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Real Racing 3

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Title Screen

Real Racing 3

Developer: Firemonkeys Studios
Publisher: Electronic Arts
Platforms: iOS, Android, Blackberry
Released internationally: February 28, 2013 (iOS/Android), August 28, 2013 (Blackberry)

DevTextIcon.png This game has hidden development-related text.
DebugIcon.png This game has debugging material.

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Real Racing 3 is a racing game on iOS and Android that's most notable for being one of the most competent non-arcade racers that can be had on a phone in 2013.

Development-Related Text


Notes about using and making animations.

; Animations file
; =============================

; Format:
; <png name> <Direction> <Anim type> <Frames> <Time>

; png name: The name of the png to scroll

; <Direction>
; This represents the direction of the frames, both primary and secondary
; Must be a combination of [LR, RL, TB, BT]
; LR = left to right
; RL = right to left
; TB = top to bottom
; BT = bottom to top
; eg LRTB: frames go from left to right then when it gets to the edge goes down to the next row

; <Anim type>
; The type of animation, must be one of [S, J]
; S = Scrolling, the image will scroll smoothly between frames, this only works properly with single row or single column textures
; J = Jumping, the image will jump from one frame to the next

; <Rows and columns>
; Two numbers representing rows and columns consecutively
; - If this is set to 1 1, the whole texture will be shown on the mesh.
; - If either of these values are greater than one, the image will be divided into that many parts.
;   For example if rows was set to 2 and columns to 1, the image would be divided into 2 halves
;   and you would only see half of the image at a time. If the animation type was set
;   to J (jumping), the animation would jump from the first half to the second, and if
;   it was S (scrolling) the animation would scroll smoothly between the 2 frames.

; <Time>
; The total time (in milliseconds) taken to complete an animation cycle
; Keep in mind that due to the precision of values in the code times that are not a power of 2 may
; lose a small amount of accuracy.

; - Any line starting with a ";" is a comment
; - All of those flags must be there for each png listed.
; - Make sure that the UV coords for each animated texture are either 0 or 1.
;   Which basically means that in max you'll see all the frames on the mesh at once,
;   and that they'll be squashed up. This allows us to easily add/remove frames later
;   simply by changing the 'rows and columns' attributes.

; WARNING!!! The following information is probably out of date.
; *** IMPORTANT ***
; In motorway, you can load an instance file and turn textures on to view the animations
; before they go in the game. There's a "Reload Animations" button in motorway which
; allows you to edit this file, and then reload the animations to see the changes
; instantly.
; One thing to be aware of however, is if you do change the animations after you've
; already saved some M3G's that use those animations, YOU MUST RE EXPORT THOSE M3Gs!!!
; This is because this animation file is loaded whenever an ase is loaded, and the UV
; coords inside the model are changed based on this animation data.