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Kart Krew™'s exe mods

Jesus Christ, CoatRack, you censored the screenshot even further than what I saw yesterday. It looks like some creepy upside down halloween mask-face.
 
Jesus Christ, CoatRack, you censored the screenshot even further than what I saw yesterday. It looks like some creepy upside down halloween mask-face.
I didn't know Kart Krew was working on a sequel to Ghoul's Forest!
 
Alright, since the only thing we've ever shown last week was an actual screenshot distorted enough to be showcased in a 2/10 creepypasta, I'd like to come out with a few words, and telling you guys what's really been going on.

No this isn't a drama post or anything, just a status report, please keep reading.

First of all, our demo, as impossible as it may seem, is actually dangerously close to being ready(Testing time not included, shipping costs still apply)! Rejoice! To be honest though, you probably wouldn't believe the original release date we had in mind after seeing just how DELAYED it has become.

As you would expect, life, school, sm4sh and general problems irrelevant to TD itself have caused delays in some individuals' lives, and when you have a dev team of people who are specialising in SIGNIFICANT areas (level design, main coding, graphics) even one person down can really hinder progress.

Somewhat related, the fact that we're so close yet so far to a release really delivers a hit on our motivation. It's like watching ice-cream melt in front of your eyes!
So what exactly IS stopping us from releasing this god forsaken demo, other than living nightmare called "Outside"? Aside from minor bugs that wouldn't take long to patch out when we get around to fixing them, our problems lie within the designated HUB level, and multiplayer saving.
The HUB is mainly handled by one-two people, and with the general lack of communication we had amongst ourselves lately, feedback on it has been scarce. Its progress is not HALTED though, it's still going, trust me, I checked.
Multiplayer saving is a tricky thing. Since TD puts more focus on MP than aimbots putting focus on other players' heads, we needed a good old improvement to the existing MP code.

No, I'm not talking about the netcode, hold on to your hats people. I'm just talking about shared data.

As if it wasn't evident enough before, TD takes inspiration from Super Mario 3D World, and we want to include a system that's reminiscent of the Green Star system. The problem isn't that we can't figure it out, in fact, we HAVE figured it out, we just never had a chance to see it in action yet.
If you guys haven't figured it out by now, I'm a terrible PR manager, so I'll cut the babbling about why we just couldn't shove that demo out of the door, and give you some intel.

The content included in the demo is:
-The HUB
-Checkered Mountain Zone 1
-Mainframe Metropolis Zone 1
-Weather Factory Zone 1
-Frozen Factory Zone 1
-Stormy Streets Zone
-and some other non-level extras!

Hopefully that'll be quite enough for the demo, yeah? Progress on the rest of the levels is there, yes, but let's not get to THOSE yet, these things take time.
I'd like to share some screenies with you, showcasing the levels up there. These screenies won't be anything special, but I pray that they will be satisfactory.

srb20091.png

The grass isn't supposed to grow every 3 feet on the walls, I don't know what kind of fertiilizer we used, but we sure as sugar aren't buying any more of that.
srb20092.png


CMZ is relatively unchanged, I'm pretty sure any one of you can tell where exactly those screenies show.
On an important note though:

srb20101.png

In an attempt scold the camera that had been pestering the victims who dared to step in this cave, we altered the entrance, to make it less visually buggy.

srb20099.png

srb20100.png


MMZ is also pretty much the same, it's still got the fancy snazzy binary sky up there though~

srb20095.png

WFZ has some fancy new graphics in there. This screenie is only a minor example of the improvements it got.
srb20096.png

This screenie doesn't signify anything important, I just liked the cinematic thick wind effect.

srb20093.png

srb20094.png


FFZ also got beautified in the update drought, dangerous new enemies, sliding penguins <3, crystalline textures, multiple shades of blue, anything to make it more enjoyable than it already was.

srb20097.png

srb20098.png


I'm almost certain the visual overhaul SSZ got dwarfs both FFZ and WFZ, it's just insane.


And that's pretty much it for this public service announcement. If we're lucky, this post will be rendered redundant as we get the chance to just finish the thing and release it to you all. If not.....well.....2015 the year of TopLuigi I guess?
See you next phantasm~
 
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So what is Sonic's current normalspeed? Also, does the mod automatically scale down normalspeed, runspeed, etc. so non-instathrust Lua characters work?
 
So what is Sonic's current normalspeed? Also, does the mod automatically scale down normalspeed, runspeed, etc. so non-instathrust Lua characters work?
I think it's 13*FRACUNIT. TD does not scale down any character stats, so you'd need to redo their S_SKINs to keep them at a reasonable speed.
 
Will it be possible to set a separate S_SKIN lump with a name like TD_SKIN or something to have TD-compatible and vanilla-compatible characters in the same WAD? And will there be some way for Lua scripts to determine that they're being run in TD? (If not it could always be done by checking for the existence of particular object types or something, but a formal method could be handy.)
 
Will it be possible to set a separate S_SKIN lump with a name like TD_SKIN or something to have TD-compatible and vanilla-compatible characters in the same WAD? And will there be some way for Lua scripts to determine that they're being run in TD? (If not it could always be done by checking for the existence of particular object types or something, but a formal method could be handy.)

As for the latter question, checking the MODID constant could work, along with checking for the TD type of level flags. As for the former, most characters could keep a fallback S_SKIN for TD levels via Lua in order to maintain compatibility. Enforcing S_SKIN values in Lua is painfully easily as well.

Also: Yes, TD will have some form of additional Lua support in terms of functions added into the game. I don't know if any of these functions can check for TD mode, however.
 
You can already check for gametype via Lua. If TD mode uses its own unique gametype number, can't you simply have a Lua script lump in your character wad that checks for that gametype and modifies S_SKIN stats accordingly?
 
You can already check for gametype via Lua. If TD mode uses its own unique gametype number, can't you simply have a Lua script lump in your character wad that checks for that gametype and modifies S_SKIN stats accordingly?

No, you'd need to check for the type of level specifically. TD mode is activated when you load a map that has TD's type of level flag in its MAINCFG. As such, TD has no specific gametype, and can be enabled any map as long as the flag is present in the header.
 
So after an amazing in-door cheerleading event, all of the Kart Krew members (and our resident potted plant) got rejuvenated and decided to push on to get this thing out as quickly as possible.

I even learned how to make PolyObjects so I could improve a level's qual-

IdioticLeanBrant.gif


oh gOD WHAT THE HELL HAPPENED
 
You are evil.
Btw, if you could totally have a control on the launch direction, this could be a cool gimmick.
 
The whole cheerleading thing was just a dumb fib.
ibqDD0OxHpdrF1.png
 
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