Rktcr ("rocket car") is a physics-based action-platformer-turned-puzzle-platformer; that is, it's an action game meant to be played thoughtfully at much slower than real-time. Rktcr is played in a side-view world consisting of zones linked by portals. The goal of the game is to construct a journey that collects the 14 gems scattered throughout the world and returns to the start portal as quickly as possible. Players can pause, rewind, and slow time in order to carefully perfect each segment of their journey.
In the latest Rktcr level editing tutorial, I discuss adding disruptable platforms and gems. These are platforms (/gems) that only collide with one of the vehicle's wheels.
In the tutorial, I use disruptable platforms to build a starting area the player must escape by allowing each wheel to fall through a different part of the floor. If the player chooses the wrong sequence, their vehicle will plummet to its doom.
After the player has escaped the starting area, they must make sure that the vehicle straddles the gem platform with the back wheel down, otherwise, the gem will simply bounce off:
Of course, these are just a few simple things one can do with disruptable platforms and gems. More complex puzzles and stunts are possible, and can add challenge to your levels.
The next installment of my Rktcr editing tutorial has arrived, and shows you how to create dynamic objects and constraints.
The second part of my tutorial on Rktcr level editing explores the various types of level geometry that can be used in a Rktcr level.
Rktcr 3.1, which is currently percolating through distribution channels, has level editing support. This tutorial will guide you through the basics. (Video...
A collection of "Let's Play" and "First Look" videos of Rktcr. See the awkward first steps as youtube folks come to grips with Rktcr.
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Bleh, i so wasted my money by purchasing this...
Demo doesn't run here (Linux, openSUSE): Requires too recent libstdc++, and if I install it in the desura extra libs directory, game start fails on the audio :
Can't init audio: Audio target 'pulse' not available
Yes, pulseaudio is installed, running and working
:-(
Rktcr's version of SDL doesn't support pulse audio.
So setting the environment variable SDL_AUDIODRIVER to "pulseaudio" (which appears to have been done on your system) will cause this failure.
(FWIW, I run Debian sid, and use recent libstdc++ because Rktcr requires c++11 features. Be glad you aren't on OSX 10.6, and just not supported at all.)
I thought desura was supposed to sort out these dependancy issues automatically? Surely there's some way the game can be packaged to include the bleeding-edge library, rather than sending me off hunting for a download of libstdc++ or installing a whole new gcc version? There is a version in desura/lib but it's the old one too.
It's a fair point! I'll ask about it.
Now features on IndieGameStand! Thanks guys!
We are giving away three copies of Rktcr over on our website.
Indiespotted.com
Wonderfully done game. Go into this realizing you're going to have to practice alot and it is a truly rewarding experience. I did a first look of this game on my channel, check it out if you're looking for gameplay. Youtube.com
Made a first look of Rktcr in my indie series. Great physics and gameplay, Best for those who love precision and style in their games.
Is it too late to get in on the beta?