You guys have to remember that it's a kart racing game. Don't expect the length of the tracks to be like that of F-Zero's.
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You guys have to remember that it's a kart racing game. Don't expect the length of the tracks to be like that of F-Zero's.
Oh yeah, I made a dos mode7 f-zero remake back in 2001 and had to use some tile map trickery to be able to display the track. For these 1024x1024 tracks I can just map the whole texture to a single quad and move the kart around on the quad. But for F-Zero size tracks I'd probably slide the ground quad around with the kart, read tile map data and draw the tiles onto the quad in relation to where you are on the track. Which is a lot more work than how I'm doing it right now in SIK :)
Odd. I thought the tracks were fine since it's a kart game and not like competitive Flashout, F-Zero, Burnout type racing.
About the price:
Considering that we are talking about a BETA, the 30dollars price is reasonable.
Do you want to pay it less?
Then wait for the june release. No problem.
About the tracks, lenght, I'd love to see longer tracks, however the gameplay seems still good as they are.
I'm fine with the length of the tracks. As many have said it's a kart game, with the original SNES racer as its inspiration. As long as there are plenty of them I'm fine!
Hi there, I'm a backer and have only played very few rounds due to a lack of time and friends over to play with.
All in all: Thanks, mate, this will go a long way. It reminds me of the fun I had with Mario Kart, but since I recently tried that old goat a few months ago, I'm very grateful for the more modern controls and physics that immediately work.
As a quick first critical remark: A lot of the tracks, especially in the 2nd cup, are hard to read if you're new to them. This may be on purpose, since I'm sure it will get better once I know the tracks, but it could also be a case of you as the dev knowing the tracks by heart. If you tried to make the tracks easily accessible, I'd like to point out that this didn't work out on all tracks. Knowing where to turn was sometimes really hard to see, additional markers on the track or the sidelines would go a long way of helping out.
If this is something you'd like to look into, I'll gladly post more precise descriptions and tracks names.
Of course, only if this complaint is something more people have, maybe it's just me.
Cheerio!
I don't have any problems with the pricing model and thanks for the update. :)
Thanks for this, I'm glad you like the handling and physics so far! It's a funny thing about the old goat, it's still very much a favourite in the series for me, but I still get surprised by it when I haven't played it for a while and need a couple of races to adjust to the handling.
The 2nd cup in the World Cups list is 3/4 tracks that are very incomplete (only Paris is a good track really), they're tracks which have been around since the game was first in development, and they're not really the best of tracks which is why I stuck a roadworks sign over the cup's icon. I will be updating them soon, but I've also noticed, and been informed a few times of, the difficulty seeing a bend sometimes. One solution has been the arrows painted on the ground (which aren't on all tracks yet, and isn't perfect) and an upcoming solution was announced in the latest development update (update #6) which you can see in the section "A sign of things to come" over on http://www.superindiekarts.com - I'm hoping these will help somewhat eliminate those uncertain bends.
Hey otakupunk! Thanks for another awesome video play, very fun to watch! I think you did 50cc last time, these 100cc races are a bit tougher aren't they!? I think I might need to tweak that a little :P Oh I see you went on and did 50cc too, and you had much easier time of it!
I laughed when you fell in the water on the Fiji track at the end too, I usually try to dunk my racer on the finish line on purpose :D
Small tip: The dusty shortcut in Uluru does help save time if you hop quickly and repeatedly over the dust.
Cheers!