Road Rash clone

Re: Road Rash clone

Postby DetectDefective » 18 Jul 2016, 10:34

Great to see that you're still working on this, asdv. I was wondering what happened to the GitHub repository a while back.
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Re: Road Rash clone

Postby asdv » 21 Jul 2016, 17:35

Thanks DD. I’ve put up a web version of it:
https://volumetricfrog.itch.io/openrash
Give it a minute or two to load before anything is displayed. I need to add a loading screen. You seem to have to push the fullscreen button before it accepts input.
There isn’t much gameplay at the moment but it’s better than a video if you want to see how it’s coming along.
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Re: Road Rash clone

Postby Imerion » 23 Jul 2016, 11:42

Nice! It's coming along really well! Gotta love these old-school racers. :D
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Re: Road Rash clone

Postby Lyberta » 23 Jul 2016, 17:56

That version is really cool I must say.
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Re: Road Rash clone

Postby asdv » 28 Dec 2017, 20:01

So just a quick update to say I’m still plugging away at this, slowly. Not really any gameplay changes, though a lot has changed with the code. Finally found a guikit that I can live with and I hope I’ll have some time now to make everything a bit more polished and cohesive in the coming months.
It’s now using webassembly instead of js.asm and that’s been a mixed bag. There’s some slowdown that only goes away by toggling fullscreen (alt+enter) and crashes that aren’t there on the desktop version. If you're having problems clicking buttons or typing in numbers you need to click the large textbox below the main window and then the main window again. This fixes it for some reason. ESC ends the race.
The repo changed again cause I got tired of typing in a long name: https://notabug.org/orbb/openrash
I’ve uploaded the latest version here: https://volumetricfrog.itch.io/openrash
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Re: Road Rash clone

Postby mdtrooper » 29 Dec 2017, 13:53

Sorry...but it does not work.

The error log is:

{l Code}: {l Select All Code}
no binaryen method succeeded. consider enabling more options, like interpreting, if you want that: https://github.com/kripken/emscripten/wiki/WebAssembly#binaryen-methods


My system is:
{l Code}: {l Select All Code}
md@speccy-laptop:~$ uname -a
Linux speccy-laptop 4.13.0-1-amd64 #1 SMP Debian 4.13.13-1 (2017-11-16) x86_64 GNU/Linux

$ lsb_release --all
No LSB modules are available.
Distributor ID:   Debian
Description:   Debian GNU/Linux testing (buster)
Release:   testing
Codename:   buster

md@speccy-laptop:~$ dpkg -l | grep firefox
ii  firefox-esr                           52.5.0esr-1                       amd64        Mozilla Firefox web browser - Extended Support Release (ESR)
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Re: Road Rash clone

Postby asdv » 29 Dec 2017, 17:52

I think the problem is that the ESL version of Firefox 52 doesn’t support webassembly: https://developer.mozilla.org/en-US/docs/WebAssembly
”[1] WebAssembly is enabled in Firefox 52+, although disabled in the Firefox 52 Extended Support Release (ESR.)”
I tested it in FF 57 and it works although it runs very slowly. The problem being that you hand over execution back to the browser at the end of every frame and I have no way of counting how much time the browser then spends before handing execution back. So timing gets thrown off.
Latest Chromium works OK-ish.
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Re: Road Rash clone

Postby mdtrooper » 29 Dec 2017, 18:17

Ohh, it is just as you say. Sorry.
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Re: Road Rash clone

Postby NancyGamer » 20 Jan 2018, 12:56

But why the Clone, The original version is amazing. And above all they have recently launched their new version.
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Re: Road Rash clone

Postby dulsi » 21 Jan 2018, 03:30

NancyGamer {l Wrote}:But why the Clone, The original version is amazing. And above all they have recently launched their new version.

Because you think it might be interesting to code. Because you like the original but feel it is missing something. Because you can't buy the original or can't play it on linux. There are lots of reasons people make clones. I don't know the motivation behind this creator but those are some common reasons. In general it doesn't matter. If you are happy with the original or a new version, you can play that and don't need to worry about this project. If you want an open source clone, offer encouragement or help the project.
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Re: Road Rash clone

Postby DetectDefective » 31 Jan 2018, 04:40

NancyGamer {l Wrote}:But why the Clone, The original version is amazing. And above all they have recently launched their new version.

The original games (specifically the Genesis/Mega Drive trilogy) are still great, but they've not aged that well. I could still play them through and through, but a brand new person? The framerate alone would turn away quite a few. As for the new version, it's not by the original people, and Road Redemption's a bit too much of a departure from Road Rash for me to call it a spiritual successor/sequel. The setting, the hyper-lethal weapons, none of it really sat well with me.

That's why I was happy when I saw OR. Point A-to-point B where people beat the crap out of each-other, or, get knocked down, run back to the motorcycle, and get back in gear to beat the crap out of each-other again. :p

All that being said, I've played the latest version. That clicking bug is a bit weird, but at least there's an odd solution. One issue I've seen, is that the road always seems to push the bike to the left side. The only time I really needed to steer left was briefly to avoid an obstacle or two.
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Re: Road Rash clone

Postby asdv » 01 Feb 2018, 18:27

DD: The problem with being pushed to the left turned out to be a bug in the new level code only generating right turns. Thanks for pointing that out! Sometimes I don't notice stuff like that.
The clicking bug is probably something simple that I'm just doing wrong. Webassembly works a bit different from js.asm and I haven't spent much time trying stuff in it yet. I just ported it over as fast as possible.
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