Max Did It
Audio
,Thu
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Rubberband Racing Title Theme

Rubberband Racing now has a title theme!

Rubberband Racer Logo

You can listen to it below!

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Coding
,Thu
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Generate Procedural Motor Sounds in Flash

When developing a racing game like Rubberband Racing, you will need decent motor sounds. Driving a silent car just feels weird (Maybe it won't 50 years from now?).

If I had a loop of a car engine, I could then change the volume and the pitch of the sound dynamically depending on the velocity of the car.

The MP3 Gap Problem

My problem was that usually, you can't make clean loops and save them as MP3 files. Doing so will always introduce gaps into the audio file that will prevent it from repeating seamlessly.

If you are using Adobe's Flash Authoring Software to save your MP3s in a SWF file, then you will be able to loop them, as the program uses a trick to avoid the gap introduced by the compression.

However, I am not using Adobe Flash and I am loading the sounds as single files during runtime, so I didn't have that option.

Instead, I decided create seamlessly looping engine audio by creating it procedurally during runtime.

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Graphics
,Wed
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Rubberband Racing: Rhino

From the maker of the Lilliput and the Cheetah, the new all-terrain vehicle that's sure to bring you home! Max Did It proudly presents, the Rhino!

Rhino

With the Rhino, more diversity is added to the fleet of vehicles available in Rubberband Racing. After adding a small limousine and a classicly designed sports car, the new car to come to the game is an off-road vehicle.

3D Preview

Below you will find a preview of what the real time model will look like in the game.

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Graphics
,Fri
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Rubberband Racing: Cheetah

The Cheetah is the second car I've finished for Rubberband Racing.

Compared to the Lilliput, the Cheetah packs a couple more horse powers and reaches higher velocities. At the same time, it still has a vintage feel to it's sporty design.

Cheetah Showcase

3D Preview

Below you will find a preview of what the real time model will look like in the game.

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Graphics
,Fri
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Designing the Race Tracks for Rubberband Racing

As mentioned on the project's page, one of the inspirations for Rubberband Racing is Micro Machines. Just like the videogame classic, Rubberband Racing features toy cars that drive through oversized everyday scenes.

Rubberband Racing Screenshot

While designing and modelling cars for the game is a rewarding experience, the thought of having to create and texture the 3D assets for an entire level was pretty daunting.

I was looking for a way to create appealing level graphics in short time.

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Coding
,Mon
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Rendering Silhouettes for Concealed Objects

If you are creating a 3D game which gameplay requires the player to know the exact position of the character, then you have to think about what to do when the model is behind other objects.

You can either test whether the 3D object is occluded by other objects and then make the objects where this is the case transparent.

Or, you can save yourself the trouble of performing a raycast and use another trick which uses mostly GPU functionality to render an outline for concealed objects. Many games, like Torchlight 2, use this method.

Torchlight 2 Silhouette Effect

Source: Torchlight 2, ©Runic Games, Inc.

I wanted to implement the same mechanic for Rubberband Racing in Away3D, since the new track I've implemented has a lot of objects that can appear in front of the car.

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Game Design
,Fri
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Letting Go Of Game Design Features

When is it a good idea to follow through with a game design idea, investing the time to implement, balance and create assets?

And when should you acknowledge that a feature is not working the way you had hoped, and might even be detrimental to the game?

Rubberband Racing Collecting Pellets

I had to make this decision recently for Rubberband Racing, the 3D Flash game I am currently developing, learning a couple of interesting things in the process of doing so.

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Coding
,Wed
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Testing Rubberband Racing on Android Devices

Even though I am currently concentrating on developing and optimizing Rubberband Racing for desktop browsers, publishing it to mobile devices is an interesting option that I like to keep in mind.

Before I worked as an independent developer, one of my assignments was to test how fluent Flash games that have been ported to mobile devices ran. At that point, I was introduced to the AIR Development Tool for the first time, which, among other things, allows you to package SWF files as iOS or Android apps.

I fell back on that knowledge in the last couple of days to test how well the game would run on my Nexus 4. And considering that I barely changed or even optimized the desktop version of the game for mobile devices, the answer is: surprisingly well.

Rubberband Racing Title Screen on a Nexus 4

The title screen of Rubberband Racing on an Android Phone. (Click to enlarge)

Below, you will find a video of the game running on my Android phone and some details on how I packaged it.

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