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Old 12-20-08, 09:08 AM   #1
degnaw
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"dangerous cycling" game (New version 12/24)

Another edit (12/24):

I posted an updated version of the game >>>>here<<<<, which includes a dead-end bike lane and a mid-block zombie, as well as SUVs, two different bike speeds, and a choice of the game length.

----------------------------------------

Since i'm (1) not brazen enough to run red lights/stop signs/riding through gaps in traffic at full speed like some of the people on this forum (i.e. Joeybike), (2) live in a suburb where I can't possibly keep up with cars, and (3) i'm not allowed to ride anyways and have little better to do, I made a little flash game over the past week to simulate the "dangerous" stop-sign running (shooting gaps in traffic) and passing cars thing.

The game is -->here<--. (Edit: Linked fixed to googlepages, which works but is framed)

Alternatively, -->this<-- links directly to the original file but I think it forces a download (i.e. you can't simply open it in your browser). Though, you could probably open it with your browser upon downloading.

The controls are just arrow keys and spacebar to reset if you crash - the map is circular, with the bike starting on the left side).

(xposted to general cycling)

----------------------------------------------------------------------------------

EDIT:

I posted a second version of the game with dynamic traffic and an endless road (well only if you go up, and even then only for the duration of the game).

This is the direct link to the game's *.swf file, which can be opened with any browser.

This is a link to a googlepages site with two different sizes of the game embedded.

Notes: (red is outdated)
(1)To minimize the 'lag' factor on my computer, there can only be 20 cars on screen at one time, i.e. the 21st car is deleted, which means cars might disappear if you stay at the same intersection for a while.
(2)Its still relatively laggy on my computer, which means it might be on yours
(3)It's pretty buggy, with cars spawning going upwards often overlapping, as with left-turning cars.

New Notes:
I updated the file to one that lags a lot less;

I used to have each of the 20 the cars check 4 different positions for other cars (front left, front close, front far, front right), for 20 other cars, 15 times a second - which is why it was so slow. Now there's only one test (front medium), and I made the traffic thicker and allowed for 25 cars.

Last edited by degnaw; 01-18-09 at 05:00 PM.
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Old 12-20-08, 09:14 AM   #2
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Cool game. It makes me feel like a beginning rider.
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Old 12-20-08, 09:41 AM   #3
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why does the bike start on the wrong side of the road and the left arrow make you go right, up arrow make you down?

Is that why it's a "dangerous" game?
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Old 12-20-08, 09:49 AM   #4
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why does the bike start on the wrong side of the road and the left arrow make you go right, up arrow make you down?

Is that why it's a "dangerous" game?
wrong side? There IS no wrong side for bikes...

The controls are relative to the bike, i.e. the left arrow makes the bike move towards the bike's left.

and...sure.
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Old 12-20-08, 10:37 AM   #5
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Nits unrelated to the blow-stop-signs bit - I see it as a potential cycling simulator (not necessarily in the JoeyBike fashion).

That said:

Realism problem #1: Not enough traffic visible in main game screen.

Realism problem #2: I grant you that a number of drivers are bad - but I've yet to see 100% of them fail to use their brakes when a cyclist is in front of them.

Realism problem #3: The layout is too short.

Nit #1: Is there any way to rotate the background graphics, and fix the bike in one position? The upside down controls can be confusing on the first two tries. Spinning a 180 to get the feel of the game relative to the keys worked to ingrain it into the memory.

Nit #2: Can the cars at the stop sign be programmed to turn onto the main road? I'm not a proponent of filtering, though the game forces it.

Otherwise, it is an well-done little game. Funny stuff for CM'ers...

-Kurt
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Old 12-20-08, 10:45 AM   #6
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Cool. I think I got a fixie cause my bike has no brakes.
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Old 12-20-08, 10:46 AM   #7
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How long do I have to have it there before I get hit?



-Kurt

P.S.: This thing has some "epic trackstand skillz."
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Old 12-20-08, 11:29 AM   #8
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Quote:
Originally Posted by degnaw View Post
...I made a little flash game over the past week to simulate the "dangerous" stop-sign running (shooting gaps in traffic) and passing cars thing.
Nice Job. I like how the bike slows down in the grass too. Took me about 5 minutes to master. It's fun. Can you make the streets continual, lets say vertically (south to north)? Keep some double-parked cars and add a few "zombies" walking across in the middle of the block and you could sell this game!

Here are some notes and my "official" seal of approval. Very realistic as my notes highlight the true events.



Again....GREAT JOB!

Now I am going to play it again....

OKOK....not I get the "circular" part of your instructions. Man, I wrecked a lot of bikes.

Last edited by JoeyBike; 12-20-08 at 11:41 AM.
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Old 12-20-08, 11:40 AM   #9
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Make the world bigger or circular. If there's a way to go around a block and negotiate left and right turns, that would be cool.
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Old 12-20-08, 11:49 AM   #10
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Make the world bigger or circular. If there's a way to go around a block and negotiate left and right turns, that would be cool.
That was my first impression, but it is actually circular. Start rolling forward, go to the 4-lane turn left and keep turning left at every intersection for the circle. It is a bit easier to U-turn the bike and go all rights, cause you never have to cross any busy streets.

Last edited by JoeyBike; 12-20-08 at 02:44 PM.
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Old 12-20-08, 12:50 PM   #11
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Quote:
Originally Posted by degnaw View Post
I made a little flash game over the past week to simulate the "dangerous" stop-sign running (shooting gaps in traffic) and passing cars thing.
I think it also illustrates how dangerous it would be to operate your bike electronically via a keyboard. Especially in traffic.
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Old 12-20-08, 01:19 PM   #12
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hey, that was real cool. just like real life. no good roads to ride on and those cars act like they don't even see you. But no right hooks?- that's when I knew it was only a game!
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Old 12-20-08, 02:47 PM   #13
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But no right hooks?- that's when I knew it was only a game!
They don't run stop signs either, but since most drivers pass out drunk at stop signs here in New Orleans, I feel right at home in the game.
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Old 12-20-08, 04:03 PM   #14
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Good effort but I feel a little seasick now...
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Old 12-20-08, 05:46 PM   #15
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They don't run stop signs either, but since most drivers pass out drunk at stop signs here in New Orleans, I feel right at home in the game.
Do you also go faster then all the vehicles on the main artery?

EDIT: I'm getting the message "Worst Game Ever." when attempting to enter it now. Did the OP take it down?

-Kurt
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Old 12-20-08, 07:10 PM   #16
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Do you also go faster then all the vehicles on the main artery?

EDIT: I'm getting the message "Worst Game Ever." when attempting to enter it now. Did the OP take it down?

-Kurt
Its probably the host - anyone know where I can upload *.swf files?
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Old 12-20-08, 07:31 PM   #17
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Bummer! I was just getting good at that thing. Contraflow on the 4-lane, splitting lanes, passing cars, cutting across the grassy medians - just like my commute.

Please put it back up if you can!
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Old 12-20-08, 08:20 PM   #18
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hmm...is it supposed to be only a very small section of road with cars then driving on the grass? Not very well thought out...I wasn't expecting much though. With a bit more work that could maybe be fun
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Old 12-20-08, 08:37 PM   #19
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Tried FRAPS'ing a session, didn't work for some reason...

-Kurt
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Old 12-20-08, 08:50 PM   #20
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Quote:
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Alternatively, -->this<-- links directly to the original file but I think it forces a download (i.e. you can't simply open it in your browser). Though, you could probably open it with your browser upon downloading.
Downloaded in 2 seconds. Looks OK in I.E. I'll play it and see how it does.

Ran a couple of laps. Works great! Thanks. When I get better at it I will play it with the helmet cam and shoot you a PM with the mayhem!
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Old 12-20-08, 09:30 PM   #21
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hmm...is it supposed to be only a very small section of road with cars then driving on the grass? Not very well thought out...I wasn't expecting much though. With a bit more work that could maybe be fun
The road with cars continues on to the right, though not for too long.
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Old 12-20-08, 09:33 PM   #22
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Nits unrelated to the blow-stop-signs bit - I see it as a potential cycling simulator (not necessarily in the JoeyBike fashion).

That said:

Realism problem #1: Not enough traffic visible in main game screen.

Realism problem #2: I grant you that a number of drivers are bad - but I've yet to see 100% of them fail to use their brakes when a cyclist is in front of them.

Realism problem #3: The layout is too short.

Nit #1: Is there any way to rotate the background graphics, and fix the bike in one position? The upside down controls can be confusing on the first two tries. Spinning a 180 to get the feel of the game relative to the keys worked to ingrain it into the memory.

Nit #2: Can the cars at the stop sign be programmed to turn onto the main road? I'm not a proponent of filtering, though the game forces it.

Otherwise, it is an well-done little game. Funny stuff for CM'ers...

-Kurt
Based on realism problem 2 and nit 2, I tried making the traffic dynamic...though it seems like its gonna fail. Its lags horribly, at least on my computer, and the act of turning left is cursed.

http://wangedwa.googlepages.com/bikegamebeta <-preview (bike can't move though)
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Old 12-20-08, 09:44 PM   #23
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Originally Posted by degnaw View Post
Based on realism problem 2 and nit 2, I tried making the traffic dynamic...though it seems like its gonna fail. Its lags horribly, at least on my computer, and the act of turning left is cursed.

http://wangedwa.googlepages.com/bikegamebeta <-preview (bike can't move though)
No lagging here - works smooth. Granted, the left turns are slightly slower then the car's general speed, but it works nevertheless. I find it amusing that the vehicles sometimes go through the intersection during a light change

Oh - one other thing - the cyclist, in the original simulators, appears to have the ability to travel at the same speed, if not faster, then the motorists. Any method of limiting speed?

As for other ideas:
Perhaps the addition of poorly-built, dead-end bike lanes as a split-second safety zone? Perhaps one or two cut-through lanes marked as sharrow areas, where the cars cannot hit you?

-Kurt

P.S.: Alleyways would be nice, just for the heck of it. This might become a cult game classic...
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Old 12-20-08, 09:55 PM   #24
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Since i'm (1) not brazen enough to run red lights/stop signs/riding through gaps in traffic at full speed like some of the people on this forum (i.e. Joeybike), (2) live in a suburb where I can't possibly keep up with cars, and (3) i'm not allowed to ride anyways and have little better to do, I made a little flash game over the past week to simulate the "dangerous" stop-sign running (shooting gaps in traffic) and passing cars thing.
The bike being faster than the cars was actually one of the primary premises for the game
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Old 12-20-08, 10:03 PM   #25
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All well and good - it makes for entertaining gameplay, if somewhat pushing the envelope of believability

P.S.: I left that test intersection running for 10 minutes or so. Didn't know it would be this realistic:





-Kurt
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