MakeCode Kart

It’s a bit too fast for my liking, can you at least slow down the character a bit so it’s at somewhere of a normal speed

I’m done with it at this point - I mainly intended to do a tech demo to see if it’s feasible to do this kind of perspective transform in MakeCode Arcade, and I only added some basic racing features since it was fairly easy to do and helped with testing. I may reuse the code to make my own game at some point, but that would be a separate project.

Personally I’d strongly encourage going with original tracks and art. Getting inspired by other games is one thing, but outright copying assets is uncool, and could potentially also be copyright or trademark infringement. Fair use rules are not always obvious, but actually downloading tracks ripped from a game and importing them into your own game seems rather dubious and is the kind of thing that would normally require getting permission first.

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The speed and acceleration are all adjustable, for example the dy(-3) for acceleration and the drag constants. I was largely testing on the PyGamer which has analog control. It’s way too twitchy when using touchscreen controls on a phone.

Hi there! Could you make a tilt control? Tilt forwards is throttle and backwards is brake! Tilt Left/Right to steer. I recently made a f1 steering wheel and want to put the meowbit with this game on it to play games with it! Thank you!

This is technically an unofficial fan project (very similar to this html5 project someone made), so I will probably rip some of the tracks, but I will definitely make originals too.

Also, on a different subject, I’ve completed a basic engine for Makecode Kart off of 1.9.4. This is not even close to the final product, and will be a collab, hopefully with people on this forum making different tracks and characters. I’ll add menus, and charactors in the future, as well as adding item boxes and items back (I havn’t tried to make moving objects yet, I’ll just hope they work lol!)

Thanks @kwx and I’ll put you at the top (or very close to the top) of the credits when the game has credits!

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As far as the renderer is concerned, moving objects should work just fine. You can modify their locations in track coordinates in the update loop.

If you want rotating objects, you could for example have sprites for 8 different orientations (N, NE, E, …, NW), and then pick the appropriate sprite based on heading and rotation angles.

Roughly, something like spriteRotation = Math.round((360 - heading) * 8 / 360) % 8 to get a sprite number from 0 to 7 for a track-attached object. If the object is also rotating, try Math.round((360 - heading + objectHeading) * 8 / 360) % 8 using the angle difference. This is untested, and if things are spinning the wrong way try flipping the sign. (That’s an old tradition in 3D graphics programming, and is often easier than trying to reason out the correct sign ahead of time.)

About the tracks, check out Tom Scott’s video “YouTube’s Copyright System Isn’t Broken. The World’s Is.”. While that’s about copyright in the context of YouTube videos, I think it’s a good explanation about the difference between how people think/wish the laws work and how they are actually written and enforced. I’m not a lawyer or moderator, so I’m not going to tell you what to do or not do, but if you do want to go that route I’d prefer to stay out of this project going forward.

Last time I tried this, tilt control needed to be a configurable option that’s off by default. As soon as you read an accelerometer value, the simulator switches to a mode where mouse movements tilt the virtual device, and this is annoying and makes the controls borderline unusable on a touch device. For example, try activating tilt controls in Space Rocks 3D in the simulator.

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Yeah, I basically went through all of Tom Scott’s videos and watched most of them a few years back, and I have watched that vid before. It probably is wrong to rip those tracks, even as an “unofficial” game dev project. I think if I do use them, I will manually recreate them and not rip/make them exactly the same. I know this might kind of be bad but I really want to play some mksc tracks (Idc about the other games that much because the themes are kind of bland) on a different platform than an emulator, and Nintendo’s track layouts are really good. I’m currently deving one of my own tracks, as well as I’m going to make menus soon.

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By the way I really want the pipes to have water come out when you hit it

Pretty good build, nothing wrong, sure but this makes me wonder if it’s possible to somehow add multiplayer

You shouldn’t put him at the top, he should be in the title. I cant beleive someone actually made a working and very optimized mode 7 game. He deserves to get a medal

Online multiplayer is impossible, unless you mean local co-op. if yes, then I’m thinking u’d have to basically either put 2 screens in one as a splitscreen, or you put both players in 1 screen but that would be a bit troublesome

I’ve made a custom track! Menus are still not developed yet but I (hopefully) will make them in the future.

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jumping?

I originally made this very basic menu, but I coded in more. I coded a track select that works with up to 32 tracks (support for unlimited coming soon).

Here’s what I have currently:

I have an idea for organizing the Makecode Kart project (if that’s ok with you all.) Here’s what I need (PLEASE MAKE THESE IN PROJECTS OTHERWISE EMPTY, AS I CAN COPY/PASTE THEM IN. I WILL ORGANIZE THESE INTO MENUS (although you can suggest (for example) if a track should go into a certain cup)):

  • Sprites for cups:
    I need 16x16 images for the cups in this game. Also include a name for it.
  • Tracks:
    For tracks, you can design your own track (NO NINTENDO TRACKS, this is a community project and, while you can include tracks with similar theming and layouts (because Nintendo did a lot of good ones), try to make them original and at most through inspiration, no direct rips or ports (I’m sure KWX will be happy about this)). Make it in a blank project and send it to me. I’ll need a 14x14 preview image that is in the menu, a track name, an image for the track that you will see while driving on it, and a collision map. For the collision map just copy the track and make its colors the following:

Have color 0 (clear) for out of bounds
Have color 1 (white) for the regular track
Have color 2 (red) for offroad
Have color 3 (pink) for walls
Have colors 4-7 (orange, yellow, teal, green) for track objects 1-4 (you can customize what you want them to look like by having sprites in the project that you send to me be called object 1, object 2, object 3, and object 4) These are optional but make your track look better.
Have color 8 (blue) for ramps
Have color 9 for a track gimmick (interactable) item that you specify (I can code it in if it isn’t too hard). This can be like the leaf piles in MKWII’s Maple Treeway or MKWII’s Koopa Cape spinning electric hazards as 2 examples (Idk why MKWII has all of the cool track items for some reason when I think about it).
Have color 10 for respawns, these will respawn your character when it goes out of bounds.
Have color 11 for item boxes (COMING TO THE GAME SOON!!!)
Have color 12 for the starting line (COMING TO THE GAME SOON!!!)
Colors 13-15 are reserved for key checkpoints, which I will probably add.

  • Character images
    If you decide to do this, please make images from back facing while going straight, turning (BOTH WAYS), turning (BOTH WAYS) through offroad, and drifting (BOTH WAYS)(no need for drifting through offroad as you won’t be able to drift through offroad once the game gets further in development.) I also want 7 images for the other camera angles (front facing, front left, front right, left, right, back left, and back right.) There also should be an image that you see in the character select screen (16x16) This totals to 15 images, but 7 are very similar and just require modifications. Also include the name of your character.
  • Item images:
    I need some animations/images for items (please no direct copies of Nintendo items, the sprites should have some differences, although how they work can be custom or how Nintendo’s items work (because ideas aren’t copyrighted.)) Also include how they work so I can code them in.

I will add new features including a character select menu (once there are character sprites drawn), powerups, cup name captions, and bug fixes as this game progresses.

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Also, If you design a track, you can specify colors that you want with the color fading extension or in the post you make.

Custom map maker? ( I dunno )

It kinda is a custom map maker, but not ingame. All you have to do is make the level (in an empty project), and specify the things in the above post for the collision map and send me the project. I will then put it into MAKECODE KART. The reason why I want people making maps to have it be in an empty project instead of the main project is so that multiple people can make levels at once.

Also, I need someone to make a logo for the title screen that “fits” the rest of the menu.

is this good
Screenshot 2022-03-16 10.21.58 AM

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OOOOOOOOOOOO NICE I LIKE IT!

Can you send me the image so I can put it into the title screen of the game?

I’ve made a character select, using sprites from the earlier posts on this thread, as well as KP!

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