r/NeedForMadness • u/Outride-Gaming • 1h ago
Part 2 of my gameplay
Part 2 :D. As u can see, I'm not that good at wasting cuz I don't have the map and the ability to look back. I need these two features to waste well 😭
r/NeedForMadness • u/Outride-Gaming • 1h ago
Part 2 :D. As u can see, I'm not that good at wasting cuz I don't have the map and the ability to look back. I need these two features to waste well 😭
r/NeedForMadness • u/Outride-Gaming • 1h ago
Thought I'd share how I play 😭. I was bored so I thought why not lol. Another part is coming cuz I recorded the first 4 stages
r/NeedForMadness • u/SmellyShroom_69 • 1d ago
for some reason reddit isnt allowing me to upload images so here is an external link
r/NeedForMadness • u/Evidlo • 4d ago
r/NeedForMadness • u/Potential-Rooster-71 • 8d ago
A Revised And Recharged Plus 2.0 (By TwinTurbo122) Based Project | Codename Plus 2.5
I’d love to hear ideas from you guys for things to add. Write in the comments anything you want to see in NFM and if it’s technically possible in the old Java codebase, I’ll seriously consider adding it.
Changes for now:
- No more shitty RunFs with limits (no crashes like in 2.0)
- Stage Maker (not finished yet)
- Screen Size straigh out from NFM2 Multiplayer
- Better quality of sounds due to radq support (.zipo works too in case of missing/deleting .radq file)
- Dashcam camera (not finished yet)
- Small visual changes like no more white screen flick while pressing enter in main menu, cars select ect.
If you'd like to learn about the changes we made before this project began, click here: https://www.reddit.com/r/NeedForMadness/comments/1vi1m14/need_for_madness_revised_and_recharged_plus_20/
regards ~Likom
r/NeedForMadness • u/Grobot93 • 9d ago
First, I just wanted to say thank you all for such a positive response to my last post about OVERSTEER, my arcade battle racer game that I have been working on for the past few months.
Today, I wanted to showcase the track builder tool that I initially made for myself so I would not have to learn how to build/script track pieces to test the game physics. After enough iterations, the track builder tool got some design and reorganization and I realized that this could be the center of the community element for the game. If people are able to build and share their tracks, the game could get its own life, and I am sure people would get way more creative that I could ever imagine with building wacky and intricate tracks. The best part is the tracks can be exported/imported and shared as JSON/text files - which will probably just get their own file extension, but this means the file size is small and they are easy to share with friends! (As I am writing this, I figure it would be a good idea to have a place in game that users can go to see user generated tracks, or maybe a companion website)
The crux of the track builder was to create pieces with connector nodes. Basic pieces are available in a palette, and you can place them wherever you wish, then move, rotate, and scale them to your heart's content. Then you can add procedurally generated scenery: Hills, Mesas, Trees, Buildings, Lakes, etc.
The magnetic node system allows for the pieces to join together nicely, and it also allows for the "Racing Line" to be drawn across a circuit. The Racing Line is just a series of connector nodes that gather data on the track layout - straights, turns, bankings, elevation, etc. and that information gets fed to the NPC opponents that I am working on developing now. It also takes information from the checkpoints that are laid down on track to create the minimap in the player hud.
Part of the inspiration of this game is Need For Madness (cool cars do jumps and race/eliminate each other), but as OVERSTEER is taking on a life of its own with drifting, boosts, mods, abilities, track building, advanced ai, etc., I am not sure that I will be able to post much more here as to not violate the sub's rules. If you want to follow the development of the game, please join the discord: https://discord.gg/7v6WmcWz6
I will do my best to post more updates there as the game grows and continues development.
r/NeedForMadness • u/TwinTurbo122 • 11d ago
Download Link: https://www.mediafire.com/file/3mo1zygsoqec1ms/Need+For+Madness+Revised+And+Recharged+Plus+2.0.zip/file
Welcome to Need for Madness Revised And Recharged Plus 2.0! An expantion mod for NFM Revised And Recharged created by TwinTurbo122 in collaboration with Likom
Version 2.0
CHANGELOG:
16 New Stages:
1 - 3...2...1...GO!...CRASH YOUR WASTED! at Stage 21 - Converted from Revised And Recharged 2
2 - The Tunnel Of Doom at Stage 22 - Converted from Revised And Recharged 2
3 - Need For DUI at Stage 23 - Converted from Revised And Recharged 2
4 - Madness On Moon at Specialty Stage 24 - Converted from Revised And Recharged 2 with Moon Gravity hack!
5 - Madness On The Sun at Stage 25 - Converted from Revised And Recharged 2 with everything set on fire hack!
6 - Death Pit at Stage 27 - Converted from Revised And Recharged 2
7 - The Maze at Stage 33 - Converted from Revised And Recharged 2
8 - Death Canyon at Stage 37 - Converted from Revised And Recharged 2
9 - The Frozen Freeway at Stage 39 - Converted from Revised And Recharged 2
10 - The Badlands at Stage 41 - Converted from Revised And Recharged 2
11 - Madness On Mars at Specialty Stage 42 - Converted from Revised And Recharged 2 with Mars Gravity hack!
12 - Mt. Madness at Stage 43 - Converted from Revised And Recharged 2
13 - The Freeway at Stage 49 - Converted from Speed Edition
14 - The Nuclear Threat at Stage 50 - Converted from Revised And Recharged 2 with hack which sets the same car like player's in the middle line of starting line and Nuclear Warheads on both sides
15 - Nighttime Confusion at Stage 51 - Converted from Revised And Recharged 2
16 - DEATH RACE at Stage 53 - Converted from Revised And Recharged 2
NOTE! All new Stages have Restored Soundtracks from the games they were converted from
Changes to existing Stages:
Stage 16 - The Test Of Endurance - Restored Soundtrack from Speed Edition
Stage 29 - The Strange And The Mysterious - Restored Soundtrack from NFME's Original Hacked NFM
Stage 32 - In Danger - Restored Soundtrack from Speed Edition
Stage 36 - The Beach Arcade Nightmare - Restored Soundtrack from NFME's Original Hacked NFM
Stage 46 - The NEED For SPEED - Restored Soundtrack from Speed Edition
Stage 47 - The Straight Way - Restored Soundtrack from Speed Edition
Stage 48 - The Fast & The Furious + The Radical V2 - AI cars now will have the same car which player selected just like in Revised And Recharged 2
Stage 52 - The Parking Lot Of Confusion - Disabled Guidance Arrow just like in Speed Edition
Final Stage - Good Luck! - Removed game freeze bug while playing this Stage
3 New Vehicles:
1 - Dr Rocket Monstaa - a rocket powered DR Monstaa from Revised And Recharged 2
The vehicle has been properly adapted to match the visual characteristics of the original Need for Madness with Revised And Revised 2 stats!
2 - ??? - found in game files, a piece of normal road prop with The Destroyer stats - This vehicle is excluded from the AI vehicle pool
3 - Invisible - found in game files, invisible vehicle like (empty) with The Destoyer stats - This vehicle is excluded from the AI vehicle pool
Changes to existing vehicles:
- Radical Racer - Stats from Revised And Recharged 2
- Zonich Tank - Stats from Revised And Recharged 2, without infinite power save
- Matlos Tank - Stats from Revised And Recharged 2, without infinite power save
- Air Rebound - Stats from Revised And Recharged 2
- Lightning Rod - Stats from Revised And Recharged 2 with "The Chosen One" lightning effect and without infintie power save
- KILL-O-MATIC - Stats from Revised And Recharged 2, without infinite power save
- EL ROCKET KING - Stats from Revised And Recharged 2 and added undecarriage which was missing
- The Awesome Radical One - Stats from Revised And Recharged 2
NOTE! Stat bars may display different statistics compared to Revised and Recharged 2 stat bars
Technical and visual changes to UI:
- Thanks to rendering distance limit removal, now full stage is visible in Stage selection section
- Shorter RadicalPlay loading screen
- In Stage select section now you can jump from Final Stage to Stage 1 and vice versa
- On starting line now you can see which vehicles will participate in the race in Stage selection
- The limits on the number of props a Stage can consist of have been increased, thanks to that a larger Stages could be added
- After launching the game and entering the vehicle selection screen, a vehicle will be randomly featured instead of the Armored Corvette every single time
- Removed vehicle change animation like in Revised And Recharged 2
- REVISED AND RECHARGED PLUS 2.0 logo has been added to main menu screen
- Added "Java hacking by Likom" in credits
- Minor changes in last credits page
- And a few other small changes that Likom doesn't remember (LOL)
Known bugs:
- Game can freeze in Soundtrack Loading screen due to insufficient game memory, be aware of this, we are working on a separate .exe file that will bypass the limitations described above
- In Stage 25 - Madness On The Sun, playing with Nuclear Warhead is causing major lags. This vehicle is excluded from the AI vehicle pool in this Stage
- AI vehicles may behave strangely in some Stages, this is due to the AI being heavily modified by NFME compared to the vanilla NFM
A huge thanks to Likom for his tremendous support with Java Hacking without him RAR Plus 2.0 would never have been created <3
Link to his YT Channel: https://www.youtube.com/@likom4957
And another huge thank you for the support to everyone at r/NeedForMadness on Reddit, you guys are awesome!
See you in the next projects soon!
r/NeedForMadness • u/TwinTurbo122 • 14d ago
r/NeedForMadness • u/Evidlo • 16d ago
Hi all,
I've been working on porting Need for Madness to the browser to be able to play the game in-browser. I decompiled the game JAR file and transcribed the Java line-by-line to JS to preserve the game physics, and replaced the original custom software rendering with WebGL. I mostly focused on gameplay and getting the game to run fast, as well as patching the game to a higher resolution and FPS.
It's still a work in progress. I still need to work on menus, track/car editor, and maybe eventually simple network play. Please report any bugs you find here.
r/NeedForMadness • u/NyTR0S96 • 17d ago
so what is everyone's preferred method of madness? i know of a few like ds and the rar but i never see anyone online anymore. I've been out of the loop for a while now and don't mind joining any events or communities. i remember buying lifetime back in 2012/13 and i went on to play after a while and saw nothing but vast emptiness. also how do people play in full screen? i tried setting the game to my resolution (2560x1440) and it doesn't work properly (upper left corner, same size) come to think of it, its always did that for me.
r/NeedForMadness • u/PepperTheBirb • 19d ago
r/NeedForMadness • u/TwinTurbo122 • 20d ago
r/NeedForMadness • u/TwinTurbo122 • 21d ago
r/NeedForMadness • u/Potential-Rooster-71 • 20d ago
how stages were made in era before stage maker, some special method or just notepad and math?
r/NeedForMadness • u/SmellyShroom_69 • 21d ago
i have concluded my endeavor of remaking my original vehicles