I want to make a karting game in Godot as a personal project, and I want it to have good, responsive handling. SRB2Kart has very good handling, so I think it'd be a decent idea to replicate that, but I can't find any resources going over the physics, and I certainly can't read the source code...
how does the hydroplaning work in hydrocity??? theres no lua relating to it, so is it fof trickery or some kind of vanilla behavior i never encountered until now?
cool map! i think i found an issue though
i don't know if this is an issue with the map or the Adventure Emblems mod (or crosscompatibility between the two idk) but every single Robo-Hood has an emblem at its spawnpoint. They aren't real emblems, they don't affect your data, but it's pretty...
The concept is good, but during my (admittedly not very in-depth) test session the effect was barely noticeable, likely due to how short the early-stage drift boosts are. Having a "multiplier" console variable to let the host determine how pronounced the effect is would improve the experience...
These are pretty good!
I agree with A2 looking tilted, but I don't see an issue with A4. It seems straight to me.
1692803856
oh yeah and maybe there should be a transition frame for A1 where his spines are straight up or something
just to make the switching sides look smoother
its a URL thing. the S in https means secure and i think that has to do with things that conflict with other apps connecting to the page.
i barely have any idea what im talking about but the same thing happens with trackmania so thats how i know it does that sometimes
Golden Shine has said multiple times that the SA2 lightdash will not be implemented due to various reasons, including balancing and ability conflicts. The lightdash charge in this mod is already way faster than in SA1 since when you jump out of a spindash once the max charged up speed is reached...
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