Turbo Sliders future

Discussion related to Turbo Sliders and beta version feedback.

Moderator: Forum Moderators

User avatar
dede
Community User Level: 5
Community User Level: 5
Posts: 3314
Joined: Mon Apr 10, 2006 10:29 am
Contact:

Post by dede » Sat Aug 30, 2008 7:31 pm

Scud wrote:Dont know can we do this already, but i would like to do tracks like in word rallycar championship...i mean that you start your race from point A and finish is in point B. Hope you got what i mean. And more players in normal racing would be good, hope you Ande can do something about this (lol).
That's already possible if you keep the start and the end to the same line (horizontal or vertical). But maybe it wouldn't be of big use anyway, since track size is quite limited right now (2000x2000).

User avatar
Xarthok
Posts: 11
Joined: Sat Jun 07, 2008 10:17 pm
Contact:

Post by Xarthok » Sat Aug 30, 2008 8:05 pm

Sounds awesome so far :)
About restricting players who haven't registered... I think there should be NO major restrictions like no records saving because that would disencourage a new player from staying. Instead, it could be that registered players get small benefits like a small star next to their name everywhere and perhaps free players only have access to basic car colors and no stripes or color transitions. That and of course they can't join 'registered only' games (though there probably won't be many, besides maybe pro punaball servers). If a player isn't going to pay money for a game, nothing would make him. If he however is willing to pay and likes the game, he will probably support it just for the little benefits. My two cents.
Come and try out over 6000 great free flash games at:
Image

User avatar
Mouse
Community User Level: 5
Community User Level: 5
Posts: 1358
Joined: Fri May 20, 2005 1:56 am

Post by Mouse » Sat Aug 30, 2008 9:25 pm

I'm very very happy to hear about the custom start positions (GREAT that they can be set at an angle). That, along with random start times will enable new types of racing:

1 - REAL drag racing.
2 - Motocross (all 20 drivers in a line).
3 - More accurate cross-over racing (1v1)
4 - Rough racing tracks (yeah, I'll make a pack)

..man, this opens up a lot of ideas in my head.

And now that I don't need to play in window mode... this will be sure to get me back to TS completely. I'm probably going to start making tracks now in anticipation to this.

Another question:
BOTS will work with this new stuff right (start position/time stuff)?
Image

User avatar
Xarthok
Posts: 11
Joined: Sat Jun 07, 2008 10:17 pm
Contact:

Post by Xarthok » Sat Aug 30, 2008 11:29 pm

I've got another idea: manual gear shifting? :D
Come and try out over 6000 great free flash games at:
Image

xzeal
Community User Level: 3
Community User Level: 3
Posts: 445
Joined: Sat Oct 30, 2004 10:32 am

Post by xzeal » Sun Aug 31, 2008 1:06 am

Xarthok wrote:I've got another idea: *CENSORED* :D
DISCLAIMER: The previous message has been censored due to extreme profanities.

Imagine infiltration with manual gear shifting xarth.

User avatar
dede
Community User Level: 5
Community User Level: 5
Posts: 3314
Joined: Mon Apr 10, 2006 10:29 am
Contact:

Post by dede » Sun Aug 31, 2008 1:16 am

Xarthok wrote:I've got another idea: manual gear shifting? :D
I'd need one more hand to manage that.

User avatar
Scud
Community User Level: 3
Community User Level: 3
Posts: 425
Joined: Wed Jan 16, 2008 2:14 am
Contact:

Post by Scud » Sun Aug 31, 2008 1:30 am

I've got another idea: manual gear shifting?


That would be really nice!!!
~siLciR <3~

Rendy Andrian
Community User Level: 2
Community User Level: 2
Posts: 230
Joined: Sun Nov 25, 2007 4:10 am
Contact:

Post by Rendy Andrian » Sun Aug 31, 2008 3:18 am

How about these:

- Starting Grid Locations can be adjusted by players.
- Expansions from 20 players to 24 players
- Flying start feature.
RACING SINCE 2007
OFFICIAL SITE - BLOG - TWITTER

Jeffrey
Community User Level: 3
Community User Level: 3
Posts: 432
Joined: Sun Jan 08, 2006 12:57 pm
Contact:

Post by Jeffrey » Sun Aug 31, 2008 10:21 am

I'm really happy that in the near future will have a new version of Turbo Sliders. Thanks Ande.

I am really possitive about most of the new features that will be implemented especially custom grid positions and wide screen support.

Maybe Ande something i really miss in the game is to have some sort of qualification session (although this can be sorted out by another means).

Also maybe some new sounds, like pit sounds, when cars are refueling.

HOPE THAT THE NEW VERSION BRINGS NEW TRACKMAKERS IN THE COMMUNITY. (MOUSE AND JAZZY HOPE THIS WILL INSPIRE YOU IN NEW TRACKS/PROJECTS.. CAUSE I REALLY MISS YOUR TRACKS) LOL

Hini
Posts: 12
Joined: Sat May 20, 2006 1:18 pm

Post by Hini » Sun Aug 31, 2008 12:02 pm

One more :P

Ande: can you add a "away mode" ? Sometimes during the cup one of the players must stand up from computer for while. Then he can turn on the away mode - if it's on: track's load without him on it.

And maybe "auto away" - if someone standing on the starting grid more than 5 seconds without any move - he pass to ghost mode. He's car don't disturbing to other players ride.

User avatar
Etmil
Community User Level: 3
Community User Level: 3
Posts: 433
Joined: Sun Aug 20, 2006 8:27 pm
Contact:

Post by Etmil » Sun Aug 31, 2008 6:38 pm

Ande: how about new/enhanced sound effects? I can lend a helping hand on that as I have been working with sound.. quite a lot. And I've customized my own sounds already.. they ARE better. Would you care for anything like that? Additional sounds can be done too.

User avatar
Ande
Game Developer
Game Developer
Posts: 487
Joined: Thu Oct 14, 2004 9:43 pm

Post by Ande » Sun Aug 31, 2008 10:08 pm

Thanks for all new suggestions again. I will write them down but can't promise they will make them in the next version. Thanks for your offer Etmil, it might be a good idea to redo the sounds, too. I have to think about it but there are so many other things that maybe I will just cope with the current ones for now.

One more or less big change I am going to do is that from now on, track loading will always be done first at one certain fixed scaling and then, after the full track image is finished, scaled to the real wanted size. What I want to achieve with this is that there would be no need to check the track with different screen modes any more. If it works in one resolution, it works in them all. There would be no scale and fit-to-screen options in the editor any more, it would always use the same scale. The bad thing with this is that it may add track loading times a bit, especially for people playing with low resolutions like 640x480. Are there still people playing with low-end machines using those resolutions? Loading times would always be at least as much as loading with resolution like 1280x1024 zoom level 1. I hope this is not a problem for anyone, computers are getting faster anyway all the time :).

And by the way, I also fixed the bug that the tile was sometimes placed at a slightly different position than where the cursor seemed to be.

User avatar
dede
Community User Level: 5
Community User Level: 5
Posts: 3314
Joined: Mon Apr 10, 2006 10:29 am
Contact:

Post by dede » Sun Aug 31, 2008 10:48 pm

One feature that could be good is adding records for possible cars behind the next track preview (top right corner). That could solve some problems with fuel-calculation in random tracks and car selection (if car isn't fixed).
Ah, a bug we forgot to mention: please remove the possibility to "spam" by typing X followed by numbers (which loads language phrases).

Tijny
Community User Level: 5
Community User Level: 5
Posts: 1514
Joined: Sat Nov 06, 2004 7:59 pm

Post by Tijny » Sun Aug 31, 2008 11:00 pm

dede wrote:Ah, a bug we forgot to mention: please remove the possibility to "spam" by typing X followed by numbers (which loads language phrases).
Noooooo! That's the best feature ever! :)

User avatar
Ande
Game Developer
Game Developer
Posts: 487
Joined: Thu Oct 14, 2004 9:43 pm

Post by Ande » Mon Sep 01, 2008 7:03 am

dede wrote: Ah, a bug we forgot to mention: please remove the possibility to "spam" by typing X followed by numbers (which loads language phrases).
The funny thing is that I tried to pick a character that no one could type and spent some time finding a suitable number. It is beyond my comprehension how I managed to pick 'X' :).

But yes, this could be a good place to change that character or just completely remove translations from user messages.

Jarno
Community User Level: 3
Community User Level: 3
Posts: 355
Joined: Wed Sep 21, 2005 7:14 am
Contact:

Post by Jarno » Mon Sep 01, 2008 7:15 am

Ande wrote:I also fixed the bug that the tile was sometimes placed at a slightly different position than where the cursor seemed to be.
That is just great :) Now i can do tracks again :)
Spinnering on limits...

Janne
Community User Level: 3
Community User Level: 3
Posts: 406
Joined: Mon Dec 26, 2005 6:40 pm

Post by Janne » Mon Sep 01, 2008 8:47 am

dede wrote: Ah, a bug we forgot to mention: please remove the possibility to "spam" by typing X followed by numbers (which loads language phrases).
Hey, it's not a bug!

Rendy Andrian
Community User Level: 2
Community User Level: 2
Posts: 230
Joined: Sun Nov 25, 2007 4:10 am
Contact:

Post by Rendy Andrian » Mon Sep 01, 2008 9:08 am

Jeffrey wrote:HOPE THAT THE NEW VERSION BRINGS NEW TRACKMAKERS IN THE COMMUNITY. (MOUSE AND JAZZY HOPE THIS WILL INSPIRE YOU IN NEW TRACKS/PROJECTS.. CAUSE I REALLY MISS YOUR TRACKS) LOL
And i love your tracks too Jeff!!!
RACING SINCE 2007
OFFICIAL SITE - BLOG - TWITTER

User avatar
Chevron
Community User Level: 1
Community User Level: 1
Posts: 83
Joined: Fri Nov 12, 2004 10:12 pm

Post by Chevron » Mon Sep 01, 2008 2:24 pm

Janne wrote:
dede wrote: Ah, a bug we forgot to mention: please remove the possibility to "spam" by typing X followed by numbers (which loads language phrases).
Hey, it's not a bug!
It's one of the best features of 1.0.8 :wink:

Anyway, great to see such improvement on the situation :o
Burning curtains since 2004

dby
Community User Level: 2
Community User Level: 2
Posts: 224
Joined: Mon Mar 28, 2005 9:02 pm
Contact:

Post by dby » Mon Sep 01, 2008 5:09 pm

Ande wrote:About gravity, it is really not used anywhere yet and I don't know if it is of any use. I just added it because it was such a small thing to do and it could possibly enable someone to make an xpilot/thrust like space mod.
I'm guessing that this is an overall gravity for the entire track? Can you set direction?
Would it be terribly hard to add gravity on terrain level?

Then it would be easy to make all kinds of mods, like my offroad mod:
viewtopic.php?p=4415#4415

...stuff like
Image

Or maybe a Mini-Putt mod?

Image


And while we're on the topic of new features; for a future version or next one if it's easy enough to add without breaking anything; I'd like to remind you of the suggestions thread. ;)

Some examples:

Energyloss modifications: viewtopic.php?p=10524#10524

Tile Group offset and rotation range image mapping: viewtopic.php?p=10905#10905

Personal best lap times: viewtopic.php?p=4441#4441

User avatar
Hengari
Community User Level: 3
Community User Level: 3
Posts: 462
Joined: Thu Nov 18, 2004 5:14 pm
Contact:

Post by Hengari » Mon Sep 01, 2008 7:17 pm

You all should just be patient and keep the feature request on their own thread for consistencys sake and please think before you write.

I collected some years ago all the feature requests made so far and it can be seen: http://sliderpoint.com/files/ts_feature-req.txt. The list isn't updated since 2006 but maybe I will update it.
oldschool slider <3 | Hengari @ Quakenet/IRCnet
sliderpoint

User avatar
Ande
Game Developer
Game Developer
Posts: 487
Joined: Thu Oct 14, 2004 9:43 pm

Post by Ande » Mon Sep 01, 2008 8:56 pm

Actually, adding gravity to terrain was so easy I already did it :). Terrains can now have properites "gravity" and "gravitydirection" (0-359). Making speed dependent energyloss work in a different way is a bit harder to design and implement. To make it work better, one should not be able to skip one single pixel but now it is possible since cars can easily go something like 5 pixels per frame. Control points can't be missed but it would be just too complicated to make it work with energylosses, too, right now. I just try to finish adding new things soon...

dby
Community User Level: 2
Community User Level: 2
Posts: 224
Joined: Mon Mar 28, 2005 9:02 pm
Contact:

Post by dby » Tue Sep 02, 2008 3:32 am

:shock:

Awsome! See Hengari, doesn't hurt to ask. :)

Ande wrote:"gravitydirection" (0-359)
Is that relative to the tile? I imagine that would be the best, so rotating a tile would also rotate gravity direction.

dby
Community User Level: 2
Community User Level: 2
Posts: 224
Joined: Mon Mar 28, 2005 9:02 pm
Contact:

Post by dby » Tue Sep 02, 2008 4:41 am

Hengari wrote:I collected some years ago all the feature requests made so far and it can be seen: http://sliderpoint.com/files/ts_feature-req.txt. The list isn't updated since 2006 but maybe I will update it.
Nice compilation. Some of the suggestions can be crossed out now :)

Even found the oil slick idea that came to my mind now while on the topic of terrain properties. Spin amount/direction properties would be the only thing left (that I can think of now anyways) to be able to create a truly great off road mod. And not very hard to add I imagine? ;) But I'm really happy about gravity, that was the most important feature for what I have planned. So get on to the beta testing, I want to start modding! :D

User avatar
Ande
Game Developer
Game Developer
Posts: 487
Joined: Thu Oct 14, 2004 9:43 pm

Post by Ande » Tue Sep 02, 2008 6:01 am

dby wrote:
Ande wrote:"gravitydirection" (0-359)
Is that relative to the tile? I imagine that would be the best, so rotating a tile would also rotate gravity direction.
Unfortunately, it is an absolute direction due to technical limitations. At runtime, track does not know anything about original tiles it was compiled from and terrains are the same everywhere. The next step would have been to make a gravity field which would support those rotated tiles, planets etc. but maybe that is left to TS 3.0 :).

Post Reply