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Sega Monaco GP 1979/1980 - My Remake

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siastbill1:
Wow, this is super cool!!!

Noticed this was done in Allegro 5, which means no Dos support (but does support Linux). Ever thought of doing a Linux build?

Keep up the awesome work!!

-Bill

geecab:

--- Quote from: siastbill1 on October 27, 2013, 10:59:40 pm ---Wow, this is super cool!!!

Noticed this was done in Allegro 5, which means no Dos support (but does support Linux). Ever thought of doing a Linux build?

Keep up the awesome work!!

-Bill

--- End quote ---

Thanks!

At some point I might try and port to Linux. I must admit, I almost bought a Raspberry pi the other day as I quite fancy getting MonacoGP running on that. I think for now, I'm just going to get the game totally finished on windows before I start thinking about Linux :)

geecab:
Hi! Just a quick update on my progress and a few questions:

- I've cleaned up the in-game menu, categorized the options (Display, Sound, Gameplay, Control, LEDs). Everything is now pretty much configurable in the game (you shouldn't need to edit the configuration file by hand but you still can if you like). Similar to mame, you'll be able to load a configuration file at the command line, if no configuration file is found one will be created with default settings, and if you change any options using the in-game menu it will be automatically saved when you exit the game.

- I've added 270 degree wheel (joystick) support. It works so that when your wheel is centered, the car will move straight forward, turn the wheel slightly to the left and the car will move continuously slowly to the left, turn the wheel hard right and the car will move continuously quickly to the right, etc.. Playing about with the joystick sensitivity, its quite difficult/challenging to play like this. To feel more 'direct' like the arcade (and more like the way the game plays with mouse), I would like to somehow make the player car move to a fixed to a position on the screen depending on where you are pointing the steering wheel (Thus your wheel centered will always mean the car will be in the center of the road). I can add an option to make it work in this way, but the problem is what to do about the player car starting position after you crash. In the arcade you always start off on right grass verge. I'm not sure what to do about this, maybe I should just add an option for the car to start in the center of the road at the beginning of the game and after you crash.. Any thoughts??

- I was thinking about analogue accelerator pedals the other day. There is no support for them at the moment. You can use only keys, mouse buttons or joystick buttons to accelerate. Just wondered if that was going to cause anyone any problems??

- Last but by no means least, I sent an email to Zorg of http://vectorlib.free.fr/MonacoGP/ and he's happy for me to include his MonacoGP bezel artwork into my next release which is cool and a massive thanks to him for that!! :) I must admit, playing the game with his artwork there really makes such a big difference :)  So I will be putting together a few default configurations in the next release that will have the Bezel+Game+FlashingLEDs all correctly positioned. In-game options will still be present allowing to reposition/resize/change everything that is displayed. I did notice that having the artwork displayed at high screen resolutions does have an impact on performance (my rubbish graphics card might be the reason for this though!). In any case, I shall also include a basic configuration file which will setup up everything very low res with no artwork (same as the current version) if your system can not handle the artwork changes.

 :)

bosco:
Nice to see progress.  Will the filter effect be fixed with the next release?  It would be nice to be able to turn it off.

Thanks for all your hard work.

geecab:
Yes will definitely make that filter effect work (or rather not work) in the next release. I reckon in a couple of weeks I'll have the new version ready :)

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