I finally got around to update the entry for Trigger rally on directory.fsf.org. But I still want to update the screenshots for our Sourceforge main page because they doesn't include the damage model icon in the screen overlay yet and most likely we should also check if the map reference and game description needs updating.
Sorry for taking so long to report back. I finally tested your races. They work fine for me. Are you aware that you can change the scaling of the vegetation sprites? The trees on your map look rather tiny to me. And throwing in some variation in vegetation sprites would also make it feel more natural. I usually achieve this by defining different spreads of grey scale values for various vegetation sprites and then not just having discrete blocks of a specific grey scale value on the foliage map but...
We already had a similar discussion where I shared my ideas. I specially feel the terrain could be made more interesting by introducing bridges and tunnels. This of course would also raise the question of light and shadow. In my opinion arrow keys can be avoided by having clear color maps that make the road clearly visible. (However, having just one image file as the color map is somewhat limiting since it is often hard to avoid very pixelated ground when you don't want to use huge image files which...
We already had a similar discussion where I shared my ideas. I specially feel the terrain could be made more interesting by introducing bridges and tunnels. This of course would also raise the question of light and shadow. In my opinion arrow keys can be avoided by having clear color maps that make the road clearly visible. (However, having just one image file as the color map is somewhat limiting since it is often hard to avoid very pixelated ground when you don't want to use huge image files which...
I this case I didn't refer to the blurfilter tag. While it would help smoothing out the complete map you wouldn't be able to retain rougher parts when using it. I was referring to the blurfilter and the mask function in your image editor. For example in GIMP. (I probably should add the process to the tutorial but I fear it might make it to complicated for the beginning. It probably should be added as an optional enhancement. And we definitely need to adapt the tutorial to reflect the additions we...
Thank you for contributing your map, Semick. However, when attempting to use it I did get the error: TinyXML: Error=XML_ERROR_PARSING_ELEMENT ErrorID=6 (0x6) Line number=91 Couldn't read level "/maps/coral/coral.level" I needed to add the tailing " />" in line 91 of the XML file. And the starting point is better with the coordinates "165, 200" since then the car is centered on the road. And I also discovered that the "into" between different instructions in the codriver commands is missing. I my...
Thank you for contributing your map, Semick. However, when attempting to use it I did get the error: TinyXML: Error=XML_ERROR_PARSING_ELEMENT ErrorID=6 (0x6) Line number=91 Couldn't read level "/maps/coral/coral.level" I needed to add the tailing " />" in line 91 of the XML file. And I also discovered that the "into" between different instructions in the codriver commands is missing. I my opinion the road should only be higher than the surrounding landscape in exceptions. When the road is meandering...
Thank you for contributing your map, Semick. However, when attempting to use it I did get the error: TinyXML: Error=XML_ERROR_PARSING_ELEMENT ErrorID=6 (0x6) Line number=91 Couldn't read level "/maps/coral/coral.level" I needed to add the tailing " />" in line 91 of the XML file. And I also discovered that the "into" between different instructions in the codriver commands is missing. I my opinion the road should only be higher than the surrounding landscape in exceptions. When the road is meandering...