Discussion related to Turbo Sliders and beta version feedback.
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Lord Shitnipple
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by Lord Shitnipple » Tue Apr 05, 2005 4:13 pm
turbo sliders has unleashed my passion for 2 d graphics again!!
I was wondering what programming language was used to make it?
I would like to make a couple of new cars also, is that straighforward or is it like trying to plat a fart?
Anyway, I have to go an race....

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Mike Nike
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by Mike Nike » Tue Apr 05, 2005 6:43 pm
As i remember correct, the main language is C++.
You can create own cars by making correct PNGs and pattern files. In edition a car sound is to add, if you don't want to use the default engine.wav. Have a look in the cardef.car to learn about the car properties. There you can get the structure of how to make your own cardefintion file. Instead of changing the values in a texteditor, you can use also a Car Creation Tool with a graphical user interface, i made, where you can additional see the maximal speed.
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Ande
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by Ande » Tue Apr 05, 2005 6:56 pm
It's nice to hear you like the game - 2D is not dead

.
But the language is actually plain C, not C++. I was in a low level mood when starting the project after having coded too much Java before that

. But the game has been made in quite an object oriented way anyway.
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Lord Shitnipple
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by Lord Shitnipple » Wed Apr 06, 2005 7:57 am
Thanks for the replies guys! I get the feeling this is a mature and fun loving forum, thats a refreshing change from the pedantic and immature crap I am used to. The car editing program sounds good, I am seriously considering making the car from the Amiga classic Supercars 2 including some of the tracks...track editing appears to be easier than car editing at this point, mind you, I haven't really looked at editing a car so I suppose it would :/
I am a HUGE fan of 2d games and used to make graphics for Amiga p.d games back in the day (ahhhhh. memories) and am dying to make another game, all the limits we had in place on the Amiga simply aren't an issue now, (Amos had it's problems) what with memory and speed now in abundance on our powerful p.c's.
I am not a programmer unfortunately, but intend to learn Dark basic, mainly for some 2d fun, exploiting all this power hidden under my p.c's hood so to speak. I appear to be going off topic now , but thats what happens when you get out of bed 2 hours too early because you can't sleep.
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Ande
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by Ande » Wed Apr 06, 2005 8:57 am
Super Cars 2 was a classic game

. Unfortunately, I don't think there will be weapons in TS - at least for some time.
Making custom cars is a bit harder than making tracks, yes. There is no editor, you just have to create a .car file in the cars directory with a text editor. You can look what's inside cars/cardef.car to get help.
Last edited by
Ande on Wed Apr 06, 2005 12:20 pm, edited 1 time in total.
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Lord Shitnipple
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by Lord Shitnipple » Wed Apr 06, 2005 11:52 am
ah, to be honest, i never really liked the weapons in Supercars 2, it just stole away the racing. Turbo Sliders captures the feel of the old supercars game with better handling. Thankyou for all your help!
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captainpotato
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by captainpotato » Wed Apr 06, 2005 2:30 pm
I've been considering the Super Cars II tracks as well, but you can go for it - I've got some other ideas for tracks still to try

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Lord Shitnipple
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by Lord Shitnipple » Thu Apr 07, 2005 12:51 pm
Hehe, great minds think alike eh? It was too tempting an idea not to make the old classic tracks because there were some truly excellent ones...I remember the longer ones the most, they were like racing marathons, and that damn track with about 7 jumps in a row, that did my head in but at least if you made it for this game your car wouldn't explode. That could be a good track, you'd have to travel to the start again, pro rules would really up the fun on it, it would be like it's a knockout.
I have tweaked some of the graphics to resemble the feel of supercars 2, I would love to post a coupld of screenshots when i'm done. I am about to try and make the car graphics now, it's not as if I don't like the graphics the way they have been done already (great artwork by the way) it's just I can't help but tweak things when i get a chance. [/img]
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captainpotato
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by captainpotato » Thu Apr 07, 2005 1:52 pm
Lord Shitnipple wrote:Hehe, great minds think alike eh? It was too tempting an idea not to make the old classic tracks because there were some truly excellent ones...I remember the longer ones the most, they were like racing marathons, and that damn track with about 7 jumps in a row, that did my head in but at least if you made it for this game your car wouldn't explode. That could be a good track, you'd have to travel to the start again, pro rules would really up the fun on it, it would be like it's a knockout.
Is that the track where the jumps are the shortcut over the winding track underneath? If so, that's exactly what inspired me to think about doing them
I'd like to do the Super Sprint tracks at some point, as they were always heaps of fun.
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Lord ShitNipple
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by Lord ShitNipple » Thu Apr 07, 2005 2:59 pm
Hehe, yeah, that was the track! It was a fantastic track for making you feel like you'd acomplished something. I am having trouble rotating my car but the good new is my grass looks nice

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Ed
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by Ed » Fri Apr 08, 2005 12:32 pm
Theres gonna be a Super Cars II game for the PSP. It looks good but I don't think it's associated with the classic.
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Lord Shitnippple
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by Lord Shitnippple » Fri Apr 08, 2005 5:41 pm
Ah, I think I have seen some stuff about it on various sites, mentions of supercars 2 a lot, normally you can't find jack about it. besides, the style of play of the original supersars 2 is a bit retro anyway, they'd never make a game like that for such a new piece of kit. Which is a pity.