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Old 08 May 2012, 20:08   #121
alenppc
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You need to keep in mind that this game can be potentially pulled by Lotus for using their name without a specific licence, even if it's a remake. What would make things worse is if money was involved.

I also work for a videogame developer. When "heavy" licences like this are involved the licensor has a lot of control over the final content... and can make one's life very difficult
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Old 09 May 2012, 00:20   #122
synchro
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Originally Posted by alenppc View Post
You need to keep in mind that this game can be potentially pulled by Lotus for using their name without a specific licence, even if it's a remake. What would make things worse is if money was involved.

I also work for a videogame developer. When "heavy" licences like this are involved the licensor has a lot of control over the final content... and can make one's life very difficult
It would never happen !!

If it was even tried all you need is a graphic of a lotus flower on a winners cup !! " Lotus Turbo challange " would no longer be relevent to the car but the race......A messege to anyone thinking about it...DONT BOTHER YOU HAVE ALREADY LOST ....Unless they own aggracultural rights of course

Theres a way around everything you just need to know what they cannot do

Last edited by synchro; 09 May 2012 at 00:34.
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Old 09 May 2012, 10:54   #123
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Job Done !!
Any similarites to anyone or anything living or dead is purly coincidental




Last edited by synchro; 09 May 2012 at 11:29.
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Old 22 December 2012, 23:00   #124
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Nothing to it really

To start drawing the track, you draw 128 horizontal lines that go into the distance, the spacing getting less and less as you draw higher up the screen, and the width getting less and less too. Just a really basic 3D projection in 2D.

Code:
           ---
          -----

        ---------


     ---------------
Then you interpolate between these lines with lines that fill in the gaps.

Code:
           ---
          -----
         -------
        ---------
       -----------
      -------------
     ---------------
That's the basics of drawing the straight track. There's formulas for working out where each line would be, but I just used trial and error to work all that out (with the help of Shaun, obviously!).

Then, for corners, you'd have a value of '4' for a corner. This means you shift each line across exponentially by four from the front to the back. (4, 8, 16, 32, 64, 128, 256...). Because you've projected the lines in 3D (on a 2D surface) the track appears to curve (rather than take a straight line off to one side).

To do hills, it's the same principal. It's just a curve that operates on the y-axis instead of the x-axis (and uses smaller adjustments so it doesn't end up looking like a cliff ).

That's simplified quite a bit in that there's a lot more going on to achieve the Lotus look over, say, the Pole Position look, but that's the basics.

Once the game is further through and I have time I'll take some screenshots with certain stuff disabled and some debug info which should de-mystify the process a bit.
Yay! I'm doing it right! I'm actually writing a retro pseudo 3D racer for PC, Mac, iOS and Android (was actually searching for Lotus sprites to see how they did the animation and found this thread) and have had to invent a way to do it in a 3D game engine. Your info confirms what I thought was the way to do it. I have the basic engine up and running and with a few tweaks it'll be sweet. Good to know I was doing it right (although, I've built my road from back to front...).

How's the project coming along?
 
Old 24 July 2013, 14:21   #125
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Hello,
Any news about your project P-J ?
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Old 25 July 2013, 16:06   #126
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I'm discovering this thread and I'm excited too to know how it progresses... Lotus Turbo Challenge has always been my favourite game and the reason why I bought my first Amiga... This project is a fantastic tribute to the Lotus trilogy... I'm a fan !
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Old 23 November 2015, 19:16   #127
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Great thread! I would love to know how things are coming along! The artist you got on board did a great job of the newer car sprite. I checked out your video of the car moving and you got that 'Lotus' feel perfect!
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Old 24 November 2015, 03:59   #128
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Great thread! I would love to know how things are coming along! The artist you got on board did a great job of the newer car sprite. I checked out your video of the car moving and you got that 'Lotus' feel perfect!
You should take the time to look at the posts dates. This thread has been silent for more than three years.

It is probably reasonable to assume that either P-J was ran over by a horde of rabid kangaroos and died a horrible premature death between December 2012 and June 2013 or that more likely he simply lost interest and roamed toward other pastures.

Anyway, if you want roads and driving games on the Amiga, just be patient.
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Old 24 November 2015, 09:00   #129
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Haha! Oh, I noticed the dates...I was just calling the thread back to life.

Ooh..what are you working on?
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Old 27 November 2015, 07:23   #130
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Haha! Oh, I noticed the dates...I was just calling the thread back to life.

Ooh..what are you working on?
I won't say, I prefer to surround myself with a tenebrous aura of mysteriousness.

Seriously though, I will make it public when I have something worth showing.
But if you value your life, do not hold your breath.
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Old 18 June 2020, 17:38   #131
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Here I am again, the necromancer of old threads.
I wonder if this project ever developed further?

I noticed the video has gone of the Lotus game engine working. I'd love to see that again.

Is the O.P still around?
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Old 19 June 2020, 01:52   #132
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shame, but unless hes keeping v quiet for 7/8 years its probably safe to assume it died a death a long time ago
Wouldve been great to see it ,but not likely.

A quick look on his user profile shows he was last on EAB in December 2017.
 
Old 22 June 2020, 12:57   #133
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To see the youtube video would really be great, but as you guys said:
The project most probably diead long time ago.
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