Banana Racer

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vitaminx
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Banana Racer

Post by vitaminx »

Hi all,

I've made this Need For Speed clone in just one day!
It's called Banana Racer and it's pretty awful... ehhhhmmm... awesome I mean!

All the instructions are here: https://github.com/humansarepuppies/bananaracer

I'm especially happy about my PIXEL EXACT COLLISION ROUTINE :awesome:
It's well commented and can be found between lines 70 to 114 somewhere in main.lua.

Have fun!
vitaminx
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bananaracer_130401.love
3rd update
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bananaracer_130329.love
2nd update
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Last edited by vitaminx on Sun Mar 31, 2013 4:49 pm, edited 5 times in total.
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vitaminx
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Re: Banana Racer

Post by vitaminx »

I know that most of you have been waiting anxiously for the next update of this critically acclaimed world-class racing game.
Now, finally, after 10 minutes of extraordinarily hard work and fantastillion cups of cold coffee our team is proud to present:

Banana Racer 130328b

New features include:
- 50% more bananas
- number of banana is now shown in debug mode ("d" key)
- less game score (sorry), but:
- even more bananas
- car's steering got linear acceleration for an even smoother driving experience
- joystick input (steering is sensitive for analogue axis)
- audible "pling" each time a banana is not squashed
- added graphical banana effect when scoring
- now possible to restart game from inside game
- exciting game over and ending sounds

The update can be found in the original post.
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vitaminx
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Re: Banana Racer

Post by vitaminx »

Another year another update! Here comes Banana Racer 130329

changelog:
- fixed bug where game-over music keeps repeating forever
- fixed several impossible-to-win bananas
- changed the ugly yellow car for a beautiful selfpixeled pixelart pixelcar
- created a high resolution designer banana, threw away that ugly banana from before which barely deserves it's name

The new love file is as always attached to the original post.
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vitaminx
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Re: Banana Racer

Post by vitaminx »

Another update is here!
Still no better gameplay, but:

- support for changing window resolution with F1/F2 keys, which works only on systems with canvas support
- fullscreen mode can be toggled with f key
- OSD message shows when resolution changes
- mouse pointer is now invisible
- game can be paused with P and unpaused with the same key or any joy button
- removed spinning banana when scoring because it looked stupid
- added fantastic pause screen with keyboard mapping explanation
- game starts paused, so you have lots of time to grab your joypad
Germanunkol
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Re: Banana Racer

Post by Germanunkol »

Awesome! This has almost reached AAA quality :D

How do you make sure Bananas can't be in places that make the game impossible to win? How do you calculate that?
trAInsported - Write AI to control your trains
Bandana (Dev blog) - Platformer featuring an awesome little ninja by Micha and me
GridCars - Our jam entry for LD31
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vitaminx
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Re: Banana Racer

Post by vitaminx »

hey, it's all in the source :D

I'm using a complicated algorithm to make it impossible to have an impossible level. The algorithm is called "manual placement".
yes, that's true, it's a list with x coordinates and the distance at which bananas should appear!

I thought of some randomness but I think I'll stick with the manual method.
So I can actually design hazards and traps and so on.

Also, you get better the more you play because you probably memorize a bit where they are placed.

I'm not sure if the first level is too hard, but I never made it until the end :D
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anorak
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Re: Banana Racer

Post by anorak »

I would totally buy a t-shirt for this game.
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