Poll

Would you guys like musics from other games or so to be included on some tracks instead of everything being composed for the gamemode?

Yes, have some tracks with musics from other games and other tracks with composed music
11 (61.1%)
No, compose everything
7 (38.9%)

Total Members Voted: 18

Author Topic: The SuperKart Gamemode Development Topic - It's Released!  (Read 123317 times)

*sigh*

Guitars do not go well with beach tracks, also it's way too fast for a Beach track, not so relaxing, it doesn't sound nice.
Are you kidding me?

Also Plastiware, what program do you use to make this sick music?

Are you kidding me?

Also Plastiware, what program do you use to make this sick music?

I don't like it when people ask me this question, because my methods for non-NES and non-SNES music are awkward and I do not recommend them.  Mostly I use them because they are free and I am a cheapskate.

I start with a crappy free MIDI editor called Pianoroll Composer.  The .mid I make with that gets loaded into Synthfont, and played with the SGM soundfont.  I usually go back and forth between Pianoroll and Synthfont quite a few times before I achieve the instrumentation, volume levels, etc. that I'm happy with.

If you want to know more about how I made this specific piece, the MIDI instruments I used are slap bass, electric distortion guitar, electric clean guitar, drum kit ("power" drum set, plus some timbales for tropical flavor), steel drum, brass section, and harmonica.
« Last Edit: June 13, 2014, 10:36:31 PM by Plastiware »

*sigh*

Guitars do not go well with beach tracks, also it's way too fast for a Beach track, not so relaxing, it doesn't sound nice.
For crying out loud
The electric guitar sounds nice because it goes with racing better, and it is in no way too fast at all for a racing game.

Alright it's decided, 3 rounds for each track, thanks for voting, by the way I want to apologize about the lack of progress, also expect a city background like this for the badspot motorway to replace the striped walls, but there will be more green mountains too and not too many buildings like on that picture, also expect boats around the track since it will be an island
« Last Edit: June 14, 2014, 09:41:23 PM by Filipe »

Alright it's decided, 3 rounds for each track, thanks for voting, by the way I want to apologize about the lack of progress, also expect a city background like this for the badspot motorway to replace the striped walls, but there will be more green mountains too and not too many buildings like on that picture, also expect boats around the track since it will be an island


Okay, you go in flying vehicles to go there. I'm satisfied now.

Okay, you go in flying vehicles to go there. I'm satisfied now.
Where did I say such thing, there will be a bridge that will connect the city to the track, the city will just be cosmetic background on badspot motorway, but there will be another track that passes in the middle of the city
« Last Edit: June 14, 2014, 11:07:53 PM by Filipe »

Okay, you go in flying vehicles to go there. I'm satisfied now.

What is up with the forums recently, did most of the users get their iQ lowered to 50?

I have a suggestions for obstacles: Water filled barrels (common on roadways) and traffic cones (also common on roadways)

and traffic cones (also common on roadways)
These aren't really meant to "stop" vehicles, there used as markers around roads.

I got to use the SuperKart hover on the beta server, The Sky uis the limit with this stuff.

Literally.

(Altho, ti has that same issue with the gravity vehicles where if you are upside down and you fall off the road you fall up.)

I already have some ideas for a kick-ass track.
« Last Edit: June 17, 2014, 11:30:21 PM by Duhman115 »

These aren't really meant to "stop" vehicles, there used as markers around roads.
Well, seeing cement dividers would be neat aswell.

The handling specialist Teneksi has joined the team! He provided some sweet handling fixes and improvements for the supervehicles!

I just realized that when making a track for the superhover kart you're gonna have to have killzones on all six sides of the track lol, or depending on how the track is laid out

For the hover tracks, I want to see things like corkscrews and crazy track elements that would ordinarily be used on rollercoasters.

For the hover tracks, I want to see things like corkscrews and crazy track elements that would ordinarily be used on rollercoasters.

This, and High-floating sky maps that take place far above the ground.