It would probably be similar to the previous games, and definitely retro style.
Richo
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Hi! I would like to continue this game but I couldn’t find the time yet. I can help you with the physics, though. For the car movement I tried a few different solutions that didn’t work the way I wanted (like using godot’s VehicleBody or the rolling sphere technique). Eventually, I found this article: Simple 2D car steering physics in games. It’s really easy to follow and with a few tweaks I think it works great. For the collisions I implemented basic elastic collision (like this: billiards-physics) but since the cars are not spheres it didn’t work quite like I wanted. I didn’t have much time to try something better so I just tweaked it a bit and called it a day. I don’t really like the end result, though. If you want to take a look I made a racetrack generator tool with the option to test drive the tracks it generates. It’s not exactly the same code I used in the game but it should be pretty close. It’s open source, so feel free to use it however you like. I just ask that you don’t use the car models, please. Also, let me know when your game comes out. I would really like to play it.
I took some time to look into this. It seems the problem is that the lap timer starts/stops when the car crosses the finish line while the total timer starts as soon as the race starts. Since the car starts a few meters behind the finish line it takes a couple of seconds before the lap timer begins counting while the total timer is already running.
I used to start both timers at the same time before, but IIRC I had to change it because of a bug that allowed players to skip a large part of the track. I don’t know how to change this without breaking existing records. So I think I’ll leave the discrepancy as it is for now. Thanks for the comment, though.
I wasn’t sure about the image sizes so I made 3 variants: https://drive.google.com/drive/folders/1hro-449dTruaaXFU5UMy9-7ihjDzNTe5?usp=drive_link
Very cool! I like what you did with the rules for different game modes. I’m not familiar with speedrun.com, though. How are runs validated? Do you have to personally verify each one to make sure they are valid? Also, would it be possible to change the game’s cover image? I can make a new one with the correct size, if you want. Thanks, btw!
Hi! I can show you some of the code I wrote to make the ghost car. I uploaded a simplified version so you can take a look: https://gist.github.com/RichoM/2b2856db3ae2e7f7fb4c0919eb9c00eb.
It’s actually very simple. The code that moves the player’s car will also store the player’s input for each frame in an object called Replay. Whenever a player beats its own personal record, I save its replay data so that I can use it later for the ghost car. Then, when running the ghost car, instead of using the player’s input I use the stored inputs from the replay. And I think that’s all there is to it. Let me know if you have any question.
I’m sorry but I’m still working on this game, so I can’t give the source code for this exact project. But if you want you can use an older version I made open source a while ago: Retro Racing 64. It’s not really the same, the physics are messed up, it has only 1 track, the tracks are built differently, there are no bots, etc. But it could be useful as a starting point. At least the camera code is mostly the same. And for the physics, the logic is actually really simple, I based the code on this article: Simple 2D car steering physics in games
Thanks! I’m glad you liked it. Unfortunately, it’s true I’ve been too busy lately to work on this. I have a long list of TO-DOs apart from adding new maps. If you have any ideas or suggestions you’ll like to share with me please do. I can’t promise I will implement them but we can talk about it and see if they match my plans. Also, if you know how to program and would like to implement your ideas by yourself I can give you a hand to get you started.
Thanks for playing! I’m glad you had fun :)
You’re the second person that notes stomping is easier than shooting. I think we might need to fix that because if you rely on stomping and never learn how to shoot properly you won’t get very far.
Also, I don’t know how you did it but the planet with the trippy effect it’s clearly a bug. And I can’t reproduce it!
Hi, thanks for playing! I know the first waves are too slow so it’s easier to just stomp on them, but for later waves that strategy gets too risky. It’s not easy to balance the difficulty curve, though. We’re thinking about it.
You’re not the only one to dislike the aiming method. I guess the standard way would be to aim with the mouse, but I’m not sure how to implement that with joysticks in a way that feels fair. I’m interested to know your suggestion, even if it might not work for multiplayer (maybe we can find a way to make it work).
Very nice! I really liked this one. It feels super good to control and the art is awesome. I especially like the galaxy background, it looks really cool. The gameplay itself feels a little bit repetitive after a few stages but I guess it’s ok, since you’re working on improving this framework to later make an expanded version anyway.
Thanks for playing! We have some ideas about adding different types of galaxies with special planets but we didn’t have enough time to implement them yet. Thanks for the feedback.
Good point about the feathers in the arrows. I guess the aliens just buy stock arrows and it’s hard for them to find unfeathered arrows on intergalactic.amazon.com ;)
I’m glad you liked it. I made this project because I wanted to quickly generate random tracks for my game Retro Racing: Double Dash. It’s still a work in progress but if you liked this you might like that as well :)
It’s great that you’re making your own racing game. I’ve uploaded this project source code to github https://github.com/RichoM/racetrack-generator. It’s a little limited but feel free to use it, if it helps you get started. I just ask that you don’t use the car models, please.
For the car physics it took me a while to find something that feels good to control, I tried both the godot’s VehicleBody node and the popular sphere-based model but they didn’t feel like F1. Eventually I found this article, which describes the “bicycle model”. This is what I ended up using and it’s by far the best solution I found (it’s also pretty easy to implement, which is a plus).
Anyway, good luck on your game and let me know when you have something to show.
Thanks for playing! I know what you mean about the arrows but I played so much that I learned to predict the trajectories of arrows going offscreen. Maybe I should add a small warning sign when an offscreen arrow is approaching.
Regarding the audio lag, did you by any chance play the web version? I think godot has some trouble in that area but I don’t know how to fix it.
Thanks for playing! And thanks for your feedback. As I told your brother, I’ll try changing the controls to allow aiming but I fear it would change the pace of the game. I also don’t know if it will control well using a joystick…
As for the map layouts the planets are mostly random. We haven’t put too much though into them but maybe we should tweak them a little to avoid unfair situations, especially when there are just 2 players. Good catch, thanks!









