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Author Topic: Project: Serious F1 (general discussion)  (Read 18107 times)

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skateblind

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Project: Serious F1 (general discussion)
« on: November 21, 2009, 10:21:24 PM »

The early version of my racing game.

DOWNLOAD ATTACHED!!!!!
« Last Edit: November 23, 2009, 11:29:05 PM by Hungry Horace »
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Re: My racing game
« Reply #1 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.  ::)
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skateblind

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Re: My racing game
« Reply #2 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. :-\
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mihcael

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Re: My racing game
« Reply #3 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 ??
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Hungry Horace

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Re: My racing game
« Reply #4 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)
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skateblind

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Re: My racing game
« Reply #5 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
« Last Edit: November 23, 2009, 10:10:05 PM by skateblind »
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Hungry Horace

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Re: My racing game
« Reply #6 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)



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.



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



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mihcael

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Re: Project: Serious F1 (general discussion)
« Reply #7 on: November 24, 2009, 12:55:03 AM »

Thanks for the infos...

Done some searching and i come across this image (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 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!
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Re: Project: Serious F1 (general discussion)
« Reply #8 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.  :)
« Last Edit: November 24, 2009, 01:27:07 AM by skateblind »
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mihcael

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Re: Project: Serious F1 (general discussion)
« Reply #9 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
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Hungry Horace

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Re: Project: Serious F1 (general discussion)
« Reply #10 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)
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Hungry Horace

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Re: Project: Serious F1 (general discussion)
« Reply #11 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.







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
« Last Edit: November 24, 2009, 11:50:26 PM by Hungry Horace »
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Hungry Horace

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Re: Project: Serious F1 (general discussion)
« Reply #12 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?
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skateblind

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Re: Project: Serious F1 (general discussion)
« Reply #13 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.
« Last Edit: November 25, 2009, 12:24:31 AM by skateblind »
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mihcael

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Re: My racing game
« Reply #14 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.



.... 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??

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