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Amiga Software Help / Discussion => Software Development => Topic started by: skateblind on November 21, 2009, 10:21:24 PM

Title: Project: Serious F1 (general discussion)
Post by: skateblind on November 21, 2009, 10:21:24 PM
The early version of my racing game.

DOWNLOAD ATTACHED!!!!!
Title: Re: My racing game
Post by: Anemos on November 22, 2009, 07:27:54 AM
I run it on my A1200 .. i see only one screen with green roads and one small blue car.  ::)
Title: Re: My racing game
Post by: skateblind on November 22, 2009, 05:48:32 PM
I run it on my A1200 .. i see only one screen with green roads and one small blue car.  ::)


Yep, thats it. :-\
Title: Re: My racing game
Post by: mihcael on November 23, 2009, 06:03:46 AM
Just playing around and i made some car gfx for your game, but a little trouble...

What format does it need, and what would be the best program to use? (i tried perfectpaint but it only let me save as 256 colour) I was going to install Dpaint?

IFF 320x200 32 colour pallete, 15 colours used ??
Title: Re: My racing game
Post by: Hungry Horace on November 23, 2009, 11:05:22 AM
there are some good car gfx already made, based on the ones from an unreleased amiga game, but they have been 'upscaled' and need smoothing.

Perhaps skate, it is worth sending mihcael the sprite-sheet for that so he can see about cleaning it up to sone consistant colour-scheme?

i think it would then be possible to have the same sprite sheet altered for each colour scheme you want (e.g. the classic red/white Marlboro McLaren of the late 80s/early 90s)
Title: Re: My racing game
Post by: skateblind on November 23, 2009, 03:19:09 PM
Just playing around and i made some car gfx for your game, but a little trouble...

What format does it need, and what would be the best program to use? (i tried perfectpaint but it only let me save as 256 colour) I was going to install Dpaint?

IFF 320x200 32 colour pallete, 15 colours used ??

*Skateblind pounces*

I have included the tile sheet which shows which directions the car should be facing for each tile and an iff of the cars we were going to use. If you want, you can do a new design, we were just going to colour them in to make them look the same and then create multiple versions with different colours. We were going to make an F1 game, so ideally F1 cars would be nice, but if you have already started on something else then feel free to submit that too, it will be used. :)

The size of the image does not matter, since we have made some code to cut out the desired tile from the image.
There should only be 16 colours though, which makes the design/colouring of the cars a little difficult. We did this because 16 colours would allow the game to run faster.


So just to reiterate:

IFF, 16 colour palette.
All 16 colours will be used, there needs to be a range of colours(Black, White, Red, Green, Blue,maybe a couple of grey's since we need to make roads from them, Orange, etc). If you want to know what other sort of colours are needed, then maybe have a look at other amiga racing titles at HOL.

*Although these images are 32 colours, I/we would like 16 colours please. :D
Title: Re: My racing game
Post by: Hungry Horace on November 23, 2009, 11:15:39 PM
Skate and I have been discussing this further, and have come up with a new "vision" for the game.

Suffice to say, we are going to strip it back a bit to make things simpler, and hopefully a game may be produced with a bit more ease.

The idea:

Sensible Software meets Indy Heat

 - Single Screen Racing Game
 - 16 Colours
 - 8-10 Cars on screen at any one time.
 - Integrated Team Management Mode
 - Easy to add new tracks/teams/databases
 - To create a well commented source for all of the above, with the allowance for a future "sequel" possibly in another programming language.


I have butchered a palette from Mega-Lo-Mania, that i think will work nicely, and give us the style we want; (colour 0 is transparent)

(http://pspuae.condor.serverpro3.com/HostedProjects/DevelopersSection/Skateblind/Formula1/palette.png)

Also, this means we will no longer want to 'upscale' our previous images.

This picture shows the smaller gfx, in the new palette with some 'downscaled' (50%) Senisble Software guys... we'll need them cleaned up to for the pitcrew, crowd etc.

(http://pspuae.condor.serverpro3.com/HostedProjects/DevelopersSection/Skateblind/Formula1/NewCarGfx.png)

and finally, this link gives you those gfx in 32 colour original, 16 colour, and 16 colour (recoloured palette), which should be enough to work with!!

http://pspuae.condor.serverpro3.com/HostedProjects/DevelopersSection/Skateblind/Formula1/SF1_smallcars16.iff.zip


Let us know your thoughts Mike. I think it would help even if we could get one consistant set to make a single car colour :D



Title: Re: Project: Serious F1 (general discussion)
Post by: mihcael on November 24, 2009, 12:55:03 AM
Thanks for the infos...

Done some searching and i come across this image (http://wirelessmedia.ign.com/wireless/image/article/709/709867/the-fast-and-the-furious-tokyo-drift-20060523072442202.jpg) (may not work, HOTLINK)

And wonder how it would look with a slight isometric view, but the source image is JPEG and the pixels are too messy!

This is the car i put together, http://storage.mikendezign.com/temp/CarTilessmall.iff (http://storage.mikendezign.com/temp/CarTilessmall.iff) but it didnt load? And it will be unsuitable because it uses 15 colours, but has a very bland pallete.

I will have a go at something using HH pallete!
Title: Re: Project: Serious F1 (general discussion)
Post by: skateblind on November 24, 2009, 01:21:12 AM
Hello.

The image you created did not work because it was 256 colours. I loaded it into Dpaint and clicked File->Screen Format(or Screen Something). I then reduced the colours to 32 and saved it. When ever I make an image in a windows editor, I make sure to check how many colours are actually used in Dpaint, because even though the windows editor says only 16 colours are used, it usually only means there are 16 unique colours and the other 240 are all the same colour.

 It worked straight away after fixing it, no other editing needed, but the colours were messed up because the palette was different to the track tiles. You see, I made the track tiles and the car tiles use the same palette, this is because the car image always uses the track tiles palette, so if they are different, then the car will look very odd indeed.

I will be using that palette horace has uploaded, so if you have not been scared off by this point then use those colours. I will change my track tiles accordingly so that everything looks normal. :)

Your image looks a lot sharper than anything I have done so far, so thank you for that. I am going to change the number of directions to 26 tomorrow, so I will edit your image to include these other directions and upload a new version for you to play with. :)

I don't expect anything from you, so don't feel bad if you don't want to do any more. I sort of feel bad myself throwing all these requests at you.  :-[

I feel a lot more motivated to push ahead with the game, so expect lots of updates in the future.  :)
Title: Re: Project: Serious F1 (general discussion)
Post by: mihcael on November 24, 2009, 02:03:53 AM
Hello.

The image you created did not work because it was 256 colours....
colours were messed up because the palette was different to the track tiles...

thought so, will dpaint from now on!

Quote
I don't expect anything from you, so don't feel bad if you don't want to do any more. I sort of feel bad myself throwing all these requests at you.  :-[

I feel a lot more motivated to push ahead with the game, so expect lots of updates in the future.  :)

It's all good! I will do what i can!

Thought if i got in early i would be able to follow develpment and keep up with changes as they occur! Looking forward to it all  ;D
Title: Re: Project: Serious F1 (general discussion)
Post by: Hungry Horace on November 24, 2009, 08:00:24 AM
actually skate, it would be 24 rotations not 26 ;)

but you can get away with drawing only 13 and reflecting the other 11 (facing up and facing down cannot be reflected)
Title: Re: Project: Serious F1 (general discussion)
Post by: Hungry Horace on November 24, 2009, 10:51:30 PM
ok.

here's more stuff;

i took an Indy Heat track, reduced it to 16 colours. I then laid out the colours as per the above suggested pallette.

the one based on the original probably looks better, is slightly muted. The other is then a direct palette swap for the one above.


(http://pspuae.condor.serverpro3.com/HostedProjects/DevelopersSection/Skateblind/Formula1/indy16_mutedpalette.png)

(http://pspuae.condor.serverpro3.com/HostedProjects/DevelopersSection/Skateblind/Formula1/indy16_brightpalette.png)


i think, probably, something between the two is what is needed.


here are the IFFs

http://pspuae.condor.serverpro3.com/HostedProjects/DevelopersSection/Skateblind/Formula1/pallettes_track_cars.zip

and a "half way" version (i think this is the best option)

http://pspuae.condor.serverpro3.com/HostedProjects/DevelopersSection/Skateblind/Formula1/indy1remapE_3.iff.zip
Title: Re: Project: Serious F1 (general discussion)
Post by: Hungry Horace on November 24, 2009, 11:38:29 PM

more thoughts -

Skate has asked me to comment on how i believe the race mechanics need to tie up to work with the career mode etc

Perhaps i have put in too many factors here, so let me know what you think.

as i see it you have three main stages;

- Factory Car Development
- Race / Session Setup
- On-track performance

In the factory

You will need to be able to be able to adjust the following;

- Engine* - affecting top speed & acceleration
- Chassis - affecting everything about the car on-track - this will be the one that changes the most over a season
- Brakes - to determine how quickly you can slow-down
- Tyres**


* Engine, at a later stage you can develop your own (e.g Ferrari), but i would think it has to be bought in mostly (e.g. Mclaren Mercedes)

The engine & Chasis should also determine Maximum amount of Fuel you can put in the car - in seasons without refueling however, this can be a fixed value


** would be one of a number of choices presented each season, each with strengths / weaknesses (wear-period, better in the wet etc, price) - e.g. Bridgestone, Goodyear, Pirelli, Michelin.


You would of course also need to have a Driver, who must have his own rating system.

Perhaps this is just a single-figure though that carries through into the race... you could then train poorer quality drivers to be better over a season, and the value of the 'number' he takes into the race could be affected by other factor before the race weekend;

- Confidence (based on previous results)
- Natural Ability
- Mechanical Understanding (can also help develop the car in the season by test sessions)



Race / Session Setup

Here you would be able to adjust the following;

- Tyre Choice (A,B,C,D , Intermediate or Wet) - some season may have less choices. - this should affect both grip and braking
- Wing Level , this determines how much grip you get and your top speed. Small wing = less grip, more speed, More wing, the opposite.
- Fuel Level - more fuel on board will reduce your top speed and accellerations

A practice session would allow you to reserve three options for selection just before the race; Option 1 or Option 2 , perhaps tyres could be selected with the Option, in case it is raining or slightly wet.


On Track

your car would have these final factors, determined by the various combinations of the above;

These main four should determine the handling of the car for the main "game engine";

- Acceleration
- Brake level
- Overall Grip
- Top Speed


- Chassis Integrity (%) - would not affect any of the above
- Tyre Wear (%) - this would simply effect the Grip level
- Fuel Consumption Rate (M.P.G)
- Tyre Degredation Rate

The Track would need to have an overall grip level, determined by the weather, or condition of the circuit.


thoughts?
Title: Re: Project: Serious F1 (general discussion)
Post by: skateblind on November 24, 2009, 11:59:08 PM
Thanks Horace for helping me fix a silly little bug.   :-*

Here you go, have a revised version for you to laugh at.
Title: Re: My racing game
Post by: mihcael on November 25, 2009, 09:01:37 AM
...
This picture shows the smaller gfx, in the new palette with some 'downscaled' (50%) Senisble Software guys... we'll need them cleaned up to for the pitcrew, crowd etc.

(http://pspuae.condor.serverpro3.com/HostedProjects/DevelopersSection/Skateblind/Formula1/NewCarGfx.png)

.... I think it would help even if we could get one consistant set to make a single car colour :D

Are these the gfx for the cars that you would like to use? Where did they come from?

one consistant set to make a single car colour i can do,  but are the colours based on actual F1 teams?

and, Those men are tiny! what cleaning up do you propose??

Title: Re: My racing game
Post by: Hungry Horace on November 25, 2009, 11:25:53 AM

Are these the gfx for the cars that you would like to use? Where did they come from?

one consistant set to make a single car colour i can do,  but are the colours based on actual F1 teams?

and, Those men are tiny! what cleaning up do you propose??

single colours such as red (Ferrari), blue (Ligier/Prost) , Grey (McLaren 1997-present) and Yellow (Jordan) should cover us for now!

some of those shown in the pic suit other real schemes we migh want later, such a;


pre-1997 McLaren (http://bnevin01.googlepages.com/1996McLarenMercedesMP4-11Coulthard.JPG/1996McLarenMercedesMP4-11Coulthard-custom;crop:0.03,0.16,0.95,0.77;size:687,515.jpg)
80s / early 90s Williams (http://bnevin01.googlepages.com/1992WilliamsRenaultFW14BMansell.JPG/1992WilliamsRenaultFW14BMansell-custom;crop:0.03,0.22,0.98,0.79;size:666,660.JPG)
90s Honda (http://bnevin01.googlepages.com/2006HondaRA106Button.JPG/2006HondaRA106Button-full;crop:0.02,0.19,0.94,0.76.jpg)

There are lots of good examples on this site!  http://bnevin01.googlepages.com/home


the graphics above came from the unreleased F1 game "The Big End" http://hol.abime.net/5485

i butchered the HOL pics to get every angle. Originally we had wanted to double the size, but having abandoned scrolling as an option in the current version, thats no longer really an option.

ref: the men, they are just half-sized Mega-Lo-Mania men... they just need tidying up not not look so... shrunk :)   that is far from a priority though.

cheers Mike :)



Title: Re: Project: Serious F1 (general discussion)
Post by: skateblind on November 25, 2009, 05:00:07 PM
This image shows how my thoughts on how to move the car each loop based on the direction.
Title: Re: My racing game
Post by: mihcael on December 01, 2009, 03:09:55 AM
single colours such as red (Ferrari), blue (Ligier/Prost) , Grey (McLaren 1997-present) and Yellow (Jordan) should cover us for now!
...
I have put together a set with all one colour car.

How do you want it layed out? in a grid like before? 6x4?
Title: Re: Project: Serious F1 (general discussion)
Post by: Hungry Horace on December 01, 2009, 07:05:10 AM
yep, a grid... with(?) 1 1 pixel gap (mark in pink or something) should be fine.

thanks mike
Title: Re: Project: Serious F1 (general discussion)
Post by: skateblind on December 01, 2009, 07:42:03 AM
Awesome! Thank you!  :)
Title: Re: Project: Serious F1 (general discussion)
Post by: mihcael on December 01, 2009, 08:28:21 AM
If there is no hurry, ill put one together tomorrow!

I have set it up in photoshop so that i can specify differnt colours for different parts (front and rear spoilers, cockpit, centre body, outer body, engine difusers?, saftey light and even mirrors ;) ) and all  images are updated automatic.

So it should be possible to have almost recognisbale colour shemes!!

At the very least its just a matter of clicks to have 15 differnt coloured cars!

One huge mistake i made was to not line them up in the grid first!!!!  >:(
Title: Re: Project: Serious F1 (general discussion)
Post by: mihcael on December 01, 2009, 10:46:39 AM
besides the file format  :-X is this close?

(http://storage.mikendezign.com/temp/multicolour.gif)
Title: Re: Project: Serious F1 (general discussion)
Post by: skateblind on December 01, 2009, 11:21:26 AM
So that is using the same palette as the one Horace showed you? If so, that is perfect. If you can put the directions of each car the same as that test graphic grid we posted, then I can load it straight into the game and see how it looks when rotating. I suspect it will look great though. :)
I would hang on before creating the other other colour varieties as I am not sure if the size is right, because 1 whole track will be on 1 stationary screen, so I need to fit maybe 3 cars side by side on most parts of the road. If we have to make the cars smaller it means some of the detail will be lost and each direction will need changing again, maybe. It also might mean we will not be able to have the colour variety Horace was hoping for.

Do the one set, upload it and I can tell you immediately if it works or not. I might just end up making the tracks shorter or hassling someone to get the screen scrolling without speed loss. :)
Title: Re: Project: Serious F1 (general discussion)
Post by: mihcael on December 01, 2009, 04:58:41 PM
So that is using the same palette as the one Horace showed you? If so, that is perfect. If you can put the directions of each car the same as that test graphic grid we posted, then I can load it straight into the game and see how it looks when rotating. ...

yep, using HH palette. And i didnt think about the directions till i was almost finished, wont be much trouble to fix that.
Title: Re: Project: Serious F1 (general discussion)
Post by: mihcael on December 02, 2009, 05:20:26 AM
Heres the car for youa!

The turning is a bit off, beacuse the angles for 24 frames and 16 frames are different, but you get the picture. Looks pretty sweet if you ask me ;) (and this is the random coloured schemed car)

Had some trouble getting the pallet right, not only do they both have to be 16 colour (track-car), and the same 16 colours, but the pallete has to be in the right order too!  :P
Title: Re: Project: Serious F1 (general discussion)
Post by: skateblind on December 02, 2009, 10:45:34 AM
Not sure what is going now...

I need 24 directions, not 16. I know the original was 16, but we changed it to 24.
Title: Re: Project: Serious F1 (general discussion)
Post by: skateblind on December 02, 2009, 05:12:24 PM
I hope I did not sound un(?)gracious, I do appreciate the work.  :)
Title: Re: Project: Serious F1 (general discussion)
Post by: mihcael on December 02, 2009, 05:18:46 PM
Not sure what is going now...

I need 24 directions, not 16. I know the original was 16, but we changed it to 24.

Thats what i thought ;) I must of been confused by this stement,

If you can put the directions of each car the same as that test graphic grid we posted, then I can load it straight into the game and see how it looks when rotating.

which test graphic grid?
Title: Re: Project: Serious F1 (general discussion)
Post by: Hungry Horace on December 02, 2009, 05:24:55 PM
i think it is good practice in coding for skate if he has to adapt the graphics ripper for a new grid ;)
Title: Re: Project: Serious F1 (general discussion)
Post by: skateblind on December 02, 2009, 06:45:58 PM
Not sure what is going now...

I need 24 directions, not 16. I know the original was 16, but we changed it to 24.

Thats what i thought ;) I must of been confused by this stement,

If you can put the directions of each car the same as that test graphic grid we posted, then I can load it straight into the game and see how it looks when rotating.

which test graphic grid?

I can probably use that multicolour.gif you posted. So don't worry about it. I do need 24 directions. I just realised I did not post this other graphic which show how many directions there are and how they are layed out in the grid. My bad! :)
Title: Re: Project: Serious F1 (general discussion)
Post by: mihcael on December 03, 2009, 01:39:03 AM
no worries, let me know if it works ok! when you are ready i will make some different colours!
Title: Re: Project: Serious F1 (general discussion)
Post by: TCD on December 03, 2009, 09:37:12 PM
Nice progress guys  :D Keep it up  ;D
Title: Re: Project: Serious F1 (general discussion)
Post by: Graham Humphrey on December 06, 2009, 09:54:24 AM
Hey guys, just thought I'd stick my nose in and say what an interesting project this looks. You seem to be making good progress too. Good luck - I'm sure it'll turn out fine!
Title: Re: Project: Serious F1 (general discussion)
Post by: Hungry Horace on December 06, 2009, 09:57:58 AM
skate - just been looking at your youtube videos, and i flicked back to the TOME demonstration.


I noticed there is an isometric 8--way scroller on there. could you not butcher the code from the demonstration there?

perhaps there is even a racing game or similar in there to look at using the engine for?




Title: Re: Project: Serious F1 (general discussion)
Post by: EmuChicken on December 06, 2009, 01:25:54 PM
Love the title, "serious F1" ... great how youre still keeping it real in programming it in Amos. Azn

if you need some music let me know, im constantly rocking out in fruity loops so...  if you need some guitar based stuff just holla (horace can do the digi-works)

on a lighter note, a friend a while back made an isometric scrolling thingy on amos pro...  forgot the name now, think it was crusha though, or something... I adf'd it an age back... highly doubt its on my hd now ;/


edit: I probably didnt go with the rules thats why I removed the last thing and pasted it here , sorry!

edit 2: I had a look at the fruity loop file you upped.. (hhahehaha, you use it too!) ... funny little loop there, ;)  ... why not add the "soundgoodizer" to the master output... to make the sound good, ...  beefs it up a lil ;>
- on another note, how about adding a pitstop minigame, kinda like the C64 game "pitstop 2" ... then you could use the little men that horace provided... nice gfx bits btw hh! ;>
Title: Re: Project: Serious F1 (general discussion)
Post by: skateblind on December 06, 2009, 02:49:52 PM
Thank you to everyone for the interest, it certainly helps with keeping me motivated enough to continue the game.

Horace, I have not seen any racing games that use TOME. I will have a look at the 8 way scroller, I presume you mean the isometric one with the jet that lands and takes off?

EmuChicken, it is nice to see you around again dude. :) I will take you up on that offer and send you a PM nearer the time. I like fruity loops, but I prefer reason. FL handles the way you lay down the music very differently compared to other programs I have used. I will have to take a look at the addon because the sound in FL is not great. That loop was a friends(TCD) piano loop which I added a few bits to, have a listen to some other tunes of mine at http://www.myspace.com/skateblind007

There are only 2 tunes worth listening to, CompleteBreak which is the first on the list and OrientalBaby which is the last one on the list.
Title: Re: Project: Serious F1 (general discussion)
Post by: EmuChicken on December 07, 2009, 05:03:48 AM
thing is, its not an addon... "soundgoodizer" is already inbuilt into fruity loops- it basically gives the song both clarity and punch... very nice IMO ;-)

just listening through your songs ...  completebreak at the moment, gonna have a listen to em all...  sounds kinda...  midi mixed with amiga ^-^ ...  hehe, pretty interesting ;)
my page on myspace is... well, theres only the band site really :-  www.myspace.com/birdinfluenza


... I have my own but its not a musician, i think its just a personal page that Ive not logged into in a few centuries ;/