My game developer article..
category: code [glöplog]
For some reason the most prevalent memory I have from Death Rally is the car's color selector. Back then that smooth hue-change with its vibrant colors was just something awesome I had never seen before :)
@optimouse: if you're suggesting I'm behind some GBA game, the answer is regretfully no. =)
Hi.
Nice work. The port runs perfectly.
Damn you, i indeed spent the entire night playing it again...
I got to the final boss...gave up for now. Seven hours wasted :)
Nice work. The port runs perfectly.
Damn you, i indeed spent the entire night playing it again...
I got to the final boss...gave up for now. Seven hours wasted :)
By the way, I already saw your site and your tutorials about software rendering ; they are brilliant.
My fingers hurt.
i converted giddy 3 from dos to c/sdl but since it was 100% assembler, most of it was written from scratch. The only parts that i converted assembler logic line by line into c were things like the jumping motion that had to be a pixel perfect match for the game to play properly. Otherwise i used the asm source as a general reference.
sol, nice port. would it be possible to add mouse controls? :)
@rasmus: There's about two billion changes I'd love do to the game, but we had to draw a line somewhere, and decided to keep it as close to the original as possible.
Nice reading. Reminded me of the first pixels of GrafX2 splash screen I saw when porting it to linux :)
Yay. tried again and finally beat the boss, but not by winning the race, I actually managed to blow up that bloody car, helped by a minefield i had set in the narrow pass, and some guns, and some spikes.
nice :)
nice :)
Oh I've spent SO many hours playing "Death Rally".. OSX-port please? :)
Yes! We want our Linux & OSX ports!
doesn't it run with wine?
@HeLLoWorld :
this is actually the only way to finish the game, you cannot go faster than the boss (unless you ask sol to modify car physics values)
this is actually the only way to finish the game, you cannot go faster than the boss (unless you ask sol to modify car physics values)
i'm not sure if it's the sdl or my pc - but at times i get sticky keys and the car simply drives into the walls. i am aware that dirt and wrecked tires can do something similar - but this happend at other places.
rasmus: the sound was bork.
Tigrou:
Not sure, I've been able to overtake the boss for a few seconds at the beginning of the race using turbo ; once you've done that, maybe it's possible to keep him behind by blocking him, especially with careful use of mines.
Did not succeed though, but I didnt try that much.
Besides, back in the days I don't remember how I did it, but I think I would remember if I did it that way.
Not sure, I've been able to overtake the boss for a few seconds at the beginning of the race using turbo ; once you've done that, maybe it's possible to keep him behind by blocking him, especially with careful use of mines.
Did not succeed though, but I didnt try that much.
Besides, back in the days I don't remember how I did it, but I think I would remember if I did it that way.
I don't remember exactly how I beat the final boss so many years ago but I think it was possible to win without blowing his car, probably with lot's of car upgrades and very accurate driving.
Anyways, to steer up the discussion towards game dev, an old (maybe already posted) but still favorite article of funny game dev coding tricks just before the deadline (also read some of the comments :)
http://www.gamasutra.com/view/feature/4111/dirty_coding_tricks.php
Anyways, to steer up the discussion towards game dev, an old (maybe already posted) but still favorite article of funny game dev coding tricks just before the deadline (also read some of the comments :)
http://www.gamasutra.com/view/feature/4111/dirty_coding_tricks.php
I can confirm that it is possible to overtake the boss and win the race - that's what I did in the end :)
It's possible to beat the boss without weapons. After all, you can play the whole game without weapons. And no, I haven't tweaked any of the gameplay values.