game is AWESOME as is already.
it will be funny to enable the user to add custom music tracks (put mp3 in a folder maybe)
i tried to edit game packs but it's beyond my skils.
<3
Hi, dunno much about programming , but maybe these sprites of cars and sheets can be of any use to you.
if not, my bad ;)
https://www.mediafire.com/file/clv8hvn8vapt363/VOERTUIGEN_SPRITES_en_SHEETS.zip/...
I'll test it on my wife's laptop when I get the chance.
How are the volume sliders? I've put them to 100% by default now.
Actually there is only one visible change: the outer lines on the road are wider. It's to accommodate the new line patterns that I'm going to add in the next update.
And ofcourse some bug fixes and the correct first race in the Turbo OutRun mode.
Never mind, the options.txt itself was plain wrong. xD If you delete it, it runs just fine. I'm uploading the corrected zip file.
Ahh, perhaps it's because I've rearranged some pieces of code a while ago. I don't know how it looked before.
Edit: New version with new line pattern on the side of the road. (And I've temporarily reverted a change in the parts menu of the Turbo OutRun mode that didn't seem to work properly.)
Would you like to specify which graphic setting you would like to see? The plain looking road? The multiple LOD's of the trackside objects? Scanlines? Something else?
I'll be adding more scenes/stages in the future, but I'm not sure if it will be the ones from OutRun. Perhaps there is a specific one you would like to see?
Would the helicopter serve any purpose? I won't be able to add Airwolf, because I don't have any sprites of it, unless someone can draw them for me. (I'd like to include KITT from Knight Rider too, but same problem ...)
Every complaint I had is fixed now, it looks beautiful in ultrawide. If you've not already, you might consider borrowing the OutRunners assets to add more content & roadside details. Even as-is, I like this better than Slipstream, and that's high praise. I also second the idea of using Space Harrier sprites in a secret bonus level minigame recreating the Space Harrier arcade levels 1-3. It would look great in this engine but should take a backseat to more logical next updates imo. Well done and congrats on starting a family
Thank you very much!
I really wanted to put the OutRunners' cars in the game, but I can't rip the sprites, sadly. And I don't want to use the Genesis sprites, because they are too low-res.
And I'm really glad that you like my game better than Slipstream! (I bought it as well, but I don't like the sluggish controls and how every corner feels the same.)
Indeed, I'd like to do the planned updates first and I'll do the Space Harrier thing someday.
@sk1ds It would be amazing if you allowed people to create their own cars with a base template. the community could chip in with their own cars. Need for speed had a great community that has people still playing NFS 2,3,4 to this very day. Same for games like Event Horizon (steem, android)
It would be cool to see people playing as Kitt, Smoky and the bandit etc.
Yes, that would be cool. I used to have a spreadsheet to make a custom car (parameter-wise), and combined with custom sprites, you could send that to me and I would but them in the game.
But sadly I usually got sprites that weren't high-res enough to nicely blend in my game.
But perhaps I can take your suggestion: put a template car online with the spreadsheet and and let the game import those files so you can drive the car without having to send it to me. (Unless it's so good that I want it to include it in my game!)
It won't be soon, but I'll try to do it someday!
One small thing I’ve noticed is that, for all but one vehicle, the highest speed shown on the speedometer is able to be reached with the upgraded engine and turbo.
However, for the Lamborghini Countach, the speedometer actually undershoots what the car is truly capable of. You’ll notice that the Countach’s engine keeps revving higher and higher while the speedometer stays pinned at 400KPH. You’re clearly going faster than 400KPH, but it’s impossible to tell by how much you’re going over.
Is there any means to get the true speed of the vehicle in this case? And, more importantly, would you be comfortable adjusting the Countach’s speedometer to make it accurate to the speed that the car can actually attain?
Then it's probably a coincidence. The calculation rounds up the result to the nearest exponent of 20, but it doesn't take anything above redline into consideration, because you're not supposed to go into the red zone. You can, thanks to the fact that the turbo disables the rev limiter. So the top speed of the upgraded Countach is probably slightly below 400 without the turbo, so once you use the turbo, it goes faster than 400.
I'll add a bit of buffer to the max rpm in the calculation. That should increase the top speed on the speedometer.
Yeah, just from some recent playing with a fully upgraded Countach, I can go well above 400KPH. It almost maxes out the tachometer to 9000RPM.
I was seeing this on the “Cruising” course, both the first and last segments, and probably others along the way. The fully upgraded Countach is a lot faster than you’re giving it credit for.
And all this is with full assists: automatic transmission, anti-lock brakes, traction control, the whole nine yards. I’d presume much faster is possible if you turn assists off?
Hello Sk1ds!
I first got informed about your project through Video Game Esoterica on YT and wanted to ask if there would be plans later, when the majority of the development for this racer (you could call it Out of the Run as a homage then just "OutRun Clone") is done, for including bikes and perhaps the boost mechanic or music from the Super Hang-On arcade version? I noticed through VGE's video that some references to the Hang-On series already exist but I don't know if there are options to play one of the bikes from said series, nor if the music from Super Hang-On (like my two favorites Sprinter & Hard Road) are included.
Hello Korence!
Openroadracer is right. The motorcycle is in the game, including its turbo booster. 😉 You just have to unlock it.
And the music is in it as well.
In fact, many of the roadside sprites are from Super Hang-On. I'm even thinking about making a homage to the game, with the original mode of the Genesis version.
Okay, just started playing with the new test build… Racing against Duke Nukem? That’s cool! But that’s not why I’m here.
Frank doesn’t let you run your time usage in the garage right to the limit. In Division 1, between races, you cannot change both an Engine and Tires or a Transmission and Tires, despite the fact that you’re allotted 90 Minutes for repairs and upgrades. Considering that an Engine or Transmission is 60 Minutes and Tires are 30 Minutes, you’re just at the limit without going over.
Is there a reason why this was changed?
Oops, that's a little mistake. I'll fix it tonight.
I've added some restrictions because people got stuck, not knowing what to do. So once you try to schedule more than you allowed to (time limit/amount of upgrades), it won't get scheduled anymore. UNLESS you've chosen the hard difficulty setting, because I guess you know what you're doing then.
Also, something else from a recent session I had with this game:
Division 2, Race 3. I pause the game before the race actually starts, thinking I’ll choose “Quit Race”, go through the menus, select a different song; but then I decide to just take what I’ve got and race. When I choose “Continue” from the pause menu, the Turbo activates, and my engine revs way past redline, grenading on the spot before the race even begins.
Looks like I need to remap the “Turbo” button off from the A button of my X360 controller.
So I have two things to ask.
One: have you ever considered making playable versions of two of the cars that are currently seen as Rivals and traffic? Specifically, well, from what little I can see of them, I think they’re both Porsches? We already have the Countach and the Corvette, so we’re already driving vehicles outside of Ferrari.
Two: would you ever consider adding the “Mickey Arrange” versions of the Super Hang-On soundtrack, and/or the modern remixes of the Outrun and Turbo Outrun soundtracks that were made for Outrun 2 and Outrun 2006: Coast2Coast? Might be a bit much to literally double your game’s soundtrack, especially with high quality files.
Both of these are up to you. The game’s awesome as it is.
- Yes, but those Porsches have 2 missing sprites each: the ones facing forward. The Corvette also didn't have those sprites, but because I drew that car many many many times in my youth, it wasn't too hard to draw those sprites myself.
- I'm probably going to add the possibility to add your own music tracks. That way I can keep the file size of the game small, while people can play the game how they want. Perhaps I can add the songs as a separate download.
Ahh yes. I uploaded a version for myself. My wife went away for 2 hours and I had to stay downstairs to look after the baby. So while the baby was asleep I wanted to test/play my game in its current state. I uploaded it so I could play it on my wife's laptop... But I forgot to hide it.
I'll unhide it for you. 😉 But if you make a video of it, would you like to mention that this version is not available for the main public?
Updates are:
- New background layer for clouds
- New tire sounds from Daytona USA
- Bumper cam (press C on your keyboard to change the camera)
- New stage in division 2: OutRun's Gateway stage
awesome updates,though i have not tested everything yet.
Seems that i cant upload any vid to youtube , stuck at 0%, until then i uploaded it to my Facebook
https://www.facebook.com/100008073668642/videos/8544264119024268/
What I did: max amount of throttle is lowered from 97% to 90-95% at intermediate difficulty, but I increased the cornering speed from 90% to 95%. So it's a bit more balanced I guess. I'm not sure if that makes it easier. I usually play on hard setting and then it's all 100%. 😁
Make sure that you use the chase cam. The little ramps are located near the end of the first beach stage on the right side of the road, at the cloudy/rain part. I'm going to tweak it though. You'll notice that the car goes straight ahead while in the air, but I want to see if it's more fun when it's still turning in.
Yes, it's the most important reason why OutRun mode is still a work in progress. In all other modes, stages appear in a linear order, so the ai cars look through the list of road pieces in order to know how many lanes there are and which corner is coming up. In OutRun mode you have branches and therefore the ai cars have to recalculate with each branch the player takes to know in which stage they are driving. They regularly mess this up. They basically think that they are driving in a different stage with 5 lanes instead of 3 and therefore they don't interact with the roadside objects. It's a real pita to program this. 😅 But I'll fix it eventually.
Bumps: Yeah, the car almost react like I want when jumping over multiple bumps, but not quite.
Difficulty: You mean the opponent? Or the time limit? Or both?
Mechanics walking backwards: Yes, I noticed! Really strange. I don't know why that happened.
Hah, deer... I could do that with the new animated objects like the mechanics walking away at the starting line.