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#1 leegamestudios

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Posted 24 November 2012 - 07:58 PM

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<Download Alpha v8.1>

(File Size - 28mb)

Development Blog -

 

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_speed_ is an adrenaline fuelled top down racing game set in 2100, the turn of the century where the worlds first anti gravity racing league is taking place. Pilots are put in state of the art crafts in which they race against each other or the clock using various weapons and power-ups all at over 400MPH.

 

Upon release _speed_ will have an arcade mode and career mode. Arcade mode will contain every track, craft and feature unlocked from the start, here you can practice your skills or compete for online and personal records. In addition to this _speed_ will also ship with a career mode where you will participate in race events from around the world to further unlock events and points to upgrade your craft.

 
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_speed_ is currently in alpha and because of this not all the planned content is in the game yet, upon release I would like to have the following modes and features in!

 

I am getting close to having all of the game modes into the game, at the moment there is standard race, time trial, head to head and endurance apart from this all I need to implement is eliminator mode and design a lot more tracks as I currently have three. All six power-ups are currently in the game and working along with arcade mode.

_speed_ contains 12 countries that each have their own unique craft with different statistics.

 

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Planned Features;

Spoiler


_speed_ Alpha v8 Change Log

Spoiler

 

_speed_ Alpha v8 Bugs

Spoiler

 

Near future to-do


 
Download Archive

 

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 Latest Youtube Video

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Controls
- W = Accelerate
- A = Steer Right
- D = Steer Left
- S = Reverse
- Control = Break
- Space = Use Power-Up
- Shift = Destroy Current Power-Up
 
Credit
Aidan Lee - Programming, Art
Tim "CoLD SToRAGE" wright - Music
 
Links
Development Blog and Webiste
Personal Twitter
_speed_ Twitter
CoLD SToRAGE Bandcamp


Edited by leegamestudios, 26 June 2013 - 01:43 PM.

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#2 chance

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Posted 25 November 2012 - 12:08 PM

I think this has some potential. I like your use of 3D here, with the top-down view. And from the menu, it looks like you're planning lots of new features.

However, the graphics themselves aren't visually stimulating since the environment has no texture. And the race cars look rather primitive and flat, against the 3D structures that surround them. So you might consider giving them some 3D characteristics as well.

My only real problem was with the controls. The left/right arrows seemed overly responsive, so it was hard to make the turns without completely spinning out. Personally, I'd also prefer the "speed" control to be a separate hand from the "direction" controls. So for example, <space> instead of up-arrow. That way, one hand could be focused on controlling the turns, while the other hand controlled the speed. (Just a personal preference.)

But overall, this is a good start. With a bit more work and some options, you'll have a polished game here. +1 :thumbsup:
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#3 BattleRifle BR55

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Posted 25 November 2012 - 08:37 PM

I really liked the menu, but the game was hard to control. I figured the turning would be pretty sensitive after reading chance's post, but I wasn't expecting to pull 720's with just a tap of the key!

I couldn't play for long because of that issue. Is there a reason you can spin so fast, so easily?
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#4 integrate

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Posted 25 November 2012 - 09:27 PM

I look forward to updates to this game. The potential is definitely there.

It isn't really playable at this stage, as turning your craft is more about how fast you recover than how well you steer.
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#5 leegamestudios

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Posted 25 November 2012 - 10:03 PM

Thanks for the feedback!

  • The steering on the current craft is one one of the highest settings however next week I plan to have the craft customiser added as well as different hulls meaning each one will handle differently.
  • I'm planning on adding teams and sponsor posters on the side of buildings to breakup the blank textures, I'm also planning on adding weather effects such as snow and rain. I was thinking about adding a lighting engine to add to the neon look but I'm not sure if it would be too distracting.
  • I've got fully rebindable controls in the works so you can have whatever key you want to accelerate and steer.

- Aidan
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#6 integrate

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Posted 25 November 2012 - 10:06 PM

Thanks for the feedback!

  • The steering on the current craft is one one of the highest settings however next week I plan to have the craft customiser added as well as different hulls meaning each one will handle differently.
  • I'm planning on adding teams and sponsor posters on the side of buildings to breakup the blank textures, I'm also planning on adding weather effects such as snow and rain. I was thinking about adding a lighting engine to add to the neon look but I'm not sure if it would be too distracting.
  • I've got fully rebindable controls in the works so you can have whatever key you want to accelerate and steer.

- Aidan


1 vote for neon!
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#7 leegamestudios

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Posted 09 December 2012 - 03:09 PM

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UUUUUUUUUUUUPDATE TIME!

_speed_ Alpha Release V 0.0.2.7

New alpha build v0.0.2.7

https://dl.dropbox.c...a_v_0.0.2.7.zip (6.5mb)

Features;

- Functional menu
- Single race mode
- Single track
- 18 Different Craft
- Fully working race positions
- No more horrid bright blue buildings!

http://www.youtube.c...h?v=JUpC7nw9gUc

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Controls;

Accelerate = Up Arrow
Steer Right = Right Arrow
Steer Left = Left Arrow
Reverse = Down Arrow
Breaks = Control
Use Powerup = Space
Destroy Powerup = Shift

Requirements;

- Windows XP, Vista, 7, 8
- 6.5mb Disk Space
- 512 MB RAM
- 128 MB Graphics Card/Chip
- 1280x720 resolution or higher


This week's to-do;

- Add AI using power-ups
- Add AI hull damage
- Contact CoLD SToRAGE to see if I can use some of his free tracks in my game (http://coldstorage.bandcamp.com/ What he creates is amazing)
I have included an FPS display if you test the game could you tell me how well it ran and what your computer specs are. Mine are as follows;

- 2nd Gen Intel i3 @3.1GHZ Dual Core (+two threaded cores)
- 4GB DDR3 RAM
- Asus GeForce GTX 560ti SOC (2.7GB VRAM)
- Windows 7 64bit

http://gmc.yoyogames...howtopic=561550

http://www.indiedb.com/games/speed

http://leegamestudios.tumblr.com/


While creating my IndieDB page I decided to do some "re-branding" as they require banners and poster, I think they came out well.

dVp6l.jpg

 

- Aidan
 


Edited by leegamestudios, 20 April 2013 - 07:22 PM.

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#8 leegamestudios

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Posted 15 December 2012 - 06:34 PM

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Tim "CoLD SToRAGE" Wright has kindly let me use music from several of his albums for _speed_

_speed_ Tracks to race by contains 13 electronic adreneline fuelled tracks by Welsh video game composer Tim Wright. Tim also know as CoLD SToRAGE has created music for several videos games including; Lemmings, Colony Wars, WipEout and Gravity Crash.

_speed_ Tracks to Race by contains;

- Lost in Music
- Pencil Neck
- Wiped Out
- Blique Noir
- Rombobo

All of his music can be purchased as well as listened to from Tim's bandcamp page over at : http://coldstorage.bandcamp.com/
For those interested in listening I will post the tracks below and what album they belong to;

CoLD SToRAGE HD
- Pencil Neck

Android Child
- Rombobo
- Blique Noir

MELT
- Wiped Out (Probably my favourite from the lot)

Tim keeps a record of all his old tracks he has created at http://coldstorage.org.uk/ and has kindly allowed everyone to download them for free.

- http://twitter.com/CoLDSToRAGE
- http://www.facebook....ST.RAGE?fref=ts

While I'm linking to twitter pages and the like I have created a official twitter page for _speed_

- http://twitter.com/_speed_game

Assuming everything goes well I hope to release a new development build by tomorrow I'm just finishing off the sound system at the moment.

Edited by leegamestudios, 15 December 2012 - 11:04 PM.

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#9 leegamestudios

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Posted 17 December 2012 - 09:52 PM

UUUUUUUUUUUUUUUPDATE!

_speed_ Alpha Release 3 (v 0.0.3.1)

This week not much new has been added gameplay wise, however _speed_ now features music from CoLD SToRAGE
and sound effects have started to be added along with this AI craft damage and weapons have also been added
but not finished.

http://youtu.be/yFGg4CRLgxk

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https://dl.dropbox.c...a_v_0.0.3.1.zip

Controls;
- Accelerate = Up Arrow
- Steer Right = Right Arrow
- Steer Left = Left Arrow
- Reverse = Down Arrow
- Breaks = Control
- Use Powerup = Space
- Destroy Powerup = Shift

Requirements;
- Windows XP, Vista, 7, 8
- 6.5mb Disk Space
- 512 MB RAM
- 128 MB Graphics Card/Chip
- 1280x720 resolution or higher

This week's to-do;
- Add AI using power-ups
- Add AI hull damage
- Add graphical effects to add some spit and polish

http://leegamestudios.tumblr.com/
http://www.indiedb.com/games/speed

http://twitter.com/_speed_game

Edited by leegamestudios, 17 December 2012 - 09:57 PM.

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#10 leegamestudios

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Posted 29 December 2012 - 08:22 PM

Seeing as there has been a lack of updates and news recently due to me being away for the holidays I thought I'd explain my process of creating tracks!

1) I sketch a rough out line of the track that I want to create.

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2) The track is then created in the GMS editor and position markers (Purple lines) placed and then recorded on the above piece of paper. (Numbers from 1 - 12)

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When placing the markers it is important to place them on corners to allow the position finder to get the most accurate positioning.

3) Add the markers to a new script and run that script when the track room is started.

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4) ???

5) PROFIT!?!?!?

Development should resume on Monday with seeing how _speed_ likes HTML5 as the export option is currently 50% off!
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#11 leegamestudios

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Posted 03 January 2013 - 11:36 PM

Development is back in full swing with several changes being made to allow new game modes and craft skins.

To start with I have completely re-organised some controller objects to allow code execution based on game mode meaning time trials and other modes will arrive soon.

I have always been somewhat unsatisfied with the current craft selection menu so I have decided to completely re-do it along with craft patterns. Craft will now have three layers which will not be limited to single colours. This will allow full coloured flags on the craft along with designs for exclusive crafts.

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The first 6 rows in section one will contain the county team craft, section two will contain craft from other teams which will not be a country. Section three will contain exclusive craft designs which will be gained outside the game, for example there might be a design which I will only give out to certain people or people of a particular community.

The update in craft colours and layers will allow more detail on each craft to easily distinguish it not to mention the amount of pattern combinations that will be available when I get around to re-doing the craft customiser.

I have also half added a lap timer now which is another step closer to time based game modes!
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#12 leegamestudios

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Posted 05 January 2013 - 07:41 PM

_speed_ development is back on track with lots of new things to start the new year!

Changelog

Changes

  • Lap timers
  • New track
  • sounds for countdown, boost and collision.
  • New track pieces (narrow sections and diagonals)
  • Added new end of raace score screen
  • 25% more damage on wall collision
Bugs

  • Fixed track colour and music not randomising between startups

Video http://youtu.be/ORquR3qD4cM

Windows Build https://dl.dropbox.c...a_v_0.0.4.6.zip


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http://www.indiedb.com/games/speed

http://www.youtube.c.../leegamestudios

https://twitter.com/_speed_game

http://forums.tigsou...p?topic=30454.0

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#13 leegamestudios

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Posted 02 February 2013 - 05:09 PM

Development Log for 2nd Feb 2013

Change Log
- AI craft collisions
- Started working on a new track
- Posters decorate the buildings
- Every craft has a new design
- Underground areas have been introduced
- New craft selecting menu
- All steering DRASTICALLY reduced (about 1/4 of what they use to be)
- All damage has been increased

Bug Fixes
- Should have fixed all depth issues.

Gallery

- http://i.imgur.com/3tK3mWu.png
- http://i.imgur.com/ZmpKM2C.png
- http://i.imgur.com/zUbrzLq.png
- http://i.imgur.com/tBNhqHX.png
- http://i.imgur.com/ZHD0s9f.png

Large embedded images

Spoiler


This week's to-do
- Pause menu
- finish new track
- Start adding options to the options menu
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#14 leegamestudios

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Posted 09 February 2013 - 04:55 PM

Development Log

I would have a new build out however the latest version of Game Maker Studio broke some things and I don't know when they're going to release a fix.

Change Log

  • Added banners and signs to eventually replace posters on walls.
  • Added new track "Stanza" (Based on Wip3out's Stanza Inter)
  • Basic pause menu
  • key binding (Broken due to update)
Bug Fixes

  • Fixed lap timer not counting miliseconds
Gallery

embedded images

Spoiler


This week's to-do

  • finish new track
  • Start adding options to the options menu
  • Add stats to craft selection screen
  • Finish the banners and signs
http://www.indiedb.com/games/speed

http://leegamestudios.tumblr.com/

https://twitter.com/_speed_game

http://forums.tigsou...p?topic=30454.0

Edited by leegamestudios, 09 February 2013 - 04:59 PM.

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#15 leegamestudios

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Posted 16 February 2013 - 07:00 PM

I was hoping to get a build out this weekend but I've decided to delay it till next weekend so I can polish up some things such as controls and settings.

It's also half term so I have a week off which I plan on using mainly to get a lot of things done.

Change Log

- Finished two maps (Downtown and Stanza)
- Selecting tracks from the menu
- Pause menu
- Key binding
- Started to change some speed values of player and AI craft

Bug Fixes

- No idea lost track

Gallery

- http://i.imgur.com/lW6yY1Wh.png
- http://i.imgur.com/ZfIQ7qkh.png
- http://i.imgur.com/GXaFQG8h.png
- http://i.imgur.com/tQ2o1agh.png
- http://i.imgur.com/FkVcuGOh.png

Embedded Images
Spoiler


This week's to-do

- Add time trial and endurance mode.
- Start adding options to the options menu
- Add stats to craft selection screen
- Finish the banners and signs

I haven't received any feedback recently so any comments would be appreciated.
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#16 Mailas

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Posted 16 February 2013 - 08:35 PM

I haven't played the game yet but from the screenshots it looks epic.

Edited by Mailas, 16 February 2013 - 08:35 PM.

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#17 leegamestudios

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Posted 23 February 2013 - 05:41 PM

Development Log

Lots have been added this week and I'm extremely pleased with the progress being made. Also I'm happy to be able to release a **new build** of all the new features from the last few weeks!

------------------------------------------

NEW BUILD

This build's features


  • Two Tracks
  • Two Game Modes
  • 18 Different craft
  • Varying levels of AI difficulty
  • Varying speed classes
Video

- http://youtu.be/_Fw8C1bU_Gs

Download

- https://dl.dropbox.c... alpha v5_1.zip

------------------------------------------

Change Log

- New game mode Time Trial
- Craft stats redone
- Removed keybinding options (Working on a new method since GMS's new progressive case scan broke my current method)

Bug Fixes

- Again no idea

Gallery


Embedded Image
Spoiler

This week's to-do

  • Endurance mode
  • Motion blur
  • view zooming
  • some options
WANTED

If anyone has a Mac and is able to export GM Studio projects I'd be interested in someone creating a Mac version of _ speed _

Edited by leegamestudios, 24 February 2013 - 01:47 AM.

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#18 Daddio

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Posted 24 February 2013 - 12:58 AM

I am liking the game and I reeeeaaallly WANT to like it, especially since you are putting so much work into it.

It's just that the handling is still 200% too fast. Even on the lowest handling ship, I'm spinning in circles. No real reason the ships should be able to do that. I picked a level 1 handling ship and was spinning out so much I just rage quit after 1 lap. I didn't feel like learning to handle it. Not really what you want your players to do.

So. Cool game. I want to play it. But the controls make me not want to play - can you make a change? For me? You can put a yellow frowny face on the car.
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#19 leegamestudios

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Posted 24 February 2013 - 01:49 AM

Changed!

Turns out I can only decrease the turn variable so far until I have to start to change the turning code.
All turning has now been cut in half and I can decrease it more if necessaries.
changed the link to v5.1

- Aidan

Edited by leegamestudios, 24 February 2013 - 02:11 AM.

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#20 Daddio

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Posted 24 February 2013 - 02:25 AM

Ah, that makes it easier - much thanks!

Best of luck with this. It's off to a great start and can only get better from here.
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#21 leegamestudios

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Posted 02 March 2013 - 10:16 AM

One game mode added two more to go!

Change Log

- Added Endurance mode
- Added Endurance Craft
- Added Repair pad
- Changed colour of the weapon pad to purple
- Added a Dynamic Camera
- Added Screen Shake

Endurance Mode

You begin the race at the lowest speed class and every lap you complete your top speed increases, the race is over when your craft is destroyed. I choose to make everything in a black and white style to emphasise the difference and still have bright banners as contrast.

Gallery

- http://i.imgur.com/FNwieaL.jpg
- http://i.imgur.com/J9rQq21h.png
- http://i.imgur.com/cYiBvhfh.png
- http://i.imgur.com/7hENp7Th.png
- http://i.imgur.com/gOEUxa4h.png
- http://i.imgur.com/EFA463mh.png

Embedded Images
Spoiler


Video

- http://www.youtube.c...h?v=BiEqhJ53oYE

Download

- https://dl.dropbox.c...0alpha%20v6.zip

This week's to-do

- Add a new track
- Add head to head game mode
- Chnage how lap times work in prep for online scores
- Add some polish to endurance

Links

- http://leegamestudios.tumblr.com/

- http://www.indiedb.com/games/speed

WANTED

If anyone has a Mac and is able to export GM Studio projects I'd be interested in someone creating a Mac version of _ speed _
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#22 leegamestudios

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Posted 16 March 2013 - 11:27 AM

Development log

Version 7

Now that rendering issues have been fixed I've been able to carry on development.

Change Log
  • New mode - head to head (1 v 1)
  • Dynamic camera now does stuff
  • Rework the depth and audio system
  • Added sprites for explosions
  • added sounds for missiles, rockets, and mines
  • Increased steering (again)
Gallery

http://i.imgur.com/Kym6uamh.png
http://i.imgur.com/oxmQQAkh.png
http://i.imgur.com/8nHkf7N.jpg
http://i.imgur.com/uWxRaxmh.png

Embedded Images
Spoiler


Video

http://www.youtube.c...h?v=OLN3mog5Rs8

Download

https://dl.dropbox.c...0alpha%20v7.zip

This weeks to do
  • Add ray casting racing
  • Add a new track
  • Redo craft (again)
  • Prep for online scores
Links
  • http://leegamestudios.tumblr.com/
  • http://www.indiedb.com/games/speed
WANTED

If anyone has the ability to export to Mac or Linux I'd be interested in someone creating a Mac and Linux versions of _ speed _
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#23 leegamestudios

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Posted 30 March 2013 - 02:07 PM

_speed_ development log

 

I missed out a dev log last week because I had a week full of mock exams and got nothing done. I now have two weeks off school to haul arse and hopefully get tonnes done.
I've started to add lighting using the Tlighting engine however for some reason lights won't stay of the correct place, so I've posted in the Tlighting topic and will hopefully get it fixed soon. I have also made a new track set as you will see from the screenshots, the only disadvantage is I had to remove any diagonal pieces due my new track set behaves awkwardly with diagonals connecting.
 

UqJqhHsh.png

 

UUfvDDfh.png

 

tO7h99ih.png

 

 

 
To-do for the next week/two
  • Fix lighting issues.
  • Add several new tracks.
  • Re-do AI to allow them to use weapons.
  • Switch from Tumblr to WordPress.
  • Start to create the options menu.
 
Questions
 
Should I move away from each team has three craft and make it so that each team only has one craft, this will allow 18 teams instead of six.
 

Edited by leegamestudios, 20 April 2013 - 07:25 PM.

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#24 leegamestudios

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Posted 06 April 2013 - 04:40 PM

_speed_ Development Log
This last week I've been working on new craft designs and some back-end work with lap times for online records.

 

 

TkMv1LR.png

 

 

I've decided to go with 12 teams over the original 6;
 
  • GB Great Britain
  • CA Canada
  • JP Japan
  • DE Germany
  • US United States
  • IN Indian
  • IT Italy
  • BR Brazil
  • TR Turkey
  • AU Australia
  • CN China
  • FR France
 
I've also set up a trello page to keep things organised and what I need to do next, I would highly recommend it to anyone working on a project.
Recently I have been thinking more seriously about selling my game once it it finished, I've been looking through HMRC and it seems there is no age limit on self employment, however I'm wondering if it would be worth setting up a limited company or just doing it with my name.
As for release I hope to release on Windows, Mac and Linux now that GM Studio has Linux export. There are a number of digital distribution platforms I hope to get on;
  • GOG
  • Green Man Gaming
  • GamersGate
  • Desura
 
I would love to get onto Steam however I doubt it will but I shall put it on Greenlight anyway for extra exposure.
If I decide to sell my game that would be my plan on how to do it.
I would appreciate any feedback on the latest demo or on the new craft designs.

Edited by leegamestudios, 20 April 2013 - 07:26 PM.

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#25 leegamestudios

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Posted 09 April 2013 - 08:38 PM

I now have a new website! http://leegamestudios.wordpress.com/

 

This will be replacing my tumblr page, I'm very happy with how it is but there are still a few things to sort out such as custom domain names etc.

I would appreciate any feedback on the new site or on the new screenshots and demo's as I haven't got any recently.


Edited by leegamestudios, 09 April 2013 - 08:38 PM.

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#26 leegamestudios

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Posted 20 April 2013 - 05:37 PM

Things have been slowing up a bit due to exams and revision but I've managed to create a new track, craft and re-organise the website a bit.
 
 
Embedded Images
Spoiler
 
 
I spent a while re-organising my website into two post streams, one for _speed_ development and another for general news and every post will appear on the front page.
 
I would expect development to be slow up until the end of May, by then all my exams will be over and I'll have over 12 weeks of no school work due to it being my year of GCSEs
 
I want to try and get some more menu work done this week, creating options menu and some banners for the tracks.
 

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#27 Jobo

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Posted 20 April 2013 - 06:49 PM

Big, big issue: http://gyazo.com/008...a387aa083fb.png

 

.. The screenshots look good though.


Edited by Jobo, 20 April 2013 - 06:50 PM.

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#28 leegamestudios

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Posted 27 April 2013 - 10:06 AM

thanks for pointing that out, I don't use the dark theme.

 

_speed_ alpha release 8

 
It's been a while since I've released a new build due to exams and revision slowing everything down but I've got to a state where the current version is stable enough to release.
 
- New lighting
- 12 new craft designs
- 6 new teams
- 1 new track
- New results card
 
 
Embedded Images
Spoiler
 
 
 
The track Stanza always seems to drop my frame rate to around 40 for some reason but the other tracks are fine.
 
Over the next few weeks I'll be having the last exams for my GCSEs so I expect development to be slow however, after that I have around 12 weeks of no school work!
 
I've been thinking about getting some new music since I'm not sure if I would be allowed to sell the game with the music and I want some original music, so if anyone wants to / knows anyone who would be interested in making some music (preferably electronica) then get in contact.
 

Edited by leegamestudios, 27 April 2013 - 10:08 AM.

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#29 leegamestudios

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Posted 30 April 2013 - 09:35 PM

Bump!

 

Haven't got much feedback, any would be appreciated :/

 

- Aidan


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#30 leegamestudios

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Posted 07 May 2013 - 11:18 PM

Bump!

 

I'm putting development on hold so I can take part in the Win Big competition, however feedback is still appreciated.

 

- Aidan


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#31 leegamestudios

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Posted 17 May 2013 - 10:33 PM

I don't seem to get much feedback and I'm not sure why, Could I change how I set up my posts to get more people giving feedback or is there something else I could do?

 

Development should start again in under a month after my exams are over.

 

- Aidan


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#32 TheUltimate

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Posted 18 May 2013 - 02:36 AM

I don't seem to get much feedback and I'm not sure why

I know that feel, man. Same thing's happening with all of my games too. You could try condensing the first post, making the list of features more obvious and moving it farther up, and reducing the number and size of the screenies. Your post is VERY spaced out due to the number of screenshots and the double spaced build notes. The screenies all look exactly the same if one hasn't played the game before. I say keep the second one.

 

Also, post more! I'd never heard of the game and had no idea who the heck you were until just now. Try others' games and post feedback, join the Jam, whatever, make yourself known.

 

Here are my thoughts on the game in no particular order:

- VERY nice graphics. I like how clean your game looks.

- The craft selection screen could use a few changes. I had NO idea I had to click the blank squares beside the flags instead of the flags themselves. I think it'd be cool if the flags were greyscale until you select them, to keep with the colour scheme you already have. When you select it, it stays coloured. The Continue and Back buttons could also be a bit more obvious and their positions should be switched around; the button to start the game is usually on the right. I'd love to see a rotating 3D image of each craft when you select it though, just as a sort of "preview" thing.

- All the ships look really cool. Nice to see competely different designs instead of all recolours.

- I started the race and got a completely different ship than the one I chose. Oh well, taking things in stride here.

- Seem like antigravity makes for a good icy road simulator, eh? Being able to drift is pretty fun if you're by yourself, but turning with any kind of precision can be a pain, like when you want to hit a speed boost or avoid several opponents around you. The collisions are good, I never got stuck anywhere. I found that you can get the others to push you from behind.

- 3D models for the ships and powerups would be awesome. Compared to the buildings and the signs, the important parts of the race are very flat. I'd love to see some kind of banking animation when you turn.

- It's the future, where are the ramps leading over chasms, the over-the-top explosions, the flashy effects? :)

 

Overall, very nice. I'd like to see where this goes!


Edited by TheUltimate, 18 May 2013 - 02:43 AM.

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#33 leegamestudios

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Posted 18 May 2013 - 05:13 PM

Thank you for your feedback!

 

I've just re-organised my first post with up to date images, links and information.

 

Now to respond to the feedback in the same order as posted;

 

- Thank you! I made the choice of bright flat textures as it's easy for me to create sprites and it's in the style of WipEout the PS1 game that inspired this project.

- I'm on my third itteration of the craft selection screen and it's still a work in progress, Clearer instructions and button placement will be done with the next version.

- Different designs are important because much like WipEout the craft become the equivalent of drivers in an F1 game

- I've never head of that bug before! Could you tell me what craft you chose?

- Steering sensitivity has been decreased more times than I can remember, I think it just takes time to get use to it but I am willing to change it more if people continue to say it needs changing.

- The game doesn't use any 3D only fake 3D which is why there are no curves on the track as I'm not able to rotate blocks using this fake 3D, I don't think I'll be making the switch to 3D as I have no experience in it and would probably require a complete re-work of the game.

- I'm saving all the flashy effects for when shaders are released!

 

- Aidan


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#34 TheUltimate

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Posted 22 May 2013 - 03:17 AM

The first post looks a lot better! Btw, [ hr ] without the spaces creates a horizontal line.

 

I'll reply in order too. :)

 

- You're welcome, I just really like it!

- Good to know.

-

- Chose Canada, got GB. Chose the other Canada, got China. Chose GB, got GB. Chose Japan, got Japan. The Canada on the right is displaying the wrong image, but the one on the left occasionally gives me the wrong craft.

- The steering is fun after you get used to it, but it kinda sucks when the only options are slippery or extra slippery. You can strike a good balance if you have some slow craft with good traction and others with very fast acceleration and high sensitivity. A fifth bar for each craft labelled Difficulty (or a short description) would help a ton.

- Ohh, okay. How about vectors instead of pixels then? It all looks good in-game, but as soon as you zoom in on the select screen, the craft look chunky and out of place.

- Nice to know. Put some crazy obstacles in there while you're at it!


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P.S. First Jam I've joined in like two years. Made by me and Snail_Man. Try it out!

 

(Physics-based RTS/Tower defense/strategy/action game!)

jam18banner2.png

- Awesome games from around here: Unlimited - Legena: New Dawn - PlanIt - Tinha War - CountAir Strike -


#35 battlefront

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Posted 22 May 2013 - 10:14 PM

I don't seem to get much feedback and I'm not sure why, Could I change how I set up my posts to get more people giving feedback or is there something else I could do?

 

Development should start again in under a month after my exams are over.

 

- Aidan

 

i have had this also with projects but sometimes it can take a while to reach a certain level of feedback i think (like months).

 

I tried to download but i get a 404 error.

 

are you planning to add multiplayer?


Edited by battlefront, 22 May 2013 - 10:15 PM.

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#36 leegamestudios

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Posted 23 May 2013 - 05:50 PM

Thanks for pointing out the download link, it should be fixed now!

 

My original plan was to have multiplayer but at the time I didn't have much knowledge on it and Studio didn't have it's own networking, I would like to add multiplayer but I think it's a bit too late now as adding it would mean re-doing lots of the game however I will have online leader boards.

 

In other news I should be able to get some work done as I have another week off and only three exams left!

 

- Aidan


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#37 battlefront

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Posted 24 May 2013 - 10:43 PM

Since you helped me alot with testing, I am doing a review:

 

Pros:

 

First of all, the menus and UI are really superb.

 

The gameplay is pretty good, could greatly benefit from multiplayer.

 

 

Cons:

 

-when exporting to exe, you should choose the option to pack everything into one exe.  (if possible)

 

 

-vehicle handling seems a bit too sensitive.  (i know this is a part of the challenge) Maybe more difficult turns with better handling

 

-Needs multiplayer - with it this game could be several orders of magnitude better

 

Also, the collisions seem a bit rough.

 

For the collisions, i recommend you use this code, which is what I use: (make the walls solid)

 

target_x=lengthdir_x(target_speed, direction_1);
target_y=lengthdir_y(target_speed, direction_1);
if(place_free(x+target_x, y)){
x+=target_x;}
if(place_free(x, y+target_y)) {
y+=target_y;}

 

it will result in smooth sliding.  (target_speed being your speed and direction_1 being your direction)


Edited by battlefront, 24 May 2013 - 10:54 PM.

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#38 Coffee

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Posted 26 May 2013 - 04:06 AM

I didn't get to play too long, my comp sucks and it lagged, although not as much as I thought it would. Seems like a fun game and the controls do are nicely made. The menu is a bit difficult to understand what does what at first, I suggest adding tooltips to each option button when in arcade. Also, the "speed to building size" ratio is rather unrealistic, if you're going more than 400MPHs, those have got to be some big buildings then. Perhaps try slightly smaller buildings, as well as adding some small space in between them to give them a more real look. The graphics are great though, I also don't feel the 2dness of the ships effect the overall feel of the game too much, mostly due to their quality. Overall, great concept and engine so far, a lot of potential. 10/10


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#39 leegamestudios

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Posted 26 May 2013 - 11:34 PM

Thank you for your feedback!

 

- steering sensitivity will be decreased, having not touched the project for a few weeks I can now see the steering is far too high. I guess after a while I get use to things and can't see the problem.

 

- Multiplayer probably won't happen, it's too late in the games development where I have the majority of the engine work done not to mention I'd have to create a server list to join games.

 

- Smooth sliding collisions will not be happening, I have the collision set up so that it resembles the old PS1 game WipEout. This creates a higher skill ceiling and forces players to create a decent racing line.

 

- I have noticed the game has been lagging and dropping frames down to around 50, I'm not sure why as when I compiled the build about a month ago it ran fine at 60FPS.

 

- The menus will have a voice over added to them as well as tool tips eventually.

 

- I could add an option in the menu to reduce the building size as I'm going to make the 3d effects on the buildings optional anyway. Shouldn't be too much trouble to add.

 

Anyway, now that exams are almost over I've started to design and add some new tracks to the game.

 

saS8JWm.png

WRjCRRD.png

- Aidan


Edited by leegamestudios, 26 May 2013 - 11:34 PM.

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#40 leegamestudios

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Posted 01 June 2013 - 03:00 PM

I've managed to add two more work in progress tracks into the game as well as decrease the steering sensitivity even more!

 

http://www.youtube.c...h?v=1hdAqCRzso0

 

The tracks still need lighting added and I need to rotate the booster pads to the right way.

 

- Aidan


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#41 KurtBlissZ

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Posted 01 June 2013 - 10:50 PM

I would be cool to have more view options, one I'd like is facing the same direction as your vehicle. A replay feature would be nice too and wouldn't be hard either at least for a time attack mode. Gameplay is good other than the complete stop when you hit walls.

 

The music and retro like graphics are cool This would be a great game if you finished it.


Edited by KurtBlissZ, 01 June 2013 - 10:53 PM.

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Get YYC 


#42 leegamestudios

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Posted 03 June 2013 - 10:35 PM

Thank you!

 

View rotating is definitely a possibility and shouldn't be too difficult to add.

Replay might happen however I feel it would be a bit pointless in a racing game.

I've had a few complaints about the stopping on wall collisions however I'm not sure if I'm going to change it since I'm going for a WipEout style of gameplay.

 

- Aidan


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#43 KurtBlissZ

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Posted 04 June 2013 - 01:49 AM

Replay isn't the most important thing though it can help you improve seeing common spots you might speed up too fast or slow down too munch. And another neat feature I liked was for like a time trail mode you would see your best time racing as a shadow so at that point you can race your self visual not only trying to beat your old time.. Anyway like I said it's not real important to gameplay it's more like eyecandy.
 

...
I've had a few complaints about the stopping on wall collisions however I'm not sure if I'm going to change it since I'm going for a WipEout style of gameplay.
...

 
Oh okay makes senses. Just touching the wall and stopping feels buggy at least too me. Maybe re spawn your car when you crash a sound and visual effect for the crash, but at that point it may be annoying just touching a wall blows ya up and you have to re spawn and accelerate back up over and over so still I think the wall collision could be improved a little bit.

Edited by KurtBlissZ, 04 June 2013 - 02:16 AM.

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Get YYC 


#44 leegamestudios

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Posted 22 June 2013 - 02:27 PM

The new release this is a lot less than I wanted but unfortunately I've been battling with my computer to keep it alive, so on Friday I spent all day backing up stuff then wiping the hard drive and starting with a fresh install.

I'm calling the new update 0.8.1 because it mainly fixes a few issues such as performance and some GUI text alignment. However there are two new tracks in the game!

 

http://i.imgur.com/VH7Zzd3.png

http://i.imgur.com/VH7Zzd3.png

 

Embedded Images

Spoiler

 

>Direct Download<

 

This weeks to-do list

  • Finish the half added control re-binding
  • Add some graphics options
  • Add some new tracks

http://leegamestudios.wordpress.com/


Edited by leegamestudios, 22 June 2013 - 02:28 PM.

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#45 leegamestudios

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Posted 26 June 2013 - 01:44 PM

bump


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#46 leegamestudios

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Posted 06 July 2013 - 12:11 PM

I made two more tracks this week and was hoping to get a new release out however from Wednesday I've been distracted by a game called Starmade. Player craft weapon systems have been completely redone, for example you can now fire a missile while the shield power-up is active. Boosts now stack, you can go over a boost pad and activate the speed power-up for double the speed.
 
 
Embedded Images
Spoiler
 
This weeks to-do;
 
- Finish second track
- Add fullscreen and resolution options
- New enemy craft AI
 
Questions;
 
- Would you rather have have end track awards as a bronze, silver or gold medal system or a grade system such as C, B, A, A*

 

- Aidan


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#47 KurtBlissZ

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Posted 06 July 2013 - 01:12 PM

I think a bronze, silver or gold system would be great.

 

Is it me or did you improve the collisions n added a sound effect for hitting the walls?

I play the game horribly but it seems to be good so far. and Alt+Enter to toggle full-screen for GMS.  I also like controller support and rumble :P if you think it be neat.


Edited by KurtBlissZ, 06 July 2013 - 01:15 PM.

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Get YYC 


#48 BrianHorror

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Posted 06 July 2013 - 05:10 PM

This is really cool man. My only thought is add a minimap or at least arrow warning when a turn is coming up. It's nearly impossible to make a turn going full speed without knowing it's coming


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#49 leegamestudios

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Posted 07 July 2013 - 11:05 PM

I don't think I've changed the collision or sounds recently, wall collision sounds have been in for a few builds, but if it works...

I'm planning on adding controller support sometime this week, I hadn't thought of rumble but that should be easy enough to add.

 

Adding a minimap has been on the to-do for a while now but I hope to add that this week as well.

 

- Aidan


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#50 leegamestudios

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Posted 15 August 2013 - 10:59 AM

XVO3zSO.png
 
 https://www.youtube.com/watch?v=cbPEZE08vdA
 
'ello, 'ello, 'ello. What 'ave we got here then? I was supposed to be adding lots of new sounds and audio options but instead I've essentially re-created the game. 90 degree corners are now gone as is the fake 3d effect on buildings.

 

This has a number of gameplay advantages mainly you can now go faster and navigate the circuit better as there are proper corners. With the fake 3d effect gone each track can now have it's own unique buildings, terrain and other scenery pieces, over the next few weeks I should be adding lots of new pieces. The speed can now also be increased a lot, the speed shown in the video is on the highest speed class and I can get perfect laps most of the time.

 

To-do

  • Increase max speed
  • Adjust AI to new tracks and speed levels
  • Possibly re-make the menu to support controllers
  • add announcer and more track sounds
  • Convert the other 4 tracks to the new design method

0dUywnq.png

 

YRDYcDq.png

 

gy4PomA.png

 

Website

 

@_speed_game

 

IndieDB


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