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August 15, 2020, 02:41:59 AM

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TIGSource ForumsCommunityDevLogs[Racing] Super Night Riders (now working on Season 2!)
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Author Topic: [Racing] Super Night Riders (now working on Season 2!)  (Read 11409 times)
neko.works
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« Reply #120 on: September 26, 2018, 06:06:49 AM »

@Xonatron: Thanks for the video!

I've checked your last run. You did crash only once, but you're also braking way too much, sometimes without any reasons, which make you loose time and have around half the effect of a crash. I've counted: You did at least 6 hard brakes.

You really need to be full-speed almost all the time. Move to the inner part of the turns to be able to drift without loosing speed. When you do need to brake, just release the accelerate button for a fraction of a second. If you see your score bonus sub 50K for more than 2-3 seconds then you're doing it wrong.

About the timer, it was designed this way in Super Hang-On too. You could crash in the first stage and pass the checkpoint, but you will fail the race later even playing perfect after stage 1.

Timings are designed for each race with increasing difficulty, with some stages giving you more time than others - this is to actually let you play the game. If I designed each stage with exact tight timings, you'd be playing all the time only in the first stages, and if I designed the stages with loose timings, you'd complete the whole game in 45 minutes, without any sense of reward / challenge.

@Devilkay: That's why I've implemented both Classic and Super styles Wink
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Xonatron
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« Reply #121 on: September 26, 2018, 05:36:07 PM »

Ah, great. Thanks for checking out my video. I was braking a lot to avoid crashing (especially in the sharp desert corners where I tend to bump into the other bikers) and wasn't realizing I was stealing so much time. I will keep trying!
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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
eyeliner
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« Reply #122 on: October 18, 2018, 02:34:49 PM »

For the first time, I've used a gamepad with the game. For some reason, I can't navigate the menu. I can play just fine, but the menu navigation has to be done with the keyboard. I can steer, use the buttons, even in the ingame menu, I can't do anything.

Weird.

My gamepad is a cheap chinese piece of trash, but works.

Maybe because it doesn't have the analog stick? It looks like the first PSX gamepads.
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neko.works
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« Reply #123 on: October 18, 2018, 02:43:00 PM »

@Xonatron: Good luck Smiley

@eyeliner: Thanks for the feedback Wink

Currently you navigate the menus using the left analog stick only. I'll probably add dpad support at some point.

Though using only a dpad you're missing analog steering, which is really cool - to slide between rivals or to have more control during drifting Smiley
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eyeliner
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« Reply #124 on: October 18, 2018, 03:40:55 PM »

I figured as much. It's nothing worthy to waste your time on, anyway.
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neko.works
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« Reply #125 on: October 01, 2019, 05:44:35 AM »

Hey guys Wink

I've started planning for the next Night Riders game, which will be an alternate version of Super Night Riders with completely new content: New playable character, stages, musics etc.

This will also be the occasion to improve on everything: Graphics, gameplay, features etc.

I will be targeting the same platforms as Super Night Riders: Windows, Mac, Linux, Xbox One, PlayStation 4. Maybe adding the Nintendo Switch.

The game will be called Super Night Riders S2 (Season 2).

Any suggestions on new things you'd like to see in this sequel? Please leave your thoughts Smiley

Here's the design of Yoko, Alice's greatest rival!

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neko.works
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« Reply #126 on: April 03, 2020, 07:53:35 AM »

I've been experimenting a bit more with 3DCG software and made semi-realistic renders of the female riders - Alice and Yoko.

I'm considering displaying such renders on the race end screen with the stats, with many variations of costumes, locations, poses etc. and a gallery unlocked by winning each course.

What do you think about this guys? Smiley

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