before the lights start their sequence. In my impatience I press the accelerator.

Well it is the only way to start the race - I don't see it as being a problem?  I did speed up the lights thinking that was what he was saying. 
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 20, 2018, 17:06:31
No, not when the lights start the sequence - the wait before that is a bit long.  At first I thought the game had crashed :)

Why not have the lights on immediately, and go out to indicate a start.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: TomToad on January 20, 2018, 17:09:37
Quote from: STEVIE G on January 20, 2018, 15:22:06
Edit ... just thought - what delay are you talking about ... the start beeps or from the 'Race ##' menu until the track appears?

From the time the track appears until the beeps start.  Come to think of it, the beeps  take a while to count down as well, and the vans move slower than I initially expected them to.  Is it possible the game is running half speed on my computer?

Thought I'd time how long it takes for things to work.  Noticed that the countdown doesn't start until I press accelerate.  Usually, I just sit there until I impatiently press the up arrow key. Sitting there without pressing any keys and the countdown doesn't start.  From the time I press up arrow until countdown starts is about 5 seconds.  It takes an additional 10 seconds for the countdown to finish.

Now something really odd, In windowed mode, the vans move much faster.  The countdown is still just as slow.  There must be some kind of timing issue here.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 20, 2018, 17:36:22
Quote from: TomToad on January 20, 2018, 17:09:37
Quote from: STEVIE G on January 20, 2018, 15:22:06
Edit ... just thought - what delay are you talking about ... the start beeps or from the 'Race ##' menu until the track appears?

From the time the track appears until the beeps start.  Come to think of it, the beeps  take a while to count down as well, and the vans move slower than I initially expected them to.  Is it possible the game is running half speed on my computer?

Thought I'd time how long it takes for things to work.  Noticed that the countdown doesn't start until I press accelerate.  Usually, I just sit there until I impatiently press the up arrow key. Sitting there without pressing any keys and the countdown doesn't start.  From the time I press up arrow until countdown starts is about 5 seconds.  It takes an additional 10 seconds for the countdown to finish.

Now something really odd, In windowed mode, the vans move much faster.  The countdown is still just as slow.  There must be some kind of timing issue here.


It takes 1ms max to update the game at 50 fps (including a 5ms delay in the main loop) on my rig and it's pretty naff - Win7, 8gb and rubbish GT 720 card.

Sounds like your computer as noone else has reported the issue? I take it you aren't running anything in the background? The beeps were originally 1 second apart - I changed that to be 70% of that based on your last post.
What screen resolution are you using, can you set to just 640x480 in Win Scale mode and hit Window Key + Up arrow and see what kind of speed you're getting?

Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 20, 2018, 17:42:37
Quote from: Steve Elliott on January 20, 2018, 17:06:31
No, not when the lights start the sequence - the wait before that is a bit long.  At first I thought the game had crashed :)

Why not have the lights on immediately, and go out to indicate a start.

I'm not sure what you mean, if you don't press the accelerator then the delay is .... forever.  There is a max of 1 sec between you pressing your accelerate button and the first beep - why would you think the game had crashed?  Do you think I should skip waiting on the accelerator to be pressed?
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 20, 2018, 18:07:23
Yes skip the accelerator. The van skids forward awkwardly like it's not supposed to be pressed.

Just start the sequence straight away and off racing!  :D
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: TomToad on January 20, 2018, 18:18:50
The Beeps are about 2-3 seconds apart.  I tried doing windows-key + up-arrow, but I think Windows10 uses that sequence for something as all that happens is the windows gets messed up.  I assume that this keyboard shortcut was suppose to bring up debug info?
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 20, 2018, 18:52:54
Quote from: TomToad on January 20, 2018, 18:18:50
The Beeps are about 2-3 seconds apart.  I tried doing windows-key + up-arrow, but I think Windows10 uses that sequence for something as all that happens is the windows gets messed up.  I assume that this keyboard shortcut was suppose to bring up debug info?

Nah, in Windows 7 it maximizes the current window.  I guess you could just click on the maximize button, top right - same thing really.

I think I might know the issue with the weird speed.    I was doing 2 x vwait's , basically vwait and then flip (which defaults to true).  Might be causing it.  I've removed the extra wvait added an option in the ini file "VSYNCH" which can be set to (1=true) or (0=false).  I really do appreciate you taking the time to check this.  Do you mind checking this latest upload one last time and see if either VSYNCH options work for you?  You'll need to run the game and then quit first to get the new ini file.


Quote from: Steve Elliott on January 20, 2018, 18:07:23
Yes skip the accelerator. The van skids forward awkwardly like it's not supposed to be pressed.

Just start the sequence straight away and off racing!  :D

I like to get my bearings before everything kicks off.  I've added an option which can be changed in the .ini file.  See SKIP START = 0 and change to 1.  Can you please check the latest upload and see if this suits?

https://stevieg.itch.io/van-tourisimo
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: TomToad on January 20, 2018, 19:23:22
The new version runs much better.  about 2-3 seconds after pressing up before countdown begins.  About an additional 5-6 seconds for the countdown to complete.  Vans run much faster now also.  Seems they are actually racing now, instead of running at school-zone speeds.  For some reason, on this latest version, turning on or off VSYNC makes no difference, runs full speed either way.  It's possible that the time between the two vwaits() was slightly longer than the video refresh on my computer, causing the program to wait for an additional vsync, but when you modified it to add the VSYNC option, something was changed to make it just fast enough to catch the second vwait() in time.  My monitor is running at 60 hz, if that helps things.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 20, 2018, 19:32:06
Quote from: TomToad on January 20, 2018, 19:23:22
The new version runs much better.  about 2-3 seconds after pressing up before countdown begins.  About an additional 5-6 seconds for the countdown to complete.  Vans run much faster now also.  Seems they are actually racing now, instead of running at school-zone speeds.  For some reason, on this latest version, turning on or off VSYNC makes no difference, runs full speed either way.  It's possible that the time between the two vwaits() was slightly longer than the video refresh on my computer, causing the program to wait for an additional vsync, but when you modified it to add the VSYNC option, something was changed to make it just fast enough to catch the second vwait() in time.  My monitor is running at 60 hz, if that helps things.

Cool - thanks again for checking.  I removed the first vwait which seems to have caused it.  I thought that it may have missed 2 x full synchs - doh!! My monitor is 100hz so probably just got away with it myself.  It probably rendering so quickly the vsynch on/off makes no difference.  I haven't programmed for a wee while so a bit of a school boy error on my part :o

Thanks again.  I think I'm done now  ;D
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: therevills on January 21, 2018, 03:51:57
Great game! Reminds me a bit of Iron Man and of course a certain "skidmarks" game :)

Nit picking:
* Some tracks are way too easy even on hard mode, the player's car can accelerate past the pack and I was mostly half a lap in front sometimes lapping the CPU
* Colours are bit muted

What is the game programmed in and how did you do the graphics?
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 21, 2018, 08:19:06
Quote from: therevills on January 21, 2018, 03:51:57
Great game! Reminds me a bit of Iron Man and of course a certain "skidmarks" game :)

Nit picking:
* Some tracks are way too easy even on hard mode, the player's car can accelerate past the pack and I was mostly half a lap in front sometimes lapping the CPU
* Colours are bit muted

What is the game programmed in and how did you do the graphics?

On hardest mode, the AI will start to challenge you after 3-4 races even if you're a decent player.  Some tracks are designed to be harder than others - some are best with higher speed, some with higher acceleration or tires/traction.  The next track should influence your Upgrades so you need to try and remember what is coming up.  I like to cater for all capabilities - as soon as the hazzards start appearing and you miss a few wrenches it gets tough.  15 races in hardest is my record so far.

I used good old Blitz3d.  All graphics are done in code .  I used a 3d render for the vans and some track tiles but almost all graphics, including the track itself, were drawn using 2d commands and extruded based on a layered heightmap.  Shadows were created from these heightmaps.  Pretty painstaking really. 
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 21, 2018, 10:56:49
Quote
I've added an option which can be changed in the .ini file.  See SKIP START = 0 and change to 1.  Can you please check the latest upload and see if this suits?

Works well  :D
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 21, 2018, 11:29:28
Quote from: Steve Elliott on January 21, 2018, 10:56:49
Quote
I've added an option which can be changed in the .ini file.  See SKIP START = 0 and change to 1.  Can you please check the latest upload and see if this suits?

Works well  :D

Cheers for checking  ;D

Title: Re: Van Tourisimo - Retro Game competition entry
Post by: therevills on January 21, 2018, 22:00:16
More I play this the more I like it!

If you have time after the comp maybe add some skidmarks!  :)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 21, 2018, 22:49:35
Quote from: therevills on January 21, 2018, 22:00:16
More I play this the more I like it!

If you have time after the comp maybe add some skidmarks!  :)

Yeah, there was quite a few things I'd have liked to add - some opening and closing gates, jumps, underground tunnels, an inbuilt editor, more tracks, more pickup items, better AI.  Just wasn't physically possible in the timescale - strangely  :P 

I did do some stuff today - fixed the AI to be more competitive, added some of the later .ini file hacks into the options menu and fixed the crossroad track arrows hack to be automatic ;D

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_TRACK13.png&hash=a46dcdfd87cb8023be4f2ddc90214d13a3b5118b)

Hopefully add a few more things post comp.

Good luck BTW!


Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Conjured Entertainment on January 22, 2018, 00:23:08
I like the steering. (lapped all the cars on most tracks)

Title: Re: Van Tourisimo - Retro Game competition entry
Post by: GaborD on January 22, 2018, 05:16:57
Fantastic entry. Captures the retro feel really well.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: iWasAdam on January 22, 2018, 08:05:42
Very nice. vans felt a bit icy - they floated around, I would have liked a bit more traction on the track. Very good music and sound :)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 22, 2018, 08:46:52
Quote from: iWasAdam on January 22, 2018, 08:05:42
Very nice. vans felt a bit icy - they floated around, I would have liked a bit more traction on the track. Very good music and sound :)

That's the point - you need to upgrade your tires  ;D
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: RemiD on January 22, 2018, 22:13:24
I have just tested your game.

It works well on my computer/os (Windows 7 64 bits) (Blitz3d !!! :)) )

Graphics : nice, consistant style
Sounds : cool effects, motivating music :)
Controls : easy enough to understand how to play
Gameplay : quite fun, i was surprised to manage to play a racing game with this kind of view, this is weird, but it is playable. However the competitors are too slow and they behave the same...
I have worked on a racing game in the past, and what i did was to store "ghosts positions" (of previous runs on the track made by others players) and choose a ghost randomly for each competitor, so that the behaviors of each competitor appears "human" and the race is never the same...
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 23, 2018, 10:10:14
Quote from: RemiD on January 22, 2018, 22:13:24
I have just tested your game.

It works well on my computer/os (Windows 7 64 bits) (Blitz3d !!! :)) )

Graphics : nice, consistant style
Sounds : cool effects, motivating music :)
Controls : easy enough to understand how to play
Gameplay : quite fun, i was surprised to manage to play a racing game with this kind of view, this is weird, but it is playable. However the competitors are too slow and they behave the same...
I have worked on a racing game in the past, and what i did was to store "ghosts positions" (of previous runs on the track made by others players) and choose a ghost randomly for each competitor, so that the behaviors of each competitor appears "human" and the race is never the same...

I would never use ghost positions - that's just hacky imo.  I prefer to pre-calculate the optimum race line and speeds and create alternative race lines from this.  I agree that the AI doesn't get decent fast enough in this competition build.  It's better on the hardest starting tracks.

I am addressing that for a post comp release.  The AI is more dynamic now, adjusting to the players ability.  Each AI car has it's own individual stats which automatically makes them take different race lines for different bends so looks more like they're trying to race.   
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: ahuang on January 25, 2018, 14:23:17
love this game, Stevie. very addictive, and not easy to control the car using the keyboard, more practice needed! superbly put together.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: 3DzForMe on January 25, 2018, 19:08:51
Reading this thread whilst half way through a 7 mile yomp around Lincoln - I'm a roadie for my sons band this evening. Looking forward to trying this out later once home ;)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 25, 2018, 19:46:40
Quote from: ahuang on January 25, 2018, 14:23:17
love this game, Stevie. very addictive, and not easy to control the car using the keyboard, more practice needed! superbly put together.

Thanks man - I appreciate the positive feedback. 

I'm still tinkering with the AI - it's working much better now but needs some balancing.  The AI now race each other and humans pretty convincingly.

I'm also toying with the possibility of adding ramps.  I don't like the idea of you blowing up if you fail the jump, as I'd have to implement Helicopters, explosions and suchlike and I never liked that element of the game.  If I do it, it'll probably have a speed boost at the edge and some sort of steering correction when you reach the ramp tile so that you pretty much always make it. 

I think gates are out as the track tile design won't work too well with them and I'd need to restructure the current tile set to fit them in.  I'd also have a further (2^Gates) routes to calculate and handle for the AI.  We'll see though. 

I'll add more tracks before I release the post comp version but the editor is out as it's just too much work - maybe something for the future.

Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 25, 2018, 19:48:02
Quote from: 3DzForMe on January 25, 2018, 19:08:51
Reading this thread whilst half way through a 7 mile yomp around Lincoln - I'm a roadie for my sons band this evening. Looking forward to trying this out later once home ;)

Cheers
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 26, 2018, 18:14:53
Ramps  ;D

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_RAMP.png&hash=51fe643f3ce31d9cf9bcbead04f5c1c7bcaba369)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Derron on January 26, 2018, 19:38:53
Did you try stopping the ramp-end with the darker purple/blue color - so to make it have a bit more "contrast" to the bottom track area?


For now it has a bit less contrast which makes it look just "cut out"/"something is missing" while it should look "higher" than the bottom ground part.
Maybe put some kind of "poles" on the end of the barriers - like an "attention, jumping area ahead" signal. Hmm, maybe the red-marker (like in the corners) would do well already.




Did you measure shadows? I would think the ramp shadow needs to end 1-2 pixels below (checking tree on the left and yellowish-things right next to the rampshadow) - but I can be wrong there ...it just looks a bit "too less".


ideas:
- add duck flocks flying over the screen (and making it a bit harder to control :-)). If you add a fun level: make streets have icy areas (with less friction).
- PartyVan: changing the color like a rainbow (-> animated)
- if you crash too often against corners, you will start loosing oil (or just one time loosing oil), oil makes things slippery
- if you really extend the game: make a repair/gasoline-area (very small) - to fill your gasoline/repair car
- add wind (simple wind hose in the Hud showing wind - or strong storms), wind affects your velocity (make these winds short but growing rapidly into something strong - so it has some effect)


bye
Ron
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 26, 2018, 20:54:45
Quote from: Derron on January 26, 2018, 19:38:53
Did you try stopping the ramp-end with the darker purple/blue color - so to make it have a bit more "contrast" to the bottom track area?


For now it has a bit less contrast which makes it look just "cut out"/"something is missing" while it should look "higher" than the bottom ground part.
Maybe put some kind of "poles" on the end of the barriers - like an "attention, jumping area ahead" signal. Hmm, maybe the red-marker (like in the corners) would do well already.




Did you measure shadows? I would think the ramp shadow needs to end 1-2 pixels below (checking tree on the left and yellowish-things right next to the rampshadow) - but I can be wrong there ...it just looks a bit "too less".


ideas:
- add duck flocks flying over the screen (and making it a bit harder to control :-)). If you add a fun level: make streets have icy areas (with less friction).
- PartyVan: changing the color like a rainbow (-> animated)
- if you crash too often against corners, you will start loosing oil (or just one time loosing oil), oil makes things slippery
- if you really extend the game: make a repair/gasoline-area (very small) - to fill your gasoline/repair car
- add wind (simple wind hose in the Hud showing wind - or strong storms), wind affects your velocity (make these winds short but growing rapidly into something strong - so it has some effect)


bye
Ron

Great feedback - thanks.

I did try a darker ramp-end but it was a bit too dark.  When you say red-markers I assumed the crossroads arrows - is this better?

I'm pretty sure the shadows are fine - the bend they land on is sloping up and to the left so it maybe looks slightly out. 

I had an idea of a new Hazzard.  Another Van driving in the opposite direction from everyone else.  A party Van would fit the bill - although I was thinking a black A-Team style van.  Might not happen though.

I think when you crash too often the penalty is losing as the AI is much better now.  ;D 
I could add some sort of weather effect - the original had a tornado although I don't want to spend much longer on it so we'll see.

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_RAMP2.png&hash=b5f4a6f470ea40340ffc6c2361d112348315bf25)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Derron on January 26, 2018, 21:23:19
Was not talking about the red arrow thing but about these markers:


(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FS2T0HS6.png&hash=570bfc97e81e6f445d10c86f59fdddf57f401a79)


Aren't they there to express "attention please" ?


Your current arrow variant might be better if the "right" arrow would look into the direction you are steering too - so in our case "to the right". In other words: both arrows should have their head on the same side.

@ shadow
Think you might be right. It is also not of importance, was just something which looked a bit odd when looking "close".

@ a-team
Yeah, that could do too - albeit black cars could be the "government" too - if you are on their "most VANted" list :-)


bye
Ron
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 26, 2018, 22:35:29
Quote from: Derron on January 26, 2018, 21:23:19
Was not talking about the red arrow thing but about these markers:


(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FS2T0HS6.png&hash=570bfc97e81e6f445d10c86f59fdddf57f401a79)


Aren't they there to express "attention please" ?


Your current arrow variant might be better if the "right" arrow would look into the direction you are steering too - so in our case "to the right". In other words: both arrows should have their head on the same side.

@ shadow
Think you might be right. It is also not of importance, was just something which looked a bit odd when looking "close".

@ a-team
Yeah, that could do too - albeit black cars could be the "government" too - if you are on their "most VANted" list :-)


bye
Ron

They are just to indicate a corner.  I see what you mean now.  I don't think the arrows are necessary - how about this one?

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_RAMP3.png&hash=7f3dc970d77bdbf36b855eab8dc30b4c225efce9)


Title: Re: Van Tourisimo - Retro Game competition entry
Post by: therevills on January 26, 2018, 23:06:12
Quote from: STEVIE G on January 26, 2018, 18:14:53
Ramps  ;D

COOL!  8)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 27, 2018, 00:00:11
Ramps add a cool new element.  And yep, arrows aren't required here.

So what happens if player or AI doesn't make the jump?
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Conjured Entertainment on January 27, 2018, 02:23:49
Quote from: Steve Elliott on January 27, 2018, 00:00:11
Ramps add a cool new element.  And yep, arrows aren't required here.

So what happens if player or AI doesn't make the jump?

Good point.

The design should incorporate the drop off at a past point instead of a forward one.

That way, you would have a minor set back on a fail. (instead of a short cut)

If the direction was reversed then you would have that affect.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 27, 2018, 08:52:39
Quote from: Steve Elliott on January 27, 2018, 00:00:11
Ramps add a cool new element.  And yep, arrows aren't required here.

So what happens if player or AI doesn't make the jump?

When on the jump tile, The plan is to adjust your direction automatically if your not facing roughly in the direction of the jump and also boost your speed a little if you aren't going fast enough to make it over. That way it's impossible to not make the jump.  It won't really be a hazzard, more a feature.  :P

I'll need to project your shadow on to the track below when in mid air too. Looks pretty good .. although I think I'll make a lighter dithered version of your shadow so it doesn't cover the cars below.

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_RAMP_SHAD.png&hash=d6a305293b6ee6c16608d6cc4154c2c18583fe36)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: 3DzForMe on January 27, 2018, 09:11:53
Tried your game early doors, brill game play, gotta try the others now, yours is a strong contender for No. 1 Slot.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Derron on January 27, 2018, 09:27:08
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRW7en5T.png&hash=641018fec304a0d5085c533b5378954233226b99)


I would make the above suggestion - to make the track "end" look sharper as if the track constructors painted a big "final line" (after the overall "warning line") before tires will loose ground.

Also I added a bit of "self shadowing" on the inner circle of the corner. It is far from perfect but I wanted to make it more visible to you. Also it is a very very minor thing, so nothing to worry about.


PS: You might add some "jumping dots" in the audience, to make them "cheer". If that looks odd, you might add some on the corners - some pixels simulating "person + camera" (camera might get/flash white for a short time if a van is driving along near them)

bye
Ron
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 27, 2018, 09:43:34
Quote from: Derron on January 27, 2018, 09:27:08
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRW7en5T.png&hash=641018fec304a0d5085c533b5378954233226b99)


I would make the above suggestion - to make the track "end" look sharper as if the track constructors painted a big "final line" (after the overall "warning line") before tires will loose ground.

Also I added a bit of "self shadowing" on the inner circle of the corner. It is far from perfect but I wanted to make it more visible to you. Also it is a very very minor thing, so nothing to worry about.


PS: You might add some "jumping dots" in the audience, to make them "cheer". If that looks odd, you might add some on the corners - some pixels simulating "person + camera" (camera might get/flash white for a short time if a van is driving along near them)

bye
Ron

The line on the left ramp looks good - I'll do that on both sides I think  :D 

I won't get into self shadowing as I'd have to look at all the other tiles again and I really don't want to spend too much more time on this. 

I did consider animating the crowd but as they're only 3 pixels high I don't think it would look good.  It should be easy enough to have the crowd start cheering louder as you approach the ramps though.

Thanks again for the feedback - much appreciated.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 27, 2018, 10:23:42
I think this is the final version - including the dithered shadows  ;D

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_RAMP_4.png&hash=02d8e189c881cc4d8f627ea3eaa05bd73f01a609)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 27, 2018, 10:25:46
Looks good.  Now get the latest version uploaded!   ;D
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Derron on January 27, 2018, 10:44:34
New features are not allowed until vote end...so new versions need to wait until monday.




@ ramps
Of course I thought of using "my" new ramp on both sided. Just kept the old one for comparison.




@ remake
If you do a remake with more colors, then I would like to see a scooby-doo-styled and an ateam styled one. They could fight vs cable guy vans, dystopian-world-ends armored rusty-dusty vans ... And a nudged, cuddly-duddly old VW-Bully-esque one.


Think the idea of a Fun-Van-Racing alone is worth a shot/try.




Bye
Ron
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 27, 2018, 10:57:18
Quote from: Steve Elliott on January 27, 2018, 10:25:46
Looks good.  Now get the latest version uploaded!   ;D

Probably get something out on Monday for a bit of testing feedback.


Quote from: Derron on January 27, 2018, 10:44:34
New features are not allowed until vote end...so new versions need to wait until monday.




@ ramps
Of course I thought of using "my" new ramp on both sided. Just kept the old one for comparison.




@ remake
If you do a remake with more colors, then I would like to see a scooby-doo-styled and an ateam styled one. They could fight vs cable guy vans, dystopian-world-ends armored rusty-dusty vans ... And a nudged, cuddly-duddly old VW-Bully-esque one.


Think the idea of a Fun-Van-Racing alone is worth a shot/try.




Bye
Ron

Definitely something I'm considering, more colours but I want to keep a low res - maybe 640x360 or 800 x 600 so I can add a bit more detail without spending 3 years on the assets.  :D
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Derron on January 27, 2018, 11:09:10
Please excuse the big whitespace. Wrote it on my smartphone but it seems chrome for android has the same issue than my chrome on linux: a single line break gets translated into 2. Two line breaks into 4 - and so on. I always need to toggle wysiwyg-mode off and on to see how it would like at the end - and I sometimes miss doing it.


@ low res
Think doubling does not allow for much van-details. Think PAL-resolution and DB32 palette will already allow a "SNES/Megadrive"-Look (with distinguishable tires, better powerup-gfx). But dunno if this is worth then (if you intend to sell it for a low price). For freeware, just keep it as it is and continue with the next project.


bye
Ron



Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on January 27, 2018, 11:21:19
800 x 600 is what I would have used for Burger Drop if we had only been restricted in palette.  It's still retro, but gives room for much more detail.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 27, 2018, 12:42:26
I dunno, doubling the res gives me way more detail to play with.  We'll see though.

Managed to fully implement the ramps quite quickly - you get a wee boost (same effect as a nitro pickup) just as you hit it if you're going too slow and also corrects your heading if required.  A nice side effect of this is that if you try to drive up the ramp the wrong way, your Van gets spun 180 before you hit some air :D

Might be able to get a V2 upload done tomorrow if I'm not too rough.
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: 3DzForMe on January 27, 2018, 14:58:02
Reading Derron's post about the shadows I initially thought - being a bit picky there. I'm glad you appreciated Derron's constructive criticism though - the ideas about scooby doo sound great - having a 'mystery machine' as an unlockable van where you could stab the t button twice during the game for turbo...  8)

My 1st 1st place:

Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on January 28, 2018, 22:27:04
A couple of new tracks:

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_TRACK14.png&hash=034dc51c31d9653f00c4840ebd4e8e620c6ba2df)

And decided to try and do the gates - no opening and closing yet but decent progress so far.

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_TRACK15.png&hash=007d2cdbb2d3e284d4a77ee8a906140241790331)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: 3DzForMe on January 28, 2018, 23:03:54
This is most awesome, I can see me playing this in my work breaks manyanna ;)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on February 02, 2018, 19:09:53
v1.1 now uploaded.  This should be the final version, pending any bugs.

* Ramps to Jump
* Gates for shortcuts
* Includes much better AI which races and adjusts the the player skill.
* 4 new tracks, 16 in total now.  Some amendments to some of the easier / older ones.
* Slight change in the track order.
* I also changed the shadow routine so some tracks now have 18 colours  ;D

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_TRACK16.png&hash=d133b48d97aecb00fce5c8df6216000aa391f579)

Feedback welcome.  See if you can beat my best score of 23850 starting on the hardest tracks.

Time to start on the next comp  :D

Cheers
Stevie

Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on February 02, 2018, 19:45:36
Just in time for the weekend - thanks!   :D
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on February 02, 2018, 20:35:54
Quote from: Steve Elliott on February 02, 2018, 19:45:36
Just in time for the weekend - thanks!   :D

Have you had this multiplayer weekend yet or is that still to come?
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Qube on February 02, 2018, 23:02:44
Cool, new update to have a razz on *beep* *beep*.. Plus a rule break after the comp, nice touch :P

Also to let you know that the 1st place prize has been sent via PayPal as have all three places :)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: LineOf7s on February 02, 2018, 23:54:40
Quote from: STEVIE G on February 02, 2018, 20:35:54
Quote from: Steve Elliott on February 02, 2018, 19:45:36
Just in time for the weekend - thanks!   :D

Have you had this multiplayer weekend yet or is that still to come?
Actually, that was me and it was last week.  The Stevie G part of the day was limited to Microsprint, but after a couple of warm-up races to get used to the idea we spent the next couple of hours getting more and more competitive, tweaking wing settings and pit-stop strategies.  It was quite the hit, and sure to feature next time we spend a day local multiplaying.  The three biggest hits of the day would have been Rocket League, Pacman 256 and Microsprint.  So now you know the company you keep.  :)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on February 03, 2018, 09:11:42
Quote from: LineOf7s on February 02, 2018, 23:54:40
Quote from: STEVIE G on February 02, 2018, 20:35:54
Quote from: Steve Elliott on February 02, 2018, 19:45:36
Just in time for the weekend - thanks!   :D

Have you had this multiplayer weekend yet or is that still to come?
Actually, that was me and it was last week.  The Stevie G part of the day was limited to Microsprint, but after a couple of warm-up races to get used to the idea we spent the next couple of hours getting more and more competitive, tweaking wing settings and pit-stop strategies.  It was quite the hit, and sure to feature next time we spend a day local multiplaying.  The three biggest hits of the day would have been Rocket League, Pacman 256 and Microsprint.  So now you know the company you keep.  :)

Always good to hear about.  ;D  I've played it every week since release with mates, 2 x Wii adapters and 4 x Nunchucks for that authentic Skalextrix feel.  We play the partygames - Quick Race / Elimination / Zoned out and Speed Freak over 10 random tracks.  Competitive doesn't come close and I doubt anyone could beat our best lap times.  I've continued to add new tracks and other bits and bobs like storing the top 5 laps for each track and occasionally coding the odd glaringly obvious cheat like doubling my acceleration and halving everyone else's  or removing everyone's traction when I hit a button :P
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on August 19, 2018, 14:18:08
I was a bit bored waiting on the next comp so did one final update to this.  :D

* 4 new tracks, giving a total of 20.
* Flipped versions (reflected on x axis) of normal / reverse track direction can now be selected in the Options menu.  See NORMAL X and REVERSE X. 
   This gives a total of 80 tracks for more variety.
* Minor reordering of some tracks, you now start on tracks 1,3,5, .. 15 rather than 1,2,3, .. 8.  This allows you to race the new tracks without winning 9 races first.
* Movement can be changed to Per Pixel in the Options menu.  This is on by default and makes movement much smoother in higher resolutions. 
* Scores now flash if you've reached the leaderboard.

(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FTrack17.png&hash=4851d584fb6ec8e2a83b607728000eaed50ff0f4)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FTrack18.png&hash=329dd8f4245cfd6fead38bbf329095912bc7e2a1)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FTrack19.png&hash=5750371afea930698a292e5e88ff8a2215dcc450)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FTrack20.png&hash=75928425b2d823be1b617c6a0908bbd8e09f59dd)


https://stevieg.itch.io/van-tourisimo
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: iWasAdam on August 19, 2018, 14:45:54
Great news   :o ;D
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on August 19, 2018, 14:49:43
Great stuff!    :D
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: STEVIE G on July 20, 2019, 18:13:27
Been bored waiting on the next comp  ;D   

Thought I'd play around with the Pixel Art from VT and see if I can get it looking better using more than 16 colours and changing the virtual res to 320x180 rather than 320x200 to allow for full HD support.

Original
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_19.png&hash=d80d85a2d4d86aab5ceb96b5075d9726a70122c0)

Updated
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_N19.png&hash=6d6f6e1d6631449e8f924e18bf03dccd0b867e19)

Original
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_17.png&hash=1c3811d167c7e814a6555d27d796239ece5a008d)

Updated
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_N17.png&hash=c670fc085044faf23b0e38c429041c6aad01a6c7)


Original
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_20.png&hash=540a4aa1b8524c77936906145a6b71b35745f717)

Updated
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.steviegoodwin.plus.com%2Fimages%2FVan%2520Tourisimo%2FVT_N20.png&hash=0abbb33ba8b8878114c9e57b9ef65af0e6d7cf51)


Any thoughts - Better or worse?

Cheers
Stevie
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: 3DzForMe on July 20, 2019, 20:52:04
Looks sweet  8)
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Derron on July 20, 2019, 22:39:56
Hmm, it does look better - but only subtle.
Is the water ("springle") animated now?

If there was a bonus for "only 16 colors" then I would say: stay with it. It looks fantastic without the added colors too.
BUT ... if you like to go for 32 colors (or so) then of course you could add dirt to the streets, animated water, ... and it _will_ look more "alive" and varying then (compare grass grounds...)


What looks a bit "worse" than before: the corners of the tracks. Think because of your resolution change you removed some horiontal lines in some sprites - and now it does not look that smooth anymore. Looks like a "dent" now.


bye
Ron
Title: Re: Van Tourisimo - Retro Game competition entry
Post by: Steve Elliott on July 21, 2019, 03:00:51
Quote
Think because of your resolution change you removed some horiontal lines in some sprites - and now it does not look that smooth anymore. Looks like a "dent" now.

Yeah the curves are ugly now.