Ring Racers Suggestions

Re-add the WANTED poster from SRB2Kart into battle, replacing the emerald coaster or whatever its called. It now shows folks who get the TARGET mark on them; however, if someone is close to getting all 7 emeralds, it will prioritize and show that person instead.
Adding on to this, there should be a unique TARGET mark for wanted people that says “WANTED” instead of “TARGET”, to distinguish from item boxes more. Also if the emerald coaster should be kept, it could be moved under the blue sphere meter, like how radio racers does it with one of its hud options (see image)
 

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Heya KKD, it wanted to offer a suggestion. An item bar instead of item boxes. In a 2.4 environment, it really feels like items (and rings) are vital, and missing a set can really kill your race. Made a funny picture that it feels happy about (but obviously not a perfect solution since it requires additional art assets and programming to be made for it) but essentially the idea is that it's this giant bar where if you drive under it, you get an item box and a spot of the light turns white, indicating driving through any amount of the white will give you a ring box instead of an item box. There's been a lot of situations where you can drive inbetween boxes and then you just die because first place is front running and and everyone around you is pull good boost items like 8 ring stacks and pairs of sneakers. You can even have the light disappear when you pass the the yellow beam to indicate that it's warming back up to white. Obviously, again, new assets and programming are needed for this, but it feels this would be a very Sonic The Hedgehog type of asset while solving the "whoops i missed an item box, guess I'll die" problem this game currently has.

We talked in Mogi Lounge a bit about this, and it doesnt want the game to be less punishing about the moments that really matter. The moments being the interactions between players, getting whipped and using offensive items should feel bad and are good plays by the opponents. But missing an item box doesn't feed that loop, it actually fights with it constantly, and it thinks that's bad for the game's health. People are fine with it, but it thinks more player interaction, where even bumping them into walls or off their lines is healthier for the game.

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I love how Maruyama/Trouble Bruin looks in the western versions of Dynamite Headdy, I think an alt skin with similar coloring and the angry expression would be lovely
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This is something really minor but I think given how light their roads are, Sundae Drive and Scarlet Gardens ought to use SubtractNum.
 
What about a option to import tracks between srb2kart and ring racers
This wouldn't be feasible at all. Tracks in the two games work significantly differently, so porting tracks between the two has to be manually done. Rings and checkpoint would have to be manually placed, and bot behavior and race progress both rely on things that also have to be manually set up and don't exist in SRB2K. There's no way to make a tool that automatically does this.
 
This wouldn't be feasible at all. Tracks in the two games work significantly differently, so porting tracks between the two has to be manually done. Rings and checkpoint would have to be manually placed, and bot behavior and race progress both rely on things that also have to be manually set up and don't exist in SRB2K. There's no way to make a tool that automatically does this.
Yes, Ring Racers UDMF and SRB2K UDMF are very different, although some map data can be converted very easily from what it seems like (like sector and vertex data.) Most of it needs to be ported over to Ring Racers or backported to SRB2K manually. I’ve only seen 1 addon be interchangeable with Ring Racers and SRB2K and that’s Tails’ khaos kontraption or whatever it’s called, and it makes me wonder if it is possible to make a map that is cross compatible with both games (obviously this would still require manually making a map for both versions and I don’t know how the addon works so who knows if it’s possible or not.)
 
⚠️This post contains a lot of unsolicited critique and ideas-guying:

While the changes made in the 2.4 tutorial have been amazing, I think the tutorial makes it really easy to forget that sliptiding exists.
Not being given to players who completed the tutorial in 2.3 and below aside:
While I dont think its the most problematic thing in the world that the sliptide section is optional, I think it's really easy to forget about, and thus the mechanic as a whole. Its easy to do without really thinking too hard about it, and the player may not actually end up applying it in races.
The section comes immediately after the somewhat lengthy SPB chase, which I've seen a lot of players spend quite a bit of time at before it clicks. I believe the player may need a moment of rest after the SPB chase in order for the information to sink in.
Being contained at the end of the drifting tutorial also doesn't expose sliptiding/wavedashing easily in the tutorial overview menu. Perhaps sub categories could be selected from the tutorial menu for players to refresh themselves? (in the case of the drift tutorial: drifting basics, SPB chase, sliptiding. You could also add a little checkmark on completed entries to encourage players to familiarize themselves with each mechanic, while letting them skip to do so at their own pace.)
As for the sliptiding tutorial it's self, I actually missed the fact that there's an optional additional S-Bend road the first time round, and I'm a bit disappointed that wavedashing isn't touched upon. When revisiting the tutorial to see what the S-Bend road is like, i was also having a lot of problems aligning myself with the path because of the camera clipping through the electrocuted walls, which I imagine others may also find frustrating.
With how many (advanced) techniques are present in RR, I think it may be worth considering adding a side "challenge" mode with courses that are meant to cover varying subject matter and address the advanced technique tutorial issue at its core. You can have something like a beginners, intermediate, advanced challenge courses for everything in the game outside the main tutorial, which can ease the player into mechanical mastery at their own pace. These could be be unlocked in their own right and then visited at any time, helping to teach various applications for different mechanics in a controlled environment, and "trick" the player into doing more learning by conveying them as optional side challenges. These could cover sliptiding/wavedashing of course, but other advanced mechanics that I think many players may struggle with or may not even know exist too. Triangle dashing, getting to the ground quickly with ringbail, mastering the garden top, picking up traps with the insta-whip in the heat of the moment, or even more niche stuff like using rings after picking up an item box with the button's negative edge, or subtle things like counterdrifting. Anything you could imagine getting covered on Eldog's RR 102 series but with learning by doing, basically.
This could even lend it's self to challenges that aren't really meant to be tutorials as much as they are meant to be simply fun challenges in their own right. Think of it sort of like mission mode from Mario Kart DS or Lessons mode from Kirby Air Riders and you may see where I'm coming from. Maybe they could ultimately culminate in "obstacle course" challenges which are tied to an unlock of some kind (or chao keys)? Or award the player metals/ranks for completing quickly/efficiently? Just spitballing.
Ring Racers is special to me because it really isn't afraid to be a bit complicated for the sake of it's depth. Because of that, I think a world class way to help the player learn the game is something that would go a long way towards the game's sentiment in the zeitgeist as something amazing, as well as contribute to its its longevity with strong onboarding.
I know this suggestion as I've proposed it would take a lot of overhead no matter how its approached. I just really want as many people to see how special this game is in the way I see it, so i appreciate any and all steps to achieve that, in any form or fashion. <3

While i'm here, a couple other little things because I love this game and want it to be the best it can be:
I'd really like to see a QoL change where you can jump to a locked challenge from the challenge board. Like if you have "complete time trial in this map with this character" as a visible unlock condition, you could click into the entry on the challenge board to be automatically brought to the map's entry in the time trial menu. I find a lot of my time is spent menuing between challenges and whatever challenge i want to unlock.
It could also be useful to see challenges related to a specific cup when selecting one in GP mode. I sometimes find myself getting caught having to replay GPs as different characters or for missed conditions, which can be especially frustrating when i have to hunt for said conditions in the challenge board too.
Also, I just really enjoy the process of unlocking things in general. I'm not sure how you'd want to implement something like this, but I think it could be pretty neat to have a streamlined way for modders to mark their stuff as unlockable with agnostic (or specific) conditions, so people can add modded challenges too? Perhaps a separate modded content challenge board? Just an idea :)

I think i read in the Discord that online time trials are coming to 2.5, which I hope means an online leaderboard with public ghosts. Being able to bookmark specific users as "friends" you can compare your times against would also be fire. Games like Neon White and Marble It Up! do this very well, where you see a breakdown of your friend's times after each level and how you compare to them. This really brings out the competetive edge in all of us :grin:

Sweguin touched upon this in his Ring Racers appreciation video (timestamped), but for those with a lot of modded characters (or on servers with a lot of modded characters), it would be really nice to have an alternative character select screen that's more concerned with picking a skin than the character's stats, like SRB2K Galaxy (mentioned in the video, I've never played it) with its infinite scrolling, thinner and full color grid layout, which could also be sorted given it's not tied to stats (perhaps by name and/or load order?). It could also be really nice to have the option of grouping by source material (sonic, kirby, mario, ocs, etc) but i'm not sure how this would be implemented without asking modders to conform to a standardized tagging system, so maybe just by pack would be okay. Maybe they could have little sections that can credit the pack author too.
I should note that Superstarxalien's fork of Radio Racers, in addition to its accessibility options from base Radio Racers, implements an alt character select screen as a list, which Sweguin found useful. That's ontop of base Radio Racer's character+follower "bookmarks"

An official (or endorsed, community maintaied) android build for those with controllers or ayn neo/retroid pocket type systems would be neat 👉👈.
It'd also be nice to see alternative package formats available for linux, like on the AUR, via apt/dnf, appimage, or .deb/.rpm files. Some in the community may be willing to maintain these if you give your blessing and endorse while linking on the site too, especially with how infrequent stable updates. Not a totally uncommon practice with community maintained linux software.
I really really love this game, its actually my GOTY 2024. so I hope this post sees everyone well. I only have as much to say as I do because of how much I adore what's been built. I've even considered dipping my toes into modding, so maybe you'll be seeing more from me on the addons board one day :)
 
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