Stunt Playground v1.0 released!!

Share with us how are you using the powerrrr of the force

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Postby Xpoint » Sat Apr 16, 2005 1:42 pm

This is realy nice Walaber :D
and btw, my realtime reflections doesn't work to well, cause if my car drives into a shadow, the reflections disapear, even when i'm out of the shadow.. my videocard: FX5200 with the lastest updates :)
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Postby Xpoint » Sat Apr 16, 2005 6:41 pm

It's realy so cool to see these videos :D Great graphics with Ogre3D + great physics = very cool!!! :D
Can't wait to play the next version!
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Postby walaber » Fri Apr 22, 2005 12:10 am

thanks again for the comments. I'm nearing completion on this game, which is pretty exciting, as it's by far the best thing I've ever made with a computer :P

I'm hoping to have an "official" release of version 1.0 within a week or so. I've made some major improvements to the vehicle code since the last release... the automatic transmission is now much smarter and more realistic (it lets off the gass for a short perious when shifting, etc)... and I have finally implemented simple engine sounds, so you can hear the engine, and the pitch changes with the rpm.

I also added a simple rotational mass-type thing to the engine, which basically adds a force against the current direction of rotation, based on the engine rpm. in other words, when coasting you can slow the car down by simply downshifting, like in real life.

I'm just tweaking a few things now, and I think the game will be ready for an official release :D

now I need to start thinking of what to make next with Newton :P although the next update sounds like it may include some new features, so I might wait until it comes out, and make something with whatever's new :P
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Postby Xpoint » Fri Apr 22, 2005 8:49 am

I see my posts are finally vissible now :P (got some of error, and they didn't show up, so that's why it's a double post)

Can't wait to play the official release of your game walaber! :D
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Postby walaber » Sun Apr 24, 2005 11:09 pm

Stunt Playground - now I feel it's ready for an "official" release, so here it is! Lots of changes since the last beta release.

here's a batch of new screenshots:
ImageImageImageImage
ImageImageImageImage

and 2 new videos:
ImageImage

and last but not least:
:arrow: DOWNLOAD LINK - version 1.0 | .rar archive | approx 12MB

I think there are probably still things that can be improved, so I may release updates in the future if any major problems are found. I'd love to hear any comments you have on the game!

I would also like to add more props and vehicles, which is really simple, so if anyone has any ideas for jumps / obstacles / vehicles, please let me know.

hopefully I'll be able to release a few add-on packs with more props and vehicles soon :)
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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Postby registration information » Mon Apr 25, 2005 5:24 am

I've just tested your game Walaber ^_^ It's fun and addictive ^_^



Here are the problems i found :

- when the car is stuck between props and that the car does not touch the floor, it's impossible to reset the car (i got it into the "holly cow" arrena)

- real time reflections does not works with opengl


Else, it's a good work ^_^ Congratulations ! It's a beautifull baby !
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Postby Julio Jerez » Mon Apr 25, 2005 8:28 am

Wow, I have not played yet, but check the videos, and I have to say. Woooow
That jeep is something else dude.
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Postby Xpoint » Mon Apr 25, 2005 6:13 pm

The movie with that jeep is just amazing! looks realy cool!
The game itself is also very good. :D Fun to create and play in your own maps :) Can't wait for the patches :wink:
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Postby walaber » Mon Apr 25, 2005 10:51 pm

thanks for the comments :D

that jeep is a saved replay that comes with the game, so you can replay it yourself and look at it from all angles... it looks like polygon-perfect collision, but it's just a compound of 3 convex hulls :D
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Postby Thomas » Tue Apr 26, 2005 6:43 pm

wow, it's great! :) your style is very cool. how did you manage to improve self-shadowing? there almost aren't any noticable self-shadowing artifacts anymore.

the engines sound a bit strange and more like rc-cars. :) but that's only a small thing...
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Postby walaber » Tue Apr 26, 2005 11:57 pm

I find sound is by far the hardest part to "do right" for a hobby project... graphics can all be accomplished on the computer and possibly with a digital camera, but sounds are another story. I actually bought most of the sounds in the game from a sfx site, but I agree the engine sounds are crappy. it's because I'm using a single engine loop, and just altering the frequency based on the rpm. in reality I should have a few different loops, for different rpm ranges, blending in between them...

as for the shadows, they're just standard Ogre stencil shadows, with special care to make sure most objects are closed, which helps prevent artifacts :D
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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Postby JMC47 » Thu Apr 28, 2005 2:41 pm

Its very cool, even better than the last one I downloaded. The slow down problems are eliminated and I liked the few other changes from the Beta Versions. Great Job.

And I would think that a less than perfect engine sound is better than no engine sound.
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Postby Sascha Willems » Thu Apr 28, 2005 3:23 pm

This is really amazing! I just played around a bit and it brought back memories of Stunts and also of Carmageddon (anyone still knows that game?). And as already said your StuntPlayground really has commercial quality.

And as far as the sounds go : Since I also made several games I can backup walaber's statement. Graphics are easier to get (since there are many tools, Digicams are cheap and there are things like the google image searcht) but sounds are a totally different story. Especially if you look at some of the freely available sounds it's hard to get what you want and even harder to get it in the quality you want/need.
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Postby Julio Jerez » Fri Apr 29, 2005 6:23 am

Having experience working in the video game industry, I can tell you that sound and voices remain problably the more expensive part of a game project.
Companies spend hundreds of thousands making their own mini recording studios, and also paid lots of money hiring musicians and linsencing sound clips from sound houses.
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Postby JMC47 » Fri Apr 29, 2005 3:40 pm

Okay, I found an error, thats probably just on my computer, but just to make sure.

When I am working with making stuff, rather than just driving the track, whenever stacking stuff, I will have a run time error that says that it had an error because it closed in a unusual way.

Other than that this is awesome, I'll probably just reinstall it now.
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