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06-26-24 10:59 AM
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Acmlm's Board - I3 Archive - Programming - Rad Racer
  
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Deleted User
Posts: 3/-7750
you nkow a Rad racer Remake would be "RAD". it should be called Rad Racer III.

It would be great when it comes out. It would be cool if you came out with a track maker built in the game.


GD LUCK MAN
MisterJones
Posts: 34/125
Originally posted by Rad Racer
I'm using Game Maker to make it. While it does have 3D support, I really want my game to have a nostalgic feel to it. If anyone has ideas on how to program "fake" 3D, then that's great, but if not, I could always just use real 3D.


GM 6 doesn't really support 3d. It uses some tricks to have a 2.5d, similar to what doom did back in its golden age.

There are a few tutorials for making such thing in the official page that you can use to develop an slightly more detailed scenario. Squash's Monster trick should be fine in any case, but GM video hunger may make it a little laggy when getting a little more complex.
Kyoufu Kawa
Posts: 805/1353
*Kyoufu Kawa steals Squashie's code
Rad Racer
Posts: 4/4
Originally posted by Squash Monster
I don't really know the game in question so I'm doing this from vague memories and screenshots.

Get an image of a horizontal slice of road. Draw it full-sized at your current location. Draw a second copy scaled down a bit farther out. Draw another, smaller one farther. Keep going for some number of road slices.

Keep track of how far forward you've moved so far and where the track is supposed to turn at that point. Move each slice to the side based on how the course is supposed to turn.


Psuedocode follows:

track = {0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,-1,-1,-1,-1,-1,0,0,0,0,0,1,2,2,2,2,1,0}
x = 0
y = screenHeight
height = 20
for position = carposition to arbitraryNumber
drawRoad(x,y,imageWidth,height)
height = height - 1
x = x + track[position]
y = y - height
end for


In this example, the array track represents the amount of turning the track has at any given point, and the function drawRoad(x,y,width,height) draws a horizontal slice of road at (x,y) with width width and height height.


Awesome! With a little tweaking, I made a nice looking 3D-ish road! I've got the basics, so I think I can handle the rest from here. Thank you so much for getting me started!
Squash Monster
Posts: 238/296
I don't really know the game in question so I'm doing this from vague memories and screenshots.

Get an image of a horizontal slice of road. Draw it full-sized at your current location. Draw a second copy scaled down a bit farther out. Draw another, smaller one farther. Keep going for some number of road slices.

Keep track of how far forward you've moved so far and where the track is supposed to turn at that point. Move each slice to the side based on how the course is supposed to turn.


Psuedocode follows:

track = {0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,-1,-1,-1,-1,-1,0,0,0,0,0,1,2,2,2,2,1,0}
x = 0
y = screenHeight
height = 20
for position = carposition to arbitraryNumber
drawRoad(x,y,imageWidth,height)
height = height - 1
x = x + track[position]
y = y - height
end for


In this example, the array track represents the amount of turning the track has at any given point, and the function drawRoad(x,y,width,height) draws a horizontal slice of road at (x,y) with width width and height height.
Rad Racer
Posts: 3/4
I'm using Game Maker to make it. While it does have 3D support, I really want my game to have a nostalgic feel to it. If anyone has ideas on how to program "fake" 3D, then that's great, but if not, I could always just use real 3D.
HyperHacker
Posts: 2127/5072
Programming on what console? If it's N64 or newer (any console, not just Nintendo's, save maybe for GBA), or PC, you can just use real 3D. Usually that'd be OpenGL, but if you only want to develop for Windows or Xbox, there's DirectX too. Any 3D you see on NES is software-rendered and basically fake because real 3D on such a limited system was essentially impossible. (SNES did it in some cases with extra chips in the cartridge.) On newer systems you actually have dedicated hardware to draw polygons and textures and all that.
MisterJones
Posts: 33/125
Originally posted by Rad Racer
I don't necessarily need to know how it was programmed on the NES. I really just need to know how to go about programming a game like it. Specifically, how you'd make the road have a 3D effect to it.


You really need some classes on euclidian mathematics (and much more otyer stuff) before even considering to do such
Rad Racer
Posts: 2/4
I don't necessarily need to know how it was programmed on the NES. I really just need to know how to go about programming a game like it. Specifically, how you'd make the road have a 3D effect to it.
never-obsolete
Posts: 36/79
your question is too vague, but here's a start. they were both programmed in 6502 assembly. i believe rr1 used mmc1 and rr2 used mmc3 mappers.

they both used a split screen effect with a paralax scrolling. rr1 probably used sprite0 hit to determine when to split, while rr2 uses the mmc3 irq. though this is speculation, ive never looked into it.

Rad Racer
Posts: 1/4
Does anyone know how they programmed games like Rad Racer I & II? I'm trying to make my own racing game and I'm not sure how to go about it. I wasn't sure if this belonged in here or the programming board, so feel free to move it if it needs to be.
Acmlm's Board - I3 Archive - Programming - Rad Racer


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