About matrin


matrin's Trophies

Slovenian indie developer
Awarded by RedReaper132
on April 23, 2010



dstrysnd says ...

I like the random roads.. but it's really hard to navigate :(

increpare says ...

collision with objects was a little harsh... having your acceleration not decrease when you crash into the side of a road is not entirely realistic, but given how often it happens it's appreciated ;P

I think this is an interesting game. It could be pretty diverting if you added content to it, and polished it up, in a careful manner. Pity that there weren't sounds :(

swergas says ...

it's hard to distinguish the front side of the car from the back side; the maze generation is pretty cool; we can get completely stuck in the grass; sometimes collisions with the checkpoints don't work

Hamumu says ...

Picking up the sad-about-evolution checkpoints is extremely hard! You have to touch a very specific point. It wasn't until I got to my 3rd checkpoint that I happened to hit one and realized it was possible. You get an extra Towlr point for that.

The controls also leave a whole lot to be desired... it would've been fun, if it had smooth driving controls.

I like the cute little car driving around on the random maze of roads, I just wish I had good control of it (maybe the grass could slow you way down instead of stopping you dead!).

demonpants says ...

My car wouldn't move forward. Bug? Running on Windows.

sol_hsa says ...

This seems like a great example of a game which is made more difficult by making the controls harder, which leads to plenty of frustration. Tweaking the car physics and especially collision response should do miracles to the enjoyability of this game.

ondrew says ...

It was quite hard to navigate around. Especially collisions were a real killer.

Random connected roads were awesome, that would take me ages to do.

Morre says ...

A very interesting thing about this game (at least in the windows

version) is that the close button doesn't exit the game - instead, it

can be used to cheat, as you automatically complete the current level.

I'm giving you Towlr points for that.

The game play is not a great deal of fun; I played through one map.

Picking up whatever it was I was supposed to pick up was has hard

because of the small collision size of the boxes. Collision with road

edges was also somewhat evil, as you stopped entirely.

The idea is there, though. With some more complex interaction and some

polish, this might be fun :)

HybridMind says ...

took me awhile to understand how the controls and sprite lined up. did manage to navigate though after a bit and got the hang of it. the collisions with checkpoints seemed to be flakey sometimes so that could use a little tweaking. I got to the 3rd map but wasn't really finding the gameplay compelling or fun enough to keep playing. I enjoyed your road tiles with the lines and the road maze generator made a bunch of crazy cloverleafs!

Archive for the ‘LD #13 – Roads – 2008’ Category

Windows port

Posted by
Friday, December 12th, 2008 3:08 am

Finnaly created a windows port. Here it is! Im hoping this will boost my vootes. πŸ˜€ Im here for quantity not quality. πŸ˜›

Now to start voting on the entries. Hope I’ll find some time for a post or two. ( Have some work to do. πŸ˜› )

The morning after,

Posted by
Sunday, December 7th, 2008 10:54 pm

complete with a LD hangover. I have all the hangover simptoms.

Mouth is dry, i am dehidrated from the hectic programing. Forgot to drink a lot of fluids.

Sleep deprevation goes without saying. It think it should be in mentioned in some disclaimer or something.

My head hurts, not quite sure why. It shouldn’t.

The “What did I do last night?” affect. My left middle finger hurts, and i’m wondering, when did i bit off have of it’s finger nail.

“The Realization”, usualy just “I’m never dinking again.” A universal lie. My realization is, i make really boring games. Sadly that is true.

Guess LD is like a really good party. It’s a Β blast, bbut god punishes you the day after.

Checkpoint racer

Posted by
Sunday, December 7th, 2008 3:48 pm

Ok, my final submission. Here is a binary for linux. Compiled on Fedora 9, uses SDL version 1.2.13, SDL_image and SDL_ttf libraries. Compile friendly code, and Windows binary will follows in the next week, posibly with a postmortem.

Now what I was waiting for: good night and good luck. :) I’m going to bed.Sleeeeeep.

linux download

windows download

No source yet, sorry.

I have gameplay

Posted by
Sunday, December 7th, 2008 1:30 pm

Sort of. The library is sorted out. Collision work most of the time. You pick up the yellow check points, and there is a timer, which will hopefully be visible till the end. Now for the final push. :d Β 

Tripped and fell

Posted by
Sunday, December 7th, 2008 11:47 am

Well, it would seem that my own collision detection library doesn’t work for practical usage (it worked on two rectangles, i tried out :P). This a a real setback. Probably killed my game, if i don’t figure out something. Darn it all.

Generating random roads

Posted by
Sunday, December 7th, 2008 5:49 am

Well here is my first in game screen shot, if you can call it that. Basicaly created a random road generating algorithm, tweeked it a little. It would still need some tweek, in order to get a nice flowing road system without dead end’s, but that can wait. Right now it need some interaction.

Posted by
Sunday, December 7th, 2008 3:00 am

Well, it’s not looking too good. Got an idea late, and i don’t know if ill be able to finnish it.I’m also trying to think of a simple backup, that i could do in a few hours, just in case.Β 

Here is another code shot. In game screen should follow soon.

End of first day

Posted by
Saturday, December 6th, 2008 3:14 pm

Well didn’t do much, still don’t really know what i want to do. Quickly made some road tiles, and a road landscape pic, which i am not sure anymore, how i want to use. Maybe a menu.

The open road.

First code shot

Posted by
Saturday, December 6th, 2008 1:10 am

That how i start off. One screen full, for good measure.


Posted by
Friday, December 5th, 2008 10:32 pm

It’s not evolution.

Here we go

Posted by
Friday, December 5th, 2008 8:27 am

A little mental preperation. Going to take this competition by storm,… or not. πŸ˜€ as long as it’s fun. I’ll keep a tight journal this time, document every crum i take into my mouth (i’m gonna take pictures of my finger nails – yes, i bite those), im gonna document every moment of progress. Make short movies and upload to youtube (time laps isn’t my thing, it wouldn’t be that interesting). This time it’s going to come together. πŸ˜€

Hope all lot of you finnish as well. And windows developers, don’t forget about us linux guys. We don’t forget about you. πŸ˜€ And a loud “Hell Yeah!!!” for all web-developers, for making porting a thing of the past.

Off to a party, hope i get up around 9 UTC to find out the theme.

Vector library, collision detection library,…

Posted by
Sunday, November 30th, 2008 5:11 am

My libraries i wish to use on LD#13 and probably even work on durring the competition, they probably aren’t of any use to anyone else but me, but if you find anything usefull, by all means, take it. There is a 2D vector math class, the monkey wrench for game programmers. A simple log writer, which also need work, to add ease of use. And collision detection methods and classes, that detect collisions between concave objects, but it’s buggy, so check code before use.


Right, the link

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