Honestly, I think this game would benefit from online multiplayer. It would be so much fun to race people to the end of platforming levels and around time trial courses.
Of course! We considered a sequal before we even started work in the origonal But, at the moment, its a few ideas and talk, no plans. We are still working on updating the origonal.
If you guys did the trick things, I would play this game soo much more. I love doing tricks and with these physics, anything is possible. SO it looks like there is going to be a platforming level pack? DLC or update?
I'm thinking that the lag would be a massive problem for such a fast past game when it comes to online multi-player. I havn't really looked at the online mulitiplayer options of any other iDevice games. Are there any good examples to check out for fast pasted games? Any other driving games with online multi-player?
Game Impressions Not for casual gamers. I usually like to jump in and just have fun but this requires a good amount of patience, which I don't have. I just want to throw my iphone across the wall when trying to complete some of these tracks :-/
Asphalt 5 -- last time I checked, it worked pretty well. Cocoto Kart by Eurocenter does a great job with the online MP component. Of course, it doesn't get any more fast-paced (for better or for worse) than Eliminate.
That would make it the best game ever! But i dont like the idea of making a sequel since upgrading the original seems a lot better and more page efficient!
When I said fast-paced, I'm was really talking about the speed you can move at, which is actually really slow in eliminate comparted to a racing game. I will have to have a look at one of those racing games to see how well they actually manage to pull off the online multiplayer. I think racing games are the hardest to get right for online multiplayer(from my experience). In an FPS, lag doesn't matter so much, if the other players are a bit lagged, or in the wrong position, you can still shoot at them and hit them with neither player realising the positions are lagged. But, in a racing game, it can be the difference between who is in front and behind. If you are moving at 300mph, 50ms lag is 20 feet, or around 7 meters behind, which the game has to try to correct. I assume that the lag on iphone will be much worse then 50ms (But I don't actually know)
We are still ugrading the origonal as we speak, and if we can, we want to add some dlc style extras and see how that goes. Any JCS2 will probably be quite a ways of and something worthy of a 2.0 label, but it it something we are considering and are building a long wish list for.
Wow, this is some awesome game, I must say! While my performance at it strongly suggests that I'm dragging my knuckles on the ground, I'm still having lots of fun with Jet Car Stunts, and my cheerful laughter about my own crushing defeat can be heard all over our place, again and again. While I'd probably be better off substituting my iPod for some pebbles and a stick, I won't give up until I've mastered this game to the final level. Ok, that might take me a while, but still... Good effort, guys. And wow, what a bang for the buck(s)!!!!
Ask and you shall receive I've just got music playback working with the game now - it's really good fun tearing around the tracks with the sound effects mixed over some pumping hardcore music. It certainly makes the game more dynamic
Yeah i just can't see multiplayer working on this type of game at all. I would also hate to see performance take a dive just for the sake of stuffing in a few extra features. Would much rather time was spent on providing in game purchases of extra tracks / cars
Map create mode! one cool thing in the next update, could be the posibility to make your own map. and play maps other players has created!
Online multiplay for this game will be perfect, but only over WiFi. Bluetooth multiplayer will also be very much fun!
You could fake online play, DiRT style. Loads of people join the room and the game starts, when someone reaches a checkpoint their time is sent to the other players devices and their ghost is then generated to fit the time, rather than copying their movements exactly. It's not the cleanest method but it allows for lots of people to play together. Totally can't remember which game it was that used that method though... I'm inclined to think Trackmania but probably not. Main problem with that is it's tough to show players crashing and falling off the track... not sure how you'd get around that. I can totally see a full-featured editor making it's way into the very next update. /sarcasm
Yep, multi-player is extremly low on our list of possible upgrades, its a lot of extra work, and since this is such a single player focus game, I'd guess new levels would please much more people then multi-player.
For me this is the order of what i want in JCS: 1. The new trick car with own platroming type levels 2. New dlc for red car 3. Your own ghost through OF like hook champ, and challenges Im not interested in multiplayer because i cannot see a reasonable way of implementing it. Hope these get added. Personally i cant wait til JCS2 for the trick car.
I'm working on finishing of the new casual mode at the moment and are looking for feedback. We currently have a casual platforming mode as follows, Casual Playtforming Mode: - Unlimited retrys for bronze medel, still 5 for silver and 0 for gold. - Jet fuel automatically refills when not being used. - Checkpoint collision disabled so you can drive though checkpoint geometry. - Collision disabled on short hoops. - Achievements Dissabled. - No Leaderboards. - The impossible difficulty is not included in casual mode. - Levels are onlocked the same way as they already are. Also working on a Casual Time Trial mode same as above, except, I've added invisible walls to save you from flying over the edge. They make completing the tracks much easier because you can just bounce off the edge when they are turned on. However, it only takes a small jump to jump over them. Automatic refilling jet fuel also makes the times for the levels a lot easier to get. The plan is to make the menus as follows: > Play --> Tutorials ----> Tutorials A (5 Levels) ----> Tutorials B (4 Levels) ----> Tutorials C (3 Levels) --> Platforming ----> Normal ------> Just Learning (5 Levels) ------> Easy (5 Levels) ------> Intermediate (5 Levels) ------> Hard (5 Levels) ------> Impossbile (5 Levels) ----> Casual ------> Just Learning (5 Levels) ------> Easy (5 Levels) ------> Intermediate (5 Levels) ------> Hard (5 Levels) --> Time Trial ----> Normal ------> Easy (4 Levels) ------> Intermediate (4 Levels) ------> Hard (3 Levels) ----> Casual ------> Easy (4 Levels) ------> Intermediate (4 Levels) ------> Hard (3 Levels) This is mostly already finished appart from time trial casual. The 12 tutorial levels are basically finished, but they are mostly all very short, each to show 1 thing. Any feedback? We where thinking about also adding a rewind button for casual mode, rather then a retry button, but there are a few complications with that, and I'm wondering if it might be easier for many people to just automatically respawn at a nice safe point like the last checkpoint.