ATTENTION!!!!
A lot of questions have been asked about exactly when FreeRider 2 is coming out. Pete's official word is 'soon.' Although he has not, and WILL NOT(cough jan. 26 cough), release an exact date, one of his real life friends posted on OMLF (Onemorelevel Forums) that it will probably be out before christmas.
HERE is proof of the above statement The word is out, Free Rider 2 is in the works. According to
Parroe Games, Free Rider 2 is slated to have:
- New & improved drawing tools
- Improved graphics & new visual themes
- Trick detection, points system & power-ups
- New vehicles
- Improved interface & level sharing
- Improved physics including ragdoll physics
- Compatibility with FR 1 courses (Autos may not work correctly)
It is expected by the end of the month although since only a few people are working on it that could take longer. So don't get your hopes up anytime soon.
The new features include.
-
Scenery Lines-Zooming
-Curve Maker (due to popular demand may be removed)
-Pause
-and and unknown tool with an apple for a symbol.
Here's what Pete has been talking about directly quoted.
The ragdoll is working.
Also, if you look at the size of a grid square in this screenshot compared to the previous one, you'll see that zoom is built into the camera from the outset. This should have a big effect on how the game plays. Use zoom to... - See further ahead of the rider. The camera will zoom out at high speeds (like in GTA).
- Quickly preview maps
- Draw small, detailed features more easily.
I haven't applied any skins yet.
It seems some people found this site and got a bit excited and confused. - Free Rider 2 is still under development.
- Free Rider SE is not Free Rider 2.
- I know the camera is a bit wobbly.
Thanks for all the feedback about FR1, and suggestions for FR2. Don't worry, I'm busy making the new game as good as possible!
Free Rider's Verlet Physics engine has been completely re-written for Free Rider 2. One major improvement is that objects can't pop through walls anymore, even at very high speeds. Here's a screenshot showing the 'grid' used to speed up collision detection. Thanks to this approach, A Free Rider map can in theory be as big as your RAM allows and collision detection will still run as fast as on a small map. What is this "FRSE" he was talking about? Well see for yourself.
Here. It is a graphical update of FR1.
Picture from FR2 (not seen in the 3 vids currently out)
Here we can see the usual, Pencil, Eraser (hopefully better this time), and then there is a zoom tool (easy previews), a curve maker (smoooth), a scenery tool (*cough* moose_man *cough*), the original star and...
an... apple?!
Feel free to pm me what you think the apple is, and if its logical enough, i may put it here =)
Pic and info from
Neo39925
Lastly
daugystik has found a video of Free Rider II in action!
This just in!
daugystik has provided more footage of the track building in action. This will make you scream in excitement.
What's that you say? You can fly a helicopter? Yah, that's right you can fly a freaking helicopter and possibly more vehicles to help beat the game. - info provided by
daugystik